//-----------------------------------------------------------------------------
// Galv's Visual Novel Choices
//-----------------------------------------------------------------------------
// For: RPGMAKER MV
// GALV_VisualNovelChoices.js
//-----------------------------------------------------------------------------
// 2016-10-06 - Version 1.6 - hopefully fixed cache issue with MV update 1.5
// 2016-08-10 - Version 1.5 - fixed cache issue with MV update 1.3
// 2016-05-12 - Version 1.4 - vnbuttons img added to 'dont exclude' file list
// 2016-04-02 - Version 1.3 - change for compatibility with menu cursors
// 2016-03-21 - Version 1.2 - fixed color codes and compatibility with HIME's
// - choice plugins
// 2016-03-16 - Version 1.1 - added setting to make a gap between choices and
// - message box, added button setting for disabled
// - choices
// 2016-03-14 - Version 1.0 - release
//-----------------------------------------------------------------------------
// Terms can be found at:
// galvs-scripts.com
//-----------------------------------------------------------------------------
var Imported = Imported || {};
Imported.Galv_VisualNovelChoices = true;
var Galv = Galv || {}; // Galv's main object
Galv.VNC = Galv.VNC || {}; // Galv's stuff
//-----------------------------------------------------------------------------
/*:
* @plugindesc (v.1.6) 更改“选项”消息框的显示方式,使其更像视觉小说。
*
* @author Galv - galvs-scripts.com
*
* @param Command Width
* @desc 选项命令的宽度。这必须等于或小于vnbuttons.png宽度。
* @default 700
*
* @param Command Height
* @desc 选项命令的宽度
* @default 48
*
* @param Always Middle
* @desc 在中间显示选项,而不考虑“显示选项”窗口位置。 true or false
* @default true
*
* @param Message Gap
* @desc 显示选项与消息窗口的距离
* @default 0
*
* @param Disabled Button
* @desc 用于显示禁用选项按钮的行号(如果使用可以禁用选项的插件)
* @default 3
*
* @requiredAssets img/system/VNButtons
*
* @help
* 高尔夫的视觉小说选择
* ----------------------------------------------------------------------------
*以更直观的新颖样式显示选项。选择的图像
*按钮应放在/img/system/folder中,并命名为:
*“vnbuttons.png”。它是一个单独的文件,每个按钮都在上面
*另一个。
*命令宽度和命令高度设置控制
*按钮,而命令间隙控制它们之间的空间。确保
*“命令宽度”插件设置等于图形的像素宽度。
*
*vnbuttons文件中的第一个按钮图像是按钮0。这是
*在按钮上显示的光标图像。如果
*选项文本将为按钮1(位于
*光标图像)。
*
*在选项文本中使用\b[x]可以指定其他按钮
*将该选项(X是行号)和按钮图形化。
*
*插件设置中的“禁用按钮”选项用于
*另一个禁用选项命令的插件,如:
*他提出的“残疾选择条件”。
*
* ----------------------------------------------------------------------------
* 脚本调用:
* ----------------------------------------------------------------------------
*
* $gameSystem.vnChoices = status; // status can be true or false
*/
//-----------------------------------------------------------------------------
// CODE STUFFS
//-----------------------------------------------------------------------------
(function() {
Galv.VNC.width = Number(PluginManager.parameters('Galv_VisualNovelChoices')["Command Width"]);
Galv.VNC.height = Number(PluginManager.parameters('Galv_VisualNovelChoices')["Command Height"]);
Galv.VNC.alwaysMid = PluginManager.parameters('Galv_VisualNovelChoices')["Always Middle"].toLowerCase() == 'true' ? true : false;
Galv.VNC.msgGap = Number(PluginManager.parameters('Galv_VisualNovelChoices')["Message Gap"]);
Galv.VNC.disableBtn = Number(PluginManager.parameters('Galv_VisualNovelChoices')["Disabled Button"]);
// Cache
Galv.VNC.Scene_Boot_loadSystemImages = Scene_Boot.loadSystemImages;
Scene_Boot.loadSystemImages = function() {
ImageManager.reserveSystem('VNButtons');
Galv.VNC.Scene_Boot_loadSystemImages.call(this);
};
// Choice stuff
Galv.VNC.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
Galv.VNC.Game_System_initialize.call(this);
this.vnChoices = true;
};
// Overwrite
Window_ChoiceList.prototype.textHeight = Window_ChoiceList.prototype.lineHeight;
Galv.VNC.Window_ChoiceList_lineHeight = Window_ChoiceList.prototype.lineHeight;
Window_ChoiceList.prototype.lineHeight = function() {return $gameSystem.vnChoices ? Galv.VNC.height : Galv.VNC.Window_ChoiceList_lineHeight.call(this);};
Galv.VNC.Window_ChoiceList_itemHeight = Window_ChoiceList.prototype.itemHeight;
Window_ChoiceList.prototype.itemHeight = function() {return $gameSystem.vnChoices ? Galv.VNC.height : Galv.VNC.Window_ChoiceList_itemHeight.call(this);};
Galv.VNC.Window_ChoiceList_drawItem = Window_ChoiceList.prototype.drawItem;
Window_ChoiceList.prototype.drawItem = function(index) {
if ($gameSystem.vnChoices) {
var rect = this.itemRectForText(index);
this.drawButton(index,rect.y);
if (index === this._index) this.drawButton(index,rect.y,true);
var offset = (this.lineHeight() - this.textHeight()) * 0.5;
this.drawTextEx(this.commandName(index), rect.x, rect.y + offset);
} else {
Galv.VNC.Window_ChoiceList_drawItem.call(this,index);
};
};
Galv.VNC.Window_ChoiceList_updatePlacement = Window_ChoiceList.prototype.updatePlacement;
Window_ChoiceList.prototype.updatePlacement = function() {
Galv.VNC.Window_ChoiceList_updatePlacement.call(this);
if ($gameSystem.vnChoices && Galv.VNC.alwaysMid) {
this.x = (Graphics.boxWidth - this.width) / 2;
};
if (this._messageWindow.y >= Graphics.boxHeight / 2) {
this.y -= Galv.VNC.msgGap;
} else {
this.y += Galv.VNC.msgGap;
};
};
Galv.VNC.Window_ChoiceList__refreshCursor = Window_ChoiceList.prototype._refreshCursor;
Window_ChoiceList.prototype._refreshCursor = function() {
if ($gameSystem.vnChoices) {
this._windowCursorSprite.opacity = 0;
} else {
Galv.VNC.Window_ChoiceList__refreshCursor.call(this);
};
};
Window_ChoiceList.prototype.drawButton = function(index,y,cursor) {
var bitmap = ImageManager.loadSystem('VNButtons');
var pw = Galv.VNC.width;
var ph = Galv.VNC.height;
var sx = 0;
if (cursor) {
var bgId = 0;
} else {
if (this._list[index].enabled === false) {
var bgId = Galv.VNC.disableBtn;
} else {
var bgId = this.choice_background[index] ? this.choice_background[index] : 1;
};
};
var sy = bgId * ph;
this.contents.blt(bitmap, sx, sy, pw, ph, 0, y);
};
Galv.VNC.Window_ChoiceList_start = Window_ChoiceList.prototype.start;
Window_ChoiceList.prototype.start = function() {
this.setupVNChoices();
Galv.VNC.Window_ChoiceList_start.call(this);
};
Window_ChoiceList.prototype.setupVNChoices = function() {
this.ChoiceSprites = [];
this.choice_background = [];
this._vnIndex = this._index;
if ($gameSystem.vnChoices) {
this.opacity = 0;
} else {
this.opacity = 255;
};
};
Galv.VNC.Window_ChoiceList_update = Window_ChoiceList.prototype.update;
Window_ChoiceList.prototype.update = function() {
Galv.VNC.Window_ChoiceList_update.call(this);
if (this._vnIndex != this._index) {
this.refresh();
this._vnIndex = this._index;
}
};
Galv.VNC.Window_ChoiceList_updateBackground = Window_ChoiceList.prototype.updateBackground;
Window_ChoiceList.prototype.updateBackground = function() {
if ($gameSystem.vnChoices) {
this._background = 2;
this.setBackgroundType(this._background);
} else {
Galv.VNC.Window_ChoiceList_updateBackground.call(this);
};
};
Galv.VNC.Window_ChoiceList_convertEscapeCharacters = Window_ChoiceList.prototype.convertEscapeCharacters;
Window_ChoiceList.prototype.convertEscapeCharacters = function(text,index) {
text = text.replace(/\\/g, '\x1b');
text = text.replace(/\x1b\x1b/g, '\\');
text = text.replace(/\x1bB\[(\d+)\]/gi, function() {
this.choice_background[index] = parseInt(arguments[1]);
return "";
}.bind(this));
return Galv.VNC.Window_ChoiceList_convertEscapeCharacters.call(this,text);
};
Window_ChoiceList.prototype.itemRectForText = function(index) {
var rect = this.itemRect(index);
if ($gameSystem.vnChoices) {
var txt = $gameMessage._choices[index];
// count icon code
var icons = txt.match(/\\i\[/g) || txt.match(/\\I\[/g);
icons = icons ? icons.length * 36 : 0;
txt = this.convertEscapeCharacters(txt,index);
txt = txt.replace(/i\[\d*\]/g,"");
txt = txt.replace(/I\[\d*\]/g,"");
txt = txt.replace(/c\[\d*\]/g,"");
txt = txt.replace(/C\[\d*\]/g,"");
var txtSize = this.textWidth(txt) + icons;
rect.x = (Galv.VNC.width - txtSize) / 2;
} else {
rect.x += this.textPadding();
};
rect.width -= this.textPadding() * 2;
return rect;
};
Window_ChoiceList.prototype.windowWidth = function() {
var width = this.maxChoiceWidth() + this.padding * 2;
return Math.min(width, Graphics.boxWidth);
};
Galv.VNC.Window_ChoiceList_maxChoiceWidth = Window_ChoiceList.prototype.maxChoiceWidth;
Window_ChoiceList.prototype.maxChoiceWidth = function() {
if ($gameSystem.vnChoices) {
return Galv.VNC.width;
} else {
return Galv.VNC.Window_ChoiceList_maxChoiceWidth.call(this);
};
};
})();