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ycrpg/js/plugins/YEP_MessageCore.js

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JavaScript

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//=============================================================================
// Yanfly Engine Plugins - Message Core
// YEP_MessageCore.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_MessageCore = true;
var Yanfly = Yanfly || {};
Yanfly.Message = Yanfly.Message || {};
//=============================================================================
/*:
* @plugindesc v1.17 信息核心
* @author Yanfly Engine Plugins
*
* @param ---General---
* @default
*
* @param Default Rows
* @desc This is default amount of rows the message box will have.
* Default: 4
* @default 4
*
* @param Default Width
* @desc This is default width for the message box in pixels.
* Default: Graphics.boxWidth
* @default Graphics.boxWidth
*
* @param Face Indent
* @desc If using a face graphic, this is how much text indents by.
* Default: Window_Base._faceWidth + 24
* @default Window_Base._faceWidth + 24
*
* @param Fast Forward Key
* @desc This is the key used for fast forwarding.
* @default pagedown
*
* @param Enable Fast Forward
* @desc Enable fast forward button for your messages by default?
* NO - false YES - true
* @default true
*
* @param Word Wrapping
* @desc Use this to enable or disable word wrapping by default.
* OFF - false ON - true
* @default false
*
* @param Description Wrap
* @desc Enable or disable word wrapping for descriptions.
* OFF - false ON - true
* @default false
*
* @param Word Wrap Space
* @desc Insert a space with manual line breaks?
* NO - false YES - true
* @default false
*
* @param Tight Wrap
* @desc If true and using a face for the message, the message will
* wrap tighter. NO - false YES - true
* @default false
*
* @param ---Font---
* @default
*
* @param Font Name
* @desc This is the default font used for the Message Window.
* Default: GameFont
* @default GameFont
*
* @param Font Size
* @desc This is the default font size used for the Message Window.
* Default: 28
* @default 28
*
* @param Font Size Change
* @desc Whenever \{ and \} are used, they adjust by this value.
* Default: 12
* @default 12
*
* @param Font Changed Max
* @desc This is the maximum size achieved by \{.
* Default: 96
* @default 96
*
* @param Font Changed Min
* @desc This is the minimum size achieved by \{.
* Default: 12
* @default 12
*
* @param Font Outline
* @desc This is the default font outline width for messages.
* Default: 4
* @default 4
*
* @param Maintain Font
* @desc When changing the font name or size, maintain for following
* messages. NO - false YES - true
* @default false
*
* @param ---Name Box---
* @default
*
* @param Name Box Buffer X
* @desc This is the buffer for the x location of the Name Box.
* @default -28
*
* @param Name Box Buffer Y
* @desc This is the buffer for the y location of the Name Box.
* @default 0
*
* @param Name Box Padding
* @desc This is the value for the padding of the Name Box.
* @default this.standardPadding() * 4
*
* @param Name Box Color
* @desc This is the text color used for the Name Box.
* @default 0
*
* @param Name Box Clear
* @desc Do you wish for the Name Box window to be clear?
* NO - false YES - true
* @default false
*
* @param Name Box Added Text
* @desc This text is always added whenever the name box is used.
* This can be used to automatically set up colors.
* @default \c[6]
*
* @param Name Box Auto Close
* @desc Close the message window each time the namebox displays a
* different name? YES - true NO - false
* @default false
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* 这个信息核心插件为RPG Maker MV的默认信息系统添加了很多功能可以使用更多
* 的文本代码,名字框,甚至可以调整文本框大小
* 当RPG Maker MV Ace改善了信息系统以后我们很伤心的发现只有很少的特点
* 如名字框,文本代码转换为图标或者物品、武器、装备的名字,以及更多流行的地
* 方。这个脚本可以让开发者自行调整消息框的大小,调整字体或者文本快进的特点
*
* ============================================================================
* Word Wrapping
* ============================================================================
*
* 文本换行功能现在可以通过信息系统来调整。你也可以使用插件命令来开启和关闭
* 这个换行功能。当开启文本换行的时候,当你的问题超过了文本框的大小,它将会
* 自动转入下一行。也就是说,文本换行将会关闭编辑器的文本换行功能,并且要求
* 你用下面的代码来实现。
*
* <br> or <line break>
* 这段代码可以实现换行,当你打算换行的时候,请在的一段之前或者之后添加。
*
* Keep in mind word wrapping is mostly for message windows. However, in other
* places that you'd like to see word wrapping, such as item descriptions,
* insert <WordWrap> at the beginning of the text to enable it.
*
* ============================================================================
* Text Codes
* ============================================================================
*
* By using certain text codes in your messages, you can have the game replace
* them with the following:
* 通过在消息中使用某些文本代码,您可以让游戏将其替换为以下内容:
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Text Code Function
* \V[n] 显示变量的值
* \N[n] 显示角色的名字
* \P[n] 显示队伍成员的名字
* \G 显示货币
* \C[n] 随后文本的颜色
* \I[n] 显示图标
* \{ 增大一号文本大小
* \} 减少一号文本大小
* \\ 反斜线的文字
* \$ 打开金币框
* \. 等待0.25秒
* \| 等待1秒
* \! 等待按钮按下
* \> 在同一行显示文字
* \< 取消显示所有文字
* \^ 显示文本后不需要等待
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Wait: Effect:
* \w[x] - 等待x时间。只对信息框有效。
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* NameWindow: Effect:
* \n<x> - 建立靠左的名字框
* \nc<x> -建立居中的名字框
* \nr<x> -建立靠右的名字框
*
* *Note: 只对信息框有效
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Line Break Effect:
* <br> -如果你使用了换行模式,这将导致换行
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Position: Effect:
* \px[x] - 设置文本位置为x
* \py[x] - 设置文本位置为y
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Outline: Effect:
* \oc[x] - 设置轮廓颜色
* \ow[x] - 设置轮廓宽度
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Font: Effect:
* \fr - 重置文本的改变
* \fs[x] - 改变文本大小
* \fn<x> - 改变文本字体.
* \fb - 加粗
* \fi - 倾斜
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Actor: Effect:
* \af[x] - 显示角色脸图
* \ac[x] - 显示角色职业
* \an[x] - 显示角色昵称
*
* *Note: 只对信息框有效
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Party: Effect:
* \pf[x] - 显示队伍成员脸图
* \pc[x] - 显示队伍成员昵称
* \pn[x] - 显示队伍成员的昵称
*
* *Note: 只对信息框有效
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Names: Effect:
* \nc[x] - 显示职业名
* \ni[x] - 显示物品名
* \nw[x] - 显示武器名
* \na[x] - 显示装备名
* \ns[x] - 显示技能名
* \nt[x] - 显示状态名
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Icon Names: Effect:
* \ii[x] - 显示包括图标的物品名
* \iw[x] - 显示包括图标的武器名
* \ia[x] - 显示包括图标的装备名
* \is[x] - 显示包括图标的技能名
* \it[x] - 显示包括图标的状态名
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* 这些文本代码已经添加进了脚本。请注意这里面有一部分文本代码只能用于消息框
* 。而另外一些,可以对于描述文字,角色描述或者其他起作用。
*
* ============================================================================
* Plugin Commands
* ============================================================================
*
* 你可以通过事件编辑器使用下面这些插件命令来改变信息系统很多方面
*
* Plugin Comand
* MessageRows 6
* 将信息可显示行数改为6行。如果你连续使用显示文本的事件这将导致文本会一直
* 显示在框内直到达到设定上限。在这之后的文字将会显示在下一个文本框开始的时
* 候,以免造成不必要的重叠。
*
* MessageWidth 400
* - 将文本框宽度改为400像素。这将把任何超过这个像素的文字删掉
*
* EnableWordWrap
* - Enables wordwrapping. If a word extends past the window size, it will
* automatically move onto the next line. Keep in mind, you will need to use
* \br to perform line breaks.
*
* DisableWordWrap
* - This disables wordwrapping. Line breaks will be automatic at points
* where a new line is started in the editor.
*
* EnableFastForward
* - Enables Fast Forward key from working with messages.
*
* DisableFastForward
* - Disables Fast Forward key from working with messages.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.17:
* - Compatibility update with Message Macros for 'Name Box Auto Close' option.
*
* Version 1.16:
* - Added 'Tight Wrap' plugin parameter as a word wrap option to make the
* word wrap tighter when using faces.
*
* Version 1.15:
* - Added a failsafe where if the name box window would be off the screen, it
* will automatically reposition itself to under the main message window.
*
* Version 1.14:
* - Added 'Name Box Close' plugin parameter. If this is enabled, the message
* window will check for the Name Window speaker each time a follow up message
* occurs. If the name in the currently Name Window matches the name in the
* following Name Window, the message window will remain open. If it doesn't,
* the Name Window will close and reopen to indicate a new speaker.
*
* Version 1.13:
* - Added 'Maintain Font' plugin parameter under the Font category. This will
* allow you to use text codes \fn<x> and \fs[x] to permanently change the font
* of your messages until you use it again. \fr will reset them to the plugin's
* default parameter settings.
*
* Version 1.12:
* - 'Word Wrap Space' parameter no longer leaves a space at the beginning of
* each message.
*
* Version 1.11:
* - Added 'Font Outline' parameter for the plugin parameters. This adjusts the
* font outline width used by default for only message fonts.
*
* Version 1.10:
* - Updated the Message Row system for Extended Message Pack 1's Autosizing
* feature to work with extended heights.
*
* Version 1.09:
* - Replaced 'Fast Forward' parameter with the 'Fast Forward Key' parameter
* and 'Enable Fast Forward' parameter. Two new Plugin Commands are added. They
* are 'EnableFastForward' and 'DisableFastForward' for control over when fast
* forwarding is allowed as to not cause timed cutscenes to desynch.
*
* Version 1.08:
* - Fixed a bug regarding Input Number positioning when the Message Window's
* position was middle.
*
* Version 1.07:
* - Added 'Word Wrap Space' for word wrap users. This parameter will leave a
* space behind for those who want a space left behind.
*
* Version 1.06:
* - Fixed a bug that would cause masking problems with mobile devices.
*
* Version 1.05:
* - Fixed a bug that would cause the namebox window to appear distorted.
*
* Version 1.04:
* - Fixed a bug that captured too many text codes with the namebox window.
* - Timed Name Window's closing speed with main window's closing speed.
*
* Verison 1.03:
* - Fixed a bug with textcodes that messed up wordwrapping.
* - Fixed a bug with font reset, italic, and bold textcodes.
*
* Version 1.02:
* - Namebox Window's overlap feature that's in every MV window is now disabled
* to allow for overlapping with main message window.
* - Updated window positioning for Branch Choices, Number Input, and Item
* Selection windows.
*
* Version 1.01:
* - Added 'Description Wrap' into the parameters to allow for all item
* descriptions to be automatically processed with word wrapping.
*
* Version 1.00:
* - Finished plugin!
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters("YEP_MessageCore");
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.MSGDefaultRows = String(Yanfly.Parameters["Default Rows"]);
Yanfly.Param.MSGDefaultWidth = String(Yanfly.Parameters["Default Width"]);
Yanfly.Param.MSGFaceIndent = String(Yanfly.Parameters["Face Indent"]);
Yanfly.Param.MSGFastForwardKey = String(Yanfly.Parameters["Fast Forward Key"]);
Yanfly.Param.MSGFFOn = eval(String(Yanfly.Parameters["Enable Fast Forward"]));
Yanfly.Param.MSGWordWrap = String(Yanfly.Parameters["Word Wrapping"]);
Yanfly.Param.MSGDescWrap = String(Yanfly.Parameters["Description Wrap"]);
Yanfly.Param.MSGWrapSpace = eval(String(Yanfly.Parameters["Word Wrap Space"]));
Yanfly.Param.MSGTightWrap = eval(String(Yanfly.Parameters["Tight Wrap"]));
Yanfly.Param.MSGFontName = String(Yanfly.Parameters["Font Name"]);
Yanfly.Param.MSGFontSize = Number(Yanfly.Parameters["Font Size"]);
Yanfly.Param.MSGFontSizeChange = String(Yanfly.Parameters["Font Size Change"]);
Yanfly.Param.MSGFontChangeMax = String(Yanfly.Parameters["Font Changed Max"]);
Yanfly.Param.MSGFontChangeMin = String(Yanfly.Parameters["Font Changed Min"]);
Yanfly.Param.MSGFontOutline = Number(Yanfly.Parameters["Font Outline"]) || 4;
Yanfly.Param.MSGFontMaintain = eval(String(Yanfly.Parameters["Maintain Font"]));
Yanfly.Param.MSGNameBoxBufferX = String(Yanfly.Parameters["Name Box Buffer X"]);
Yanfly.Param.MSGNameBoxBufferY = String(Yanfly.Parameters["Name Box Buffer Y"]);
Yanfly.Param.MSGNameBoxPadding = String(Yanfly.Parameters["Name Box Padding"]);
Yanfly.Param.MSGNameBoxColor = Number(Yanfly.Parameters["Name Box Color"]);
Yanfly.Param.MSGNameBoxClear = String(Yanfly.Parameters["Name Box Clear"]);
Yanfly.Param.MSGNameBoxText = String(Yanfly.Parameters["Name Box Added Text"]);
Yanfly.Param.MSGNameBoxClose = String(Yanfly.Parameters["Name Box Auto Close"]);
Yanfly.Param.MSGNameBoxClose = eval(Yanfly.Param.MSGNameBoxClose);
//=============================================================================
// Bitmap
//=============================================================================
Yanfly.Message.Bitmap_initialize = Bitmap.prototype.initialize;
Bitmap.prototype.initialize = function (width, height) {
Yanfly.Message.Bitmap_initialize.call(this, width, height);
this.fontBold = false;
};
Yanfly.Message.Bitmap_makeFontNameText = Bitmap.prototype._makeFontNameText;
Bitmap.prototype._makeFontNameText = function () {
if (this.fontBold) return "Bold " + this.fontSize + "px " + this.fontFace;
return Yanfly.Message.Bitmap_makeFontNameText.call(this);
};
//=============================================================================
// Game_System
//=============================================================================
Yanfly.Message.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function () {
Yanfly.Message.Game_System_initialize.call(this);
this.initMessageSystem();
this.initMessageFontSettings();
};
Game_System.prototype.initMessageSystem = function () {
this._wordWrap = eval(Yanfly.Param.MSGWordWrap);
this._fastForward = Yanfly.Param.MSGFFOn;
};
Game_System.prototype.initMessageFontSettings = function () {
this._msgFontName = Yanfly.Param.MSGFontName;
this._msgFontSize = Yanfly.Param.MSGFontSize;
this._msgFontOutline = Yanfly.Param.MSGFontOutline;
};
Game_System.prototype.messageRows = function () {
var rows = eval(this._messageRows) || eval(Yanfly.Param.MSGDefaultRows);
return Math.max(1, Number(rows));
};
Game_System.prototype.messageWidth = function () {
return eval(this._messageWidth) || eval(Yanfly.Param.MSGDefaultWidth);
};
Game_System.prototype.wordWrap = function () {
if (this._wordWrap === undefined) this.initMessageSystem();
return this._wordWrap;
};
Game_System.prototype.setWordWrap = function (state) {
if (this._wordWrap === undefined) this.initMessageSystem();
this._wordWrap = state;
};
Game_System.prototype.isFastFowardEnabled = function () {
if (this._fastForward === undefined) this.initMessageSystem();
return this._fastForward;
};
Game_System.prototype.setFastFoward = function (state) {
if (this._fastForward === undefined) this.initMessageSystem();
this._fastForward = state;
};
Game_System.prototype.getMessageFontName = function () {
if (this._msgFontName === undefined) this.initMessageFontSettings();
return this._msgFontName;
};
Game_System.prototype.setMessageFontName = function (value) {
if (this._msgFontName === undefined) this.initMessageFontSettings();
this._msgFontName = value;
};
Game_System.prototype.getMessageFontSize = function () {
if (this._msgFontSize === undefined) this.initMessageFontSettings();
return this._msgFontSize;
};
Game_System.prototype.setMessageFontSize = function (value) {
if (this._msgFontSize === undefined) this.initMessageFontSettings();
this._msgFontSize = value;
};
Game_System.prototype.getMessageFontOutline = function () {
if (this._msgFontOutline === undefined) this.initMessageFontSettings();
return this._msgFontOutline;
};
Game_System.prototype.setMessageFontOutline = function (value) {
if (this._msgFontOutline === undefined) this.initMessageFontSettings();
this._msgFontOutline = value;
};
//=============================================================================
// Game_Message
//=============================================================================
Game_Message.prototype.addText = function (text) {
if ($gameSystem.wordWrap()) text = "<WordWrap>" + text;
this.add(text);
};
//=============================================================================
// Game_Interpreter
//=============================================================================
Yanfly.Message.Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
Yanfly.Message.Game_Interpreter_pluginCommand.call(this, command, args);
if (command === "MessageRows") $gameSystem._messageRows = args[0];
if (command === "MessageWidth") $gameSystem._messageWidth = args[0];
if (command === "EnableWordWrap") $gameSystem.setWordWrap(true);
if (command === "DisableWordWrap") $gameSystem.setWordWrap(false);
if (command === "EnableFastForward") $gameSystem.setFastFoward(true);
if (command === "DisableFastForward") $gameSystem.setFastFoward(false);
};
Game_Interpreter.prototype.command101 = function () {
if (!$gameMessage.isBusy()) {
$gameMessage.setFaceImage(this._params[0], this._params[1]);
$gameMessage.setBackground(this._params[2]);
$gameMessage.setPositionType(this._params[3]);
while (this.isContinueMessageString()) {
this._index++;
if (this._list[this._index].code === 401) {
$gameMessage.addText(this.currentCommand().parameters[0]);
}
if ($gameMessage._texts.length >= $gameSystem.messageRows()) break;
}
switch (this.nextEventCode()) {
case 102:
this._index++;
this.setupChoices(this.currentCommand().parameters);
break;
case 103:
this._index++;
this.setupNumInput(this.currentCommand().parameters);
break;
case 104:
this._index++;
this.setupItemChoice(this.currentCommand().parameters);
break;
}
this._index++;
this.setWaitMode("message");
}
return false;
};
Game_Interpreter.prototype.isContinueMessageString = function () {
if (this.nextEventCode() === 101 && $gameSystem.messageRows() > 4) {
return true;
} else {
return this.nextEventCode() === 401;
}
};
//=============================================================================
// Window_Base
//=============================================================================
Yanfly.Message.Window_Base_resetFontSettings = Window_Base.prototype.resetFontSettings;
Window_Base.prototype.resetFontSettings = function () {
Yanfly.Message.Window_Base_resetFontSettings.call(this);
this.contents.fontBold = false;
this.contents.fontItalic = false;
this.contents.outlineColor = "rgba(0, 0, 0, 0.5)";
this.contents.outlineWidth = $gameSystem.getMessageFontOutline();
};
Window_Base.prototype.textWidthEx = function (text) {
return this.drawTextEx(text, 0, this.contents.height + this.lineHeight());
};
Yanfly.Message.Window_Base_convertEscapeCharacters = Window_Base.prototype.convertEscapeCharacters;
Window_Base.prototype.convertEscapeCharacters = function (text) {
text = this.setWordWrap(text);
text = Yanfly.Message.Window_Base_convertEscapeCharacters.call(this, text);
text = this.convertExtraEscapeCharacters(text);
return text;
};
Window_Base.prototype.setWordWrap = function (text) {
this._wordWrap = false;
if (text.match(/<(?:WordWrap)>/i)) {
this._wordWrap = true;
text = text.replace(/<(?:WordWrap)>/gi, "");
}
if (this._wordWrap) {
var replace = Yanfly.Param.MSGWrapSpace ? " " : "";
text = text.replace(/[\n\r]+/g, replace);
}
text = text.replace(/<(?:BR|line break)>/gi, "\n");
return text;
};
Window_Base.prototype.convertExtraEscapeCharacters = function (text) {
// Font Codes
text = text.replace(/\x1bFR/gi, "\x1bMSGCORE[0]");
text = text.replace(/\x1bFB/gi, "\x1bMSGCORE[1]");
text = text.replace(/\x1bFI/gi, "\x1bMSGCORE[2]");
// \AC[n]
text = text.replace(
/\x1bAC\[(\d+)\]/gi,
function () {
return this.actorClassName(parseInt(arguments[1]));
}.bind(this)
);
// \AN[n]
text = text.replace(
/\x1bAN\[(\d+)\]/gi,
function () {
return this.actorNickname(parseInt(arguments[1]));
}.bind(this)
);
// \PC[n]
text = text.replace(
/\x1bPC\[(\d+)\]/gi,
function () {
return this.partyClassName(parseInt(arguments[1]));
}.bind(this)
);
// \PN[n]
text = text.replace(
/\x1bPN\[(\d+)\]/gi,
function () {
return this.partyNickname(parseInt(arguments[1]));
}.bind(this)
);
// \NC[n]
text = text.replace(
/\x1bNC\[(\d+)\]/gi,
function () {
return $dataClasses[parseInt(arguments[1])].name;
}.bind(this)
);
// \NI[n]
text = text.replace(
/\x1bNI\[(\d+)\]/gi,
function () {
return $dataItems[parseInt(arguments[1])].name;
}.bind(this)
);
// \NW[n]
text = text.replace(
/\x1bNW\[(\d+)\]/gi,
function () {
return $dataWeapons[parseInt(arguments[1])].name;
}.bind(this)
);
// \NA[n]
text = text.replace(
/\x1bNA\[(\d+)\]/gi,
function () {
return $dataArmors[parseInt(arguments[1])].name;
}.bind(this)
);
// \NE[n]
text = text.replace(
/\x1bNE\[(\d+)\]/gi,
function () {
return $dataEnemies[parseInt(arguments[1])].name;
}.bind(this)
);
// \NS[n]
text = text.replace(
/\x1bNS\[(\d+)\]/gi,
function () {
return $dataSkills[parseInt(arguments[1])].name;
}.bind(this)
);
// \NT[n]
text = text.replace(
/\x1bNT\[(\d+)\]/gi,
function () {
return $dataStates[parseInt(arguments[1])].name;
}.bind(this)
);
// \II[n]
text = text.replace(
/\x1bII\[(\d+)\]/gi,
function () {
return this.escapeIconItem(arguments[1], $dataItems);
}.bind(this)
);
// \IW[n]
text = text.replace(
/\x1bIW\[(\d+)\]/gi,
function () {
return this.escapeIconItem(arguments[1], $dataWeapons);
}.bind(this)
);
// \IA[n]
text = text.replace(
/\x1bIA\[(\d+)\]/gi,
function () {
return this.escapeIconItem(arguments[1], $dataArmors);
}.bind(this)
);
// \IS[n]
text = text.replace(
/\x1bIS\[(\d+)\]/gi,
function () {
return this.escapeIconItem(arguments[1], $dataSkills);
}.bind(this)
);
// \IT[n]
text = text.replace(
/\x1bIT\[(\d+)\]/gi,
function () {
return this.escapeIconItem(arguments[1], $dataStates);
}.bind(this)
);
// Finish
return text;
};
Window_Base.prototype.actorClassName = function (n) {
var actor = n >= 1 ? $gameActors.actor(n) : null;
return actor ? actor.currentClass().name : "";
};
Window_Base.prototype.actorNickname = function (n) {
var actor = n >= 1 ? $gameActors.actor(n) : null;
return actor ? actor.nickname() : "";
};
Window_Base.prototype.partyClassName = function (n) {
var actor = n >= 1 ? $gameParty.members()[n - 1] : null;
return actor ? actor.currentClass().name : "";
};
Window_Base.prototype.partyNickname = function (n) {
var actor = n >= 1 ? $gameParty.members()[n - 1] : null;
return actor ? actor.nickname() : "";
};
Window_Base.prototype.escapeIconItem = function (n, database) {
return "\x1bI[" + database[n].iconIndex + "]" + database[n].name;
};
Window_Base.prototype.obtainEscapeString = function (textState) {
var arr = /^\<(.*?)\>/.exec(textState.text.slice(textState.index));
if (arr) {
textState.index += arr[0].length;
return String(arr[0].slice(1, arr[0].length - 1));
} else {
return "";
}
};
Yanfly.Message.Window_Base_processEscapeCharacter = Window_Base.prototype.processEscapeCharacter;
Window_Base.prototype.processEscapeCharacter = function (code, textState) {
switch (code) {
case "MSGCORE":
var id = this.obtainEscapeParam(textState);
if (id === 0) {
$gameSystem.initMessageFontSettings();
this.resetFontSettings();
}
if (id === 1) this.contents.fontBold = !this.contents.fontBold;
if (id === 2) this.contents.fontItalic = !this.contents.fontItalic;
break;
case "FS":
var size = this.obtainEscapeParam(textState);
this.contents.fontSize = size;
if (Yanfly.Param.MSGFontMaintain) $gameSystem.setMessageFontSize(size);
break;
case "FN":
var name = this.obtainEscapeString(textState);
this.contents.fontFace = name;
if (Yanfly.Param.MSGFontMaintain) $gameSystem.setMessageFontName(name);
break;
case "OC":
var id = this.obtainEscapeParam(textState);
this.contents.outlineColor = this.textColor(id);
break;
case "OW":
this.contents.outlineWidth = this.obtainEscapeParam(textState);
break;
case "PX":
textState.x = this.obtainEscapeParam(textState);
break;
case "PY":
textState.y = this.obtainEscapeParam(textState);
break;
default:
Yanfly.Message.Window_Base_processEscapeCharacter.call(this, code, textState);
break;
}
};
Window_Base.prototype.makeFontBigger = function () {
var size = this.contents.fontSize + eval(Yanfly.Param.MSGFontSizeChange);
this.contents.fontSize = Math.min(size, Yanfly.Param.MSGFontChangeMax);
};
Window_Base.prototype.makeFontSmaller = function () {
var size = this.contents.fontSize - eval(Yanfly.Param.MSGFontSizeChange);
this.contents.fontSize = Math.max(size, Yanfly.Param.MSGFontChangeMin);
};
Yanfly.Message.Window_Base_processNormalCharacter = Window_Base.prototype.processNormalCharacter;
Window_Base.prototype.processNormalCharacter = function (textState) {
if (this.checkWordWrap(textState)) return this.processNewLine(textState);
Yanfly.Message.Window_Base_processNormalCharacter.call(this, textState);
};
Window_Base.prototype.checkWordWrap = function (textState) {
if (!textState) return false;
if (!this._wordWrap) return false;
if (textState.text[textState.index] === " ") {
var nextSpace = textState.text.indexOf(" ", textState.index + 1);
var nextBreak = textState.text.indexOf("\n", textState.index + 1);
if (nextSpace < 0) nextSpace = textState.text.length + 1;
if (nextBreak > 0) nextSpace = Math.min(nextSpace, nextBreak);
var word = textState.text.substring(textState.index, nextSpace);
var size = this.textWidthExCheck(word);
}
return size + textState.x > this.wordwrapWidth();
};
Window_Base.prototype.wordwrapWidth = function () {
return this.contents.width;
};
Window_Base.prototype.saveCurrentWindowSettings = function () {
this._saveFontFace = this.contents.fontFace;
this._saveFontSize = this.contents.fontSize;
this._savetextColor = this.contents.textColor;
this._saveFontBold = this.contents.fontBold;
this._saveFontItalic = this.contents.fontItalic;
this._saveOutlineColor = this.contents.outlineColor;
this._saveOutlineWidth = this.contents.outlineWidth;
};
Window_Base.prototype.restoreCurrentWindowSettings = function () {
this.contents.fontFace = this._saveFontFace;
this.contents.fontSize = this._saveFontSize;
this.contents.textColor = this._savetextColor;
this.contents.fontBold = this._saveFontBold;
this.contents.fontItalic = this._saveFontItalic;
this.contents.outlineColor = this._saveOutlineColor;
this.contents.outlineWidth = this._saveOutlineWidth;
};
Window_Base.prototype.clearCurrentWindowSettings = function () {
this._saveFontFace = undefined;
this._saveFontSize = undefined;
this._savetextColor = undefined;
this._saveFontBold = undefined;
this._saveFontItalic = undefined;
this._saveOutlineColor = undefined;
this._saveOutlineWidth = undefined;
};
Window_Base.prototype.textWidthExCheck = function (text) {
var setting = this._wordWrap;
this._wordWrap = false;
this.saveCurrentWindowSettings();
this._checkWordWrapMode = true;
var value = this.drawTextEx(text, 0, this.contents.height);
this._checkWordWrapMode = false;
this.restoreCurrentWindowSettings();
this.clearCurrentWindowSettings();
this._wordWrap = setting;
return value;
};
//=============================================================================
// Window_Help
//=============================================================================
Yanfly.Message.Window_Help_setItem = Window_Help.prototype.setItem;
Window_Help.prototype.setItem = function (item) {
if (eval(Yanfly.Param.MSGDescWrap)) {
this.setText(item ? "<WordWrap>" + item.description : "");
} else {
Yanfly.Message.Window_Help_setItem.call(this, item);
}
};
//=============================================================================
// Window_ChoiceList
//=============================================================================
Window_ChoiceList.prototype.standardFontFace = function () {
return $gameSystem.getMessageFontName();
};
Window_ChoiceList.prototype.standardFontSize = function () {
return $gameSystem.getMessageFontSize();
};
Yanfly.Message.Window_ChoiceList_updatePlacement = Window_ChoiceList.prototype.updatePlacement;
Window_ChoiceList.prototype.updatePlacement = function () {
Yanfly.Message.Window_ChoiceList_updatePlacement.call(this);
var messagePosType = $gameMessage.positionType();
if (messagePosType === 0) {
this.y = this._messageWindow.height;
} else if (messagePosType === 2) {
this.y = Graphics.boxHeight - this._messageWindow.height - this.height;
}
};
//=============================================================================
// Window_NumberInput
//=============================================================================
Yanfly.Message.Window_NumberInput_updatePlacement = Window_NumberInput.prototype.updatePlacement;
Window_NumberInput.prototype.updatePlacement = function () {
Yanfly.Message.Window_NumberInput_updatePlacement.call(this);
var messageY = this._messageWindow.y;
var messagePosType = $gameMessage.positionType();
if (messagePosType === 0) {
this.y = this._messageWindow.height;
} else if (messagePosType === 1) {
if (messageY >= Graphics.boxHeight / 2) {
this.y = messageY - this.height;
} else {
this.y = messageY + this._messageWindow.height;
}
} else if (messagePosType === 2) {
this.y = Graphics.boxHeight - this._messageWindow.height - this.height;
}
};
//=============================================================================
// Window_EventItem
//=============================================================================
Yanfly.Message.Window_EventItem_updatePlacement = Window_EventItem.prototype.updatePlacement;
Window_EventItem.prototype.updatePlacement = function () {
Yanfly.Message.Window_EventItem_updatePlacement.call(this);
var messagePosType = $gameMessage.positionType();
if (messagePosType === 0) {
this.y = Graphics.boxHeight - this.height;
} else if (messagePosType === 2) {
this.y = 0;
}
};
//=============================================================================
// Window_ScrollText
//=============================================================================
Window_ScrollText.prototype.standardFontFace = function () {
return $gameSystem.getMessageFontName();
};
Window_ScrollText.prototype.standardFontSize = function () {
return $gameSystem.getMessageFontSize();
};
//=============================================================================
// Window_NameBox
//=============================================================================
Yanfly.DisableWebGLMask = false;
function Window_NameBox() {
this.initialize.apply(this, arguments);
}
Window_NameBox.prototype = Object.create(Window_Base.prototype);
Window_NameBox.prototype.constructor = Window_NameBox;
Window_NameBox.prototype.initialize = function (parentWindow) {
this._parentWindow = parentWindow;
Window_Base.prototype.initialize.call(this, 0, 0, 240, this.windowHeight());
this._text = "";
this._lastNameText = "";
this._openness = 0;
this._closeCounter = 0;
this.deactivate();
if (eval(Yanfly.Param.MSGNameBoxClear)) {
this.backOpacity = 0;
this.opacity = 0;
}
this.hide();
};
Window_NameBox.prototype.windowWidth = function () {
this.resetFontSettings();
var dw = this.textWidthEx(this._text);
dw += this.padding * 2;
var width = dw + eval(Yanfly.Param.MSGNameBoxPadding);
return Math.ceil(width);
};
Window_NameBox.prototype.textWidthEx = function (text) {
return this.drawTextEx(text, 0, this.contents.height);
};
Window_NameBox.prototype.calcNormalCharacter = function (textState) {
return this.textWidth(textState.text[textState.index++]);
};
Window_NameBox.prototype.windowHeight = function () {
return this.fittingHeight(1);
};
Window_NameBox.prototype.standardFontFace = function () {
return $gameSystem.getMessageFontName();
};
Window_NameBox.prototype.standardFontSize = function () {
return $gameSystem.getMessageFontSize();
};
Window_NameBox.prototype.update = function () {
Window_Base.prototype.update.call(this);
if (this.active) return;
if (this.isClosed()) return;
if (this.isClosing()) return;
if (this._closeCounter-- > 0) return;
if (this._parentWindow.isClosing()) {
this._openness = this._parentWindow.openness;
}
this.close();
};
Window_NameBox.prototype.refresh = function (text, position) {
this.show();
this._lastNameText = text;
this._text = Yanfly.Param.MSGNameBoxText + text;
this._position = position;
this.width = this.windowWidth();
this.createContents();
this.contents.clear();
this.resetFontSettings();
this.changeTextColor(this.textColor(Yanfly.Param.MSGNameBoxColor));
var padding = eval(Yanfly.Param.MSGNameBoxPadding) / 2;
this.drawTextEx(this._text, padding, 0, this.contents.width);
this._parentWindow.adjustWindowSettings();
this._parentWindow.updatePlacement();
this.adjustPositionX();
this.adjustPositionY();
this.open();
this.activate();
this._closeCounter = 4;
return "";
};
Window_NameBox.prototype.adjustPositionX = function () {
if (this._position === 1) {
this.x = this._parentWindow.x;
this.x += eval(Yanfly.Param.MSGNameBoxBufferX);
} else if (this._position === 2) {
this.x = this._parentWindow.x;
this.x += (this._parentWindow.width * 3) / 10;
this.x -= this.width / 2;
} else if (this._position === 3) {
this.x = this._parentWindow.x;
this.x += this._parentWindow.width / 2;
this.x -= this.width / 2;
} else if (this._position === 4) {
this.x = this._parentWindow.x;
this.x += (this._parentWindow.width * 7) / 10;
this.x -= this.width / 2;
} else {
this.x = this._parentWindow.x + this._parentWindow.width;
this.x -= this.width;
this.x -= eval(Yanfly.Param.MSGNameBoxBufferX);
}
this.x = this.x.clamp(0, Graphics.boxWidth - this.width);
};
Window_NameBox.prototype.adjustPositionY = function () {
if ($gameMessage.positionType() === 0) {
this.y = this._parentWindow.y + this._parentWindow.height;
this.y -= eval(Yanfly.Param.MSGNameBoxBufferY);
} else {
this.y = this._parentWindow.y;
this.y -= this.height;
this.y += eval(Yanfly.Param.MSGNameBoxBufferY);
}
if (this.y < 0) {
this.y = this._parentWindow.y + this._parentWindow.height;
this.y -= eval(Yanfly.Param.MSGNameBoxBufferY);
}
};
//=============================================================================
// Window_Message
//=============================================================================
Yanfly.Message.Window_Message_createSubWindows = Window_Message.prototype.createSubWindows;
Window_Message.prototype.createSubWindows = function () {
Yanfly.Message.Window_Message_createSubWindows.call(this);
this._nameWindow = new Window_NameBox(this);
Yanfly.nameWindow = this._nameWindow;
var scene = SceneManager._scene;
scene.addChild(this._nameWindow);
};
Window_Message.prototype.numVisibleRows = function () {
return $gameSystem.messageRows();
};
Window_Message.prototype.windowWidth = function () {
return $gameSystem.messageWidth();
};
Window_Message.prototype.wordwrapWidth = function () {
if (Yanfly.Param.MSGTightWrap && $gameMessage.faceName() !== "") {
return this.contents.width - this.newLineX();
}
return Window_Base.prototype.wordwrapWidth.call(this);
};
Window_Message.prototype.adjustWindowSettings = function () {
this.width = this.windowWidth();
this.height = Math.min(this.windowHeight(), Graphics.boxHeight);
if (Math.abs(Graphics.boxHeight - this.height) < this.lineHeight()) {
this.height = Graphics.boxHeight;
}
this.createContents();
this.x = (Graphics.boxWidth - this.width) / 2;
};
Yanfly.Message.Window_Message_startMessage = Window_Message.prototype.startMessage;
Window_Message.prototype.startMessage = function () {
this._nameWindow.deactivate();
Yanfly.Message.Window_Message_startMessage.call(this);
};
Yanfly.Message.Window_Message_terminateMessage = Window_Message.prototype.terminateMessage;
Window_Message.prototype.terminateMessage = function () {
this._nameWindow.deactivate();
Yanfly.Message.Window_Message_terminateMessage.call(this);
};
Yanfly.Message.Window_Message_newPage = Window_Message.prototype.newPage;
Window_Message.prototype.newPage = function (textState) {
this.adjustWindowSettings();
Yanfly.Message.Window_Message_newPage.call(this, textState);
};
Window_Message.prototype.standardFontFace = function () {
return $gameSystem.getMessageFontName();
};
Window_Message.prototype.standardFontSize = function () {
return $gameSystem.getMessageFontSize();
};
Window_Message.prototype.newLineX = function () {
if ($gameMessage.faceName() === "") {
return 0;
} else {
return eval(Yanfly.Param.MSGFaceIndent);
}
};
Window_Message.prototype.isFastForward = function () {
if (!$gameSystem.isFastFowardEnabled()) return false;
return Input.isPressed(Yanfly.Param.MSGFastForwardKey);
};
Yanfly.Message.Window_Message_updateInput = Window_Message.prototype.updateInput;
Window_Message.prototype.updateInput = function () {
if (this.pause && this.isFastForward()) {
if (!this._textState) {
this.pause = false;
this.terminateMessage();
}
}
return Yanfly.Message.Window_Message_updateInput.call(this);
};
Yanfly.Message.Window_Message_updateShowFast = Window_Message.prototype.updateShowFast;
Window_Message.prototype.updateShowFast = function () {
if (this.isFastForward()) this._showFast = true;
Yanfly.Message.Window_Message_updateShowFast.call(this);
};
Yanfly.Message.Window_Message_updateWait = Window_Message.prototype.updateWait;
Window_Message.prototype.updateWait = function () {
if (this.isFastForward()) return false;
return Yanfly.Message.Window_Message_updateWait.call(this);
};
Yanfly.Message.Window_Message_startWait = Window_Message.prototype.startWait;
Window_Message.prototype.startWait = function (count) {
if (this._checkWordWrapMode) return;
Yanfly.Message.Window_Message_startWait.call(this, count);
if (this.isFastForward()) this._waitCount = 0;
};
Yanfly.Message.Window_Message_startPause = Window_Message.prototype.startPause;
Window_Message.prototype.startPause = function () {
if (this._checkWordWrapMode) return;
Yanfly.Message.Window_Message_startPause.call(this);
};
Window_Message.prototype.convertEscapeCharacters = function (text) {
text = Window_Base.prototype.convertEscapeCharacters.call(this, text);
text = this.convertNameBox(text);
text = this.convertMessageCharacters(text);
return text;
};
Window_Message.prototype.convertNameBox = function (text) {
text = text.replace(
/\x1bN\<(.*?)\>/gi,
function () {
return Yanfly.nameWindow.refresh(arguments[1], 1);
},
this
);
text = text.replace(
/\x1bN1\<(.*?)\>/gi,
function () {
return Yanfly.nameWindow.refresh(arguments[1], 1);
},
this
);
text = text.replace(
/\x1bN2\<(.*?)\>/gi,
function () {
return Yanfly.nameWindow.refresh(arguments[1], 2);
},
this
);
text = text.replace(
/\x1bN3\<(.*?)\>/gi,
function () {
return Yanfly.nameWindow.refresh(arguments[1], 3);
},
this
);
text = text.replace(
/\x1bNC\<(.*?)\>/gi,
function () {
return Yanfly.nameWindow.refresh(arguments[1], 3);
},
this
);
text = text.replace(
/\x1bN4\<(.*?)\>/gi,
function () {
return Yanfly.nameWindow.refresh(arguments[1], 4);
},
this
);
text = text.replace(
/\x1bN5\<(.*?)\>/gi,
function () {
return Yanfly.nameWindow.refresh(arguments[1], 5);
},
this
);
text = text.replace(
/\x1bNR\<(.*?)\>/gi,
function () {
return Yanfly.nameWindow.refresh(arguments[1], 5);
},
this
);
return text;
};
Window_Message.prototype.convertMessageCharacters = function (text) {
text = text.replace(
/\x1bAF\[(\d+)\]/gi,
function () {
var i = parseInt(arguments[1]);
return this.convertActorFace($gameActors.actor(i));
}.bind(this)
);
text = text.replace(
/\x1bPF\[(\d+)\]/gi,
function () {
var i = parseInt(arguments[1]);
return this.convertActorFace($gameParty.members()[i - 1]);
}.bind(this)
);
return text;
};
Window_Message.prototype.convertActorFace = function (actor) {
$gameMessage.setFaceImage(actor.faceName(), actor.faceIndex());
return "";
};
Yanfly.Message.Window_Message_processEscapeCharacter = Window_Message.prototype.processEscapeCharacter;
Window_Message.prototype.processEscapeCharacter = function (code, textState) {
switch (code) {
case "!":
if (!this.isFastForward()) this.startPause();
break;
case "W":
this.startWait(this.obtainEscapeParam(textState));
default:
Yanfly.Message.Window_Message_processEscapeCharacter.call(this, code, textState);
break;
}
};
if (Yanfly.Param.MSGNameBoxClose) {
Yanfly.Message.Window_Message_doesContinue = Window_Message.prototype.doesContinue;
Window_Message.prototype.doesContinue = function () {
var value = Yanfly.Message.Window_Message_doesContinue.call(this);
if (!value) return false;
if (this.hasDifferentNameBoxText()) {
return false;
}
return true;
};
Window_Message.prototype.hasDifferentNameBoxText = function () {
var texts = $gameMessage._texts;
var length = texts.length;
var open = this._nameWindow.isOpen();
for (var i = 0; i < length; ++i) {
var text = texts[i];
if (text.length <= 0) continue;
if (Yanfly.MsgMacro) {
text = this.convertMacroText(text);
text = text.replace(/\x1b/gi, "\\");
}
if (text.match(/\\(?:N|N1|N2|N3|N4|N5|NC|NR)<(.*)>/i)) {
var name = String(RegExp.$1);
} else if (text.match(/\\(?:ND|ND1|ND2|ND3|ND4|ND5|NDC|NDR)<(.*)>/i)) {
var name = String(RegExp.$1);
} else if (text.match(/\\(?:NT|NT1|NT2|NT3|NT4|NT5|NTC|NTR)<(.*)>/i)) {
var name = String(RegExp.$1);
}
if (name) {
name = name.replace(
/\\V\[(\d+)\]/gi,
function () {
return $gameVariables.value(parseInt(arguments[1]));
}.bind(this)
);
name = name.replace(
/\\V\[(\d+)\]/gi,
function () {
return $gameVariables.value(parseInt(arguments[1]));
}.bind(this)
);
name = name.replace(
/\\N\[(\d+)\]/gi,
function () {
return this.actorName(parseInt(arguments[1]));
}.bind(this)
);
name = name.replace(
/\\P\[(\d+)\]/gi,
function () {
return this.partyMemberName(parseInt(arguments[1]));
}.bind(this)
);
name = name.replace(/\\/gi, "\x1b");
}
if (name && !open) return true;
if (name && name !== this._nameWindow._lastNameText) {
return true;
}
}
if (open && !name) return true;
return false;
};
} // Yanfly.Param.MSGNameBoxClose
//=============================================================================
// End of File
//=============================================================================