Command to disable MOG MapNameHud

kako05

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Hello,
So I'm using this plugin

Code:
//=============================================================================
// MOG_MapNameHud.js
//=============================================================================

/*:
 * @plugindesc (v1.3) Apresenta uma Hud com o nome do mapa.
 * @author Moghunter
 *
 * @param Hud X-Axis
 * @desc Definição da posição X-Axis da Hud.
 * @default 250
 *
 * @param Hud Y-Axis
 * @desc Definição da posição Y-Axis da Hud.
 * @default 60
 *
 * @param Name X-Axis
 * @desc Definição da posição X-Axis do nome.
 * @default 80
 *
 * @param Name Y-Axis
 * @desc Definição da posição Y-Axis do nome.
 * @default 15
 *
 * @param Duration
 * @desc Definição do tempo de apresentação.
 * @default 160
 *
 * @param Font Size
 * @desc Definição do tamanho da fonte.
 * @default 20
 *
 * @param Font Italic
 * @desc Ativar fonte em itálico.
 * @default false
 *
 * @param Slide Animation
 * @desc Ativar animação de deslize.
 * @default true
 *
 * @param Zoom Animation
 * @desc Ativar animação de zoom.
 * @default false
 *
 * @param Zoom Text Animation
 * @desc Ativar animação de zoom apenas para o texto.
 * @default true
 *
 * @param Particle Animation
 * @desc Ativar animação de partículas.
 * @default true
 *
 * @param Particles Number
 * @desc Numero partículas.
 * @default 15
 *
 * @param Circle Animation
 * @desc Ativar Animação de círculo.
 * @default true
 *
 * @param Circle X-Axis
 * @desc Definição X-axis do círculo.
 * @default -120
 *
 * @param Circle Y-Axis
 * @desc Definição Y-axis do círculo.
 * @default 0
 *
 * @param Circle Z-Index
 * @desc Definição Z-index do círculo.
 * 0 - Abaixo do Layout  /  1 Acima do Layout.
 * @default 0
 *
 * @param Circle Rotation Speed
 * @desc Definição da velocidade de rotação.
 * @default 0.01
 *
 * @help
 * =============================================================================
 * +++ MOG Map Name Hud(v1.3) +++
 * By Moghunter
 * https://atelierrgss.wordpress.com/
 * =============================================================================
 * Apresenta uma Hud com o nome do mapa.
 * Serão necessários os arquivos. (img/system/)
 *
 * MapName.png
 * MapName_Circle.png
 * MapName_Particles.png
 *
 * =============================================================================
 * HISTÓRICO
 * =============================================================================
 * (v1.3) - Melhoria da codificação e na compatibilidade de plugins.
 * (v1.2) - Correção do bug de não apagar a hud em mapas sem nomes.
 * (v1.1) - Adicionado novos efeitos de animações.
 */

//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================

//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================
  var Imported = Imported || {};
  Imported.MOG_MapNameHud = true;
  var Moghunter = Moghunter || {};

   Moghunter.parameters = PluginManager.parameters('MOG_MapNameHud');  
    Moghunter.mhud_pos_x = Number(Moghunter.parameters['Hud X-Axis'] || 250);
    Moghunter.mhud_pos_y = Number(Moghunter.parameters['Hud Y-Axis'] || 32);
    Moghunter.mhud_text_x = Number(Moghunter.parameters['Name X-Axis'] || 80);
    Moghunter.mhud_text_y = Number(Moghunter.parameters['Name Y-Axis'] || 15);
    Moghunter.mhud_duration = Number(Moghunter.parameters['Duration'] || 160);
    Moghunter.mhud_fontsize = Number(Moghunter.parameters['Font Size'] || 20);  
    Moghunter.mhud_fontItalic = String(Moghunter.parameters['Font Italic'] || 'false');  
    Moghunter.mhud_slide = String(Moghunter.parameters['Slide Animation'] || 'true');
    Moghunter.mhud_zoom = String(Moghunter.parameters['Zoom Animation'] || 'false');
    Moghunter.mhud_textZoom = String(Moghunter.parameters['Zoom Text Animation'] || 'true');
    Moghunter.mhud_paticles = String(Moghunter.parameters['Particle Animation'] || 'true');
    Moghunter.mhud_paticlesNumber = Number(Moghunter.parameters['Particles Number'] || 15);
    Moghunter.mhud_circle = String(Moghunter.parameters['Circle Animation'] || 'true');
    Moghunter.mhud_circleX = Number(Moghunter.parameters['Circle X-Axis'] || -120);
    Moghunter.mhud_circleY = Number(Moghunter.parameters['Circle Y-Axis'] || 0);
    Moghunter.mhud_circleZ = Number(Moghunter.parameters['Circle Z-Index'] || 0);
    Moghunter.mhud_circleR = Number(Moghunter.parameters['Circle Rotation Speed'] || 0.01);
   

//=============================================================================
// ** Game_System
//=============================================================================

//==============================
// * Initialize
//==============================
var _mog_mhud_system_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
    _mog_mhud_system_initialize.call(this);
    this.setMapNameTemp();
};

//==============================
// * set Map Name Temp
//==============================
Game_System.prototype.setMapNameTemp = function() {
    this._mapNameData = {};
    this._mapNameData.refresh = false;
    this._mapNameData.slide = String(Moghunter.mhud_slide) === "true" ? true : false;
    this._mapNameData.zoomMode = String(Moghunter.mhud_zoom) === "true" ? true : false;
    this._mapNameData.particles = String(Moghunter.mhud_paticles) === "true" ? true : false;
    this._mapNameData.nParticles = Number(Moghunter.mhud_paticlesNumber);
    this._mapNameData.circle = String(Moghunter.mhud_circle) === "true" ? true : false;
    this._mapNameData.circleZ = Number(Moghunter.mhud_circleZ);
    this._mapNameData.orgX = Number(Moghunter.mhud_pos_x);
    this._mapNameData.orgY = Number(Moghunter.mhud_pos_y);  
    this._mapNameData.name = "";
    this._mapNameData.xo = 0;
    this._mapNameData.textZoom = String(Moghunter.mhud_textZoom) === "true" ? true : false;
    this._mapNameData.textScale = 0;
    this._mapNameData.x = 0;
    this._mapNameData.y = 0;
    this._mapNameData.cw = 0;
    this._mapNameData.ch = 0;
    this._mapNameData.cw2 = 0;
    this._mapNameData.rotation = 0;
    this._mapNameData.ch2 = 0;  
    this._mapNameData.opacity = 0;
    this._mapNameData.scaleX = 1.00;
    this._mapNameData.scaleY = 1.00;
    this._mapNameData.mode = 0;
    this._mapNameData.mapID = 0;
    this._mapNameData.duration = 0;
    this._mapNameData.startDuration = 0;
    this._mapNameData.endDuration = 0;
};

//==============================
// * clear Map Name Temp
//==============================
Game_System.prototype.clearMapNameTemp = function() {
    this._mapNameData.rotation = 0;
    this._mapNameData.xo = 0;
    this._mapNameData.textScale = 0;
};

//=============================================================================
// ** Scene Base
//=============================================================================

//==============================
// ** create Hud Field
//==============================
Scene_Base.prototype.createHudField = function() {
    this._hudField = new Sprite();
    this._hudField.z = 10;
    this.addChild(this._hudField);
};

//==============================
// ** sort MZ
//==============================
Scene_Base.prototype.sortMz = function() {
   this._hudField.children.sort(function(a, b){return a.mz-b.mz});
};

//=============================================================================
// ** Scene Map
//=============================================================================

//==============================
// ** create Spriteset
//==============================
var _mog_mapName_sMap_createSpriteset = Scene_Map.prototype.createSpriteset;
Scene_Map.prototype.createSpriteset = function() {
    _mog_mapName_sMap_createSpriteset.call(this);
    if (!this._hudField) {this.createHudField()};
    this.createMapNameHud();
    this.sortMz();
};

//==============================
// ** create Map Name Hud
//==============================
Scene_Map.prototype.createMapNameHud = function() {
    if (this.needRefreshMhud()) {
        $gameSystem._mapNameData.refresh = true;
        $gameSystem._mapNameData.name = $gameMap.displayName();
    };
    if ($gameSystem._mapNameData.mapID != $gameMap._mapId) {
        $gameSystem.clearMapNameTemp();
       
    };
    $gameSystem._mapNameData.mapID = $gameMap._mapId;
    if ($gameMap.displayName()) {
        this._mapNameHud = new Map_Name_Hud();
        this._mapNameHud.mz = 140;
        this._hudField.addChild(this._mapNameHud);          
    };  
};

//==============================
// * Need Refresh MHud
//==============================
Scene_Map.prototype.needRefreshMhud = function() {
    if (!$gameMap.isNameDisplayEnabled()) {return false};
    if (!$gameMap.displayName()) {return false};
    if ($gameSystem._mapNameData.mapID === $gameMap._mapId) {return false};
    return true;
};

//=============================================================================
// * Map_Name_Hud
//=============================================================================
function Map_Name_Hud() {
    this.initialize.apply(this, arguments);
};

Map_Name_Hud.prototype = Object.create(Sprite.prototype);
Map_Name_Hud.prototype.constructor = Map_Name_Hud;

//==============================
// * Initialize
//==============================
Map_Name_Hud.prototype.initialize = function() {  
    Sprite.prototype.initialize.call(this);  
    this.loadBitmap();
    this.createSprites();
    if (this.data().refresh) {this.refresh()};
    this.updateBase();
};

//==============================
// * Data
//==============================
Map_Name_Hud.prototype.data = function() {  
    return $gameSystem._mapNameData;
};

//==============================
// * Load Img
//==============================
Map_Name_Hud.prototype.loadBitmap = function() {
    this._layoutImg = ImageManager.loadSystem("MapName");
};

//==============================
// * get Data
//==============================
Map_Name_Hud.prototype.getData = function() {
    this.data().cw = this._layoutImg.width;
    this.data().ch = this._layoutImg.height;
    this.data().cw2 = Math.floor(this.data().cw / 2);
    this.data().ch2 = Math.floor(this.data().ch / 2);  
    if (this._particles) {
        for (var i = 0; i < this._particles.length ; i++) {
             this.refreshParticles(this._particles[i],true);
        };
    };
};

//==============================
// * mode
//==============================
Map_Name_Hud.prototype.mode = function() {
    return this.data().mode;
};

//==============================
// * map Name
//==============================
Map_Name_Hud.prototype.mapName = function() {
    return this.data().name ? String(this.data().name) : "";
};

//==============================
// * create Sprites
//==============================
Map_Name_Hud.prototype.createSprites = function() {
    if (this.data().circle && this.data().circleZ === 0) {this.createCircle()};
    this.createLayout();
    if (this.data().circle && this.data().circleZ != 0) {this.createCircle()};
    if (this.data().particles) {this.createParticles()};
    this.createName();
};

//==============================
// * create Sprites
//==============================
Map_Name_Hud.prototype.createLayout = function() {
    this._layout = new Sprite(this._layoutImg);
    this._layout.anchor.x = 0.5;
    this._layout.anchor.y = 0.5;
    this.addChild(this._layout);
};

//==============================
// * create Name
//==============================
Map_Name_Hud.prototype.createName = function() {
    this._name = new Sprite(new Bitmap(160,32));
    this._name.bitmap.fontSize = Number(Moghunter.mhud_fontsize);
    this._name.bitmap.fontItalic = String(Moghunter.mhud_fontItalic) === "true" ? true : false;
    this._name.anchor.x = 0.5;
    this._name.anchor.y = 0.5;
    this._name.cw = this._name.bitmap.width;
    this._name.ch = this._name.bitmap.height;
    this._name.org = [
            Number(Moghunter.mhud_text_x) - this._name.cw / 2,
            Number(Moghunter.mhud_text_y) - this._name.ch / 2
    ];
    this.addChild(this._name);
    this.refreshName();
};

//==============================
// * refresh Name
//==============================
Map_Name_Hud.prototype.refreshName = function() {
    this._name.bitmap.clear()
    this._name.bitmap.drawText(this.mapName(),0,0,this._name.cw,this._name.ch,"center");
    if (this.data().slide && this.data().xo === 0 && !this.data().textZoom) {this.data().xo = -10};
};

//==============================
// * create Circle
//==============================
Map_Name_Hud.prototype.createCircle = function() {
    this._circle = new Sprite(ImageManager.loadSystem("MapName_Circle"));
    this._circle.anchor.x = 0.5;
    this._circle.anchor.y = 0.5;
    this._circle.org = [Moghunter.mhud_circleX,Moghunter.mhud_circleY];
    this._circle.rs = Moghunter.mhud_circleR;
    this._circle.rotation = this.data().rotation;
    this.addChild(this._circle);
};

//==============================
// * update Circle
//==============================
Map_Name_Hud.prototype.updateCircle = function() {
    this.data().rotation += this._circle.rs;
    this._circle.rotation = this.data().rotation;
};

//==============================
// * create Particles
//==============================
Map_Name_Hud.prototype.createParticles = function() {
    this._particlesField = new Sprite();
    this.addChild(this._particlesField);
    this._particles = [];
    for (var i = 0; i < this.data().nParticles ; i++) {
         this._particles[i] = new Sprite(ImageManager.loadSystem("MapName_Particles"));
         this._particles[i].anchor.x = 0.5;
         this._particles[i].anchor.y = 0.5;
         this._particles[i].sx = 0;
         this._particles[i].sy = 0;
         this._particles[i].so = 0;
         this._particles[i].sr = 0;  
         this._particlesField.addChild(this._particles[i]);
         if (this.data().cw != 0) {this.refreshParticles(this._particles[i],true)};
    };
};
 
//==============================
// * update Particles
//==============================
Map_Name_Hud.prototype.updateParticles = function() {
    for (var i = 0; i < this._particles.length ; i++) {
         this.updateParticlesAnimation(this._particles[i]);
    };
};

//==============================
// * refresh Sprites
//==============================
Map_Name_Hud.prototype.refreshParticles = function(sprite,start) {
    if (start) {
        var wrange = -this.data().cw2 + Math.randomInt(this.data().cw);
    } else {
        var wrange = -this.data().cw2 + Math.randomInt(this.data().cw / 5);
    };
    var hrange = -this.data().ch2 + Math.randomInt(this.data().ch);
    sprite.x = wrange;  
    sprite.y = hrange;  
    var srange = Math.randomInt(5) * 0.2 + 0.7;
    sprite.sx = srange;
    sprite.opacity = 0
    var orange = 0.5 + ((Math.randomInt(2) + 0.5) * 1.2);
    sprite.so = orange;  
    sprite.scale.x = 0.75 + (Math.randomInt(50) * 0.01);
    sprite.scale.y = sprite.scale.x;  
    var rrange = 0.002 + (Math.randomInt(10) * 0.002);
    sprite.sr = rrange;
   
};

//==============================
// * update Particles
//==============================
Map_Name_Hud.prototype.updateParticlesAnimation = function(sprite) {
    sprite.x += sprite.sx;
    sprite.y += sprite.sy;
    sprite.rotation += sprite.sr;
    if (sprite.x < this.data().cw2 - 25) {
        sprite.opacity += sprite.so;
    } else {
        sprite.opacity -= 10;
    };
    if (this.needRefreshParticles(sprite)) {this.refreshParticles(sprite,false)};  
};

//==============================
// * need Refresh Particles
//==============================
Map_Name_Hud.prototype.needRefreshParticles = function(sprite) {
     if (sprite.x > this.data().cw2 ) {return true};
    if (sprite.x < -this.data().cw2) {return true};
     if (sprite.y > this.data().ch2) {return true};
    if (sprite.y < -this.data().ch2) {return true};  
    return false;
};


//==============================
// * refresh
//==============================
Map_Name_Hud.prototype.refresh = function() {
    this.data().refresh = false;
    this.data().x = this.data().orgX;
    this.data().y = this.data().orgY;
    this.data().duration = Number(Moghunter.mhud_duration);
    this.setStartAnimation();
};

//==============================
// * Update Zoom Normal
//==============================
Map_Name_Hud.prototype.updateZoomNormal = function(zoomSpeed) {
    if (this.data().scaleX < 1.00) {
        this.data().scaleX += zoomSpeed;
        if (this.data().scaleX > 1.00) {this.data().scaleX = 1.00};
    } else if (this.data().scaleX > 1.00) {
        this.data().scaleX -= zoomSpeed;
        if (this.data().scaleX < 1.00) {this.data().scaleX = 1.00};      
    };
    if (this.data().scaleY < 1.00) {
        this.data().scaleY += zoomSpeed;
        if (this.data().scaleY > 1.00) {this.data().scaleY = 1.00};
    } else if (this.data().scaleY > 1.00) {
        this.data().scaleY -= zoomSpeed;
        if (this.data().scaleY < 1.00) {this.data().scaleY = 1.00};      
    };  
};

//==============================
// * set Start Animation
//==============================
Map_Name_Hud.prototype.setStartAnimation = function() {
    this.data().opacity = 0;
    this.data().startDuration = 60;
    if (this.data().textZoom) {this.data().textScale = 0.50};
    if (this.data().slide) {this.data().x = this.data().orgX - 50};
    if (this.data().zoomMode) {
        this.data().scaleX = 0;
        this.data().scaleY = 0;
    };
};

//==============================
// * set End Animation
//==============================
Map_Name_Hud.prototype.setEndAnimation = function() {
    this.data().opacity = 255;
    this.data().endDuration = 60;
};

//==============================
// * Update Start Animation
//==============================
Map_Name_Hud.prototype.updateStartAnimation = function() {
    this.data().startDuration--;
    this.data().opacity += 5;
    if (this.data().x < this.data().orgX) {this.data().x++};
    if (this.data().xo < 0) {this.data().xo += 0.2};
    if (this.data().zoomMode) {this.updateZoomNormal(0.015)};
};

//==============================
// * Update Middle Animation
//==============================
Map_Name_Hud.prototype.updateMiddleAnimation = function() {
    this.data().duration--;
    if (this.data().zoomMode) {this.updateZoomNormal(0.015)};
    if (this.data().duration === 0) {this.setEndAnimation()};
};

//==============================
// * Update End Animation
//==============================
Map_Name_Hud.prototype.updateEndAnimation = function() {
    this.data().endDuration--;
    this.data().opacity -= 5;
    if (this.data().zoomMode) {
        this.data().scaleX -= 0.015;
        this.data().scaleY = this.data().scaleX;
    };
    if (this.data().slide) {
        this.data().x++;
        this.data().xo += 0.2  
    };
};

//==============================
// * Update Animation
//==============================
Map_Name_Hud.prototype.updateAnimation = function() {
    if (this.data().startDuration > 0) {
        this.updateStartAnimation();
    } else if (this.data().duration > 0) {
        this.updateMiddleAnimation();
    } else if (this.data().endDuration > 0) {
        this.updateEndAnimation();
    };
    if (this.data().textScale > 0) {this.data().textScale -= 0.01};
    if (this._circle) {this.updateCircle()};
    if (this._particlesField) {this.updateParticles()};
};

//==============================
// * Update Sprites
//==============================
Map_Name_Hud.prototype.updateSprites = function() {  
    this.updateAnimation();
    this.updateBase();
};

//==============================
// * Update Base
//==============================
Map_Name_Hud.prototype.updateBase = function() {  
    this.opacity = this.data().opacity;
    this._layout.x = this.data().x + (this.data().cw / 2);
    this._layout.y = this.data().y + (this.data().ch / 2);
    this._layout.scale.x = this.data().scaleX;
    this._layout.scale.y = this.data().scaleY;  
    this._name.x = this._layout.x + this._name.org[0] + this.data().xo;
    this._name.y = this._layout.y + this._name.org[1];  
    this._name.scale.x = this._layout.scale.x + (this.data().textScale * 2);
    this._name.scale.y = this._layout.scale.y - (this.data().textScale * 2);
    if (this._circle) {
        this._circle.x = this._layout.x + this._circle.org[0];
        this._circle.y = this._layout.y + this._circle.org[1];  
        this._circle.scale.x = this._layout.scale.x;
        this._circle.scale.y = this._layout.scale.y;  
    };
    if (this._particlesField) {
        this._particlesField.x = this._layout.x;
        this._particlesField.y = this._layout.y;
        this._particlesField.scale.x = this._layout.scale.x;
        this._particlesField.scale.y = this._layout.scale.y;      
    };
};

//==============================
// * Update
//==============================
Map_Name_Hud.prototype.update = function() {  
    Sprite.prototype.update.call(this);  
    if (this.data().cw === 0) {
        if (this._layoutImg.isReady()) {this.getData()};
        return
    } else {
        this.updateSprites();
    };
};

//=============================================================================
// * Window MapName
//=============================================================================

//==============================
// * Refresh
//==============================
Window_MapName.prototype.refresh = function() {
     this.contents.clear();
};
The issue I'm having, I'm using a save menu which shows map name. That's useful as for running events I can rename them "Chapter 2" etc. and when a player saves, save menu shows that name. But I don't want map name pop up's while the event is running. It doesn't interfere with map names as my events run in their own "maps".
Can someone help me find a solution to temporarily disable "show map name" for this plugin? Anything that works to disable/enable that command?
 

Oddball

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Is it possible to attach the map name to an event? You could attach it to a parrelel process event that erases itself after a couple seconds. You just have to find a way to make it so the player can move while the text is up
 

kako05

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This plugin does not have such function. And I'm not a coder myself, so that's why I'm asking for help :)
I tried adjusting X,Y position within script command so that HUD would be hidden until events are running that way, but wasn't successful at doing so.

P.S just found out that there's already a command to turn off map name display with the base commands. I'll work with that. This thread can be locked.
 
Last edited:

Oddball

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I was merley pointing out, this can be done without a script
 

ShadowDragon

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this might be late, but you can use a disable main menu entirely untill the map name is compleet and enable it after that :)
thats the most basic one instead modify the plugin.

another way is stop player movement untill the map display is over or combine them.
 

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