//=============================================================================
// AltMenuScreen3.js
//=============================================================================
/*:
* @plugindesc Yet Another menu screen layout.
* @author Sasuke KANNAZUKI, Yoji Ojima
*
* @default
* @param bgBitmapMenu
* @desc background bitmap file at menu scene. put at img/pictures.
* @default
*
* @param bgBitmapItem
* @desc background bitmap file at item scene. put at img/pictures.
* @default
*
* @param bgBitmapSkill
* @desc background bitmap file at skill scene. put at img/pictures.
* @default
*
* @param bgBitmapEquip
* @desc background bitmap file at equip scene. put at img/pictures.
* @default
*
* @param bgBitmapStatus
* @desc background bitmap file at status scene. put at img/pictures.
* @default
*
* @param bgBitmapOptions
* @desc background bitmap file at option scene. put at img/pictures.
* @default
*
* @param bgBitmapFile
* @desc background bitmap file at save/load scene. put at img/pictures.
* @default
*
* @param bgBitmapGameEnd
* @desc background bitmap file at gameEnd scene. put at img/pictures.
* @default
*
* @param maxColsMenu
* @desc max column at menu window
* @default 4
*
* @param commandRows
* @desc number of visible rows at command window
* @default 2
*
* @param isDisplayStatus
* @desc whether display status or not. (1 = yes, 0 = no)
* @default 1
*
* @help This plugin does not provide plugin commands.
* The differences with AltMenuscreen are follows:
* - windows are transparent at all menu scene.
* - it can set the background bitmap for each scenes at menu.
* - picture is actors' original
*
* Actor' note:
* <stand_picture:filename> set actor's standing picture at menu.
* put file at img/pictures.
*
* preferred size of actor's picture:
* width: 174px(maxColsMenu=4), 240px(maxColsMenu=3)
* height: 408px(commandRows=2), 444px(commandRows=1)
*/
/*:ja
* @plugindesc レイアウトの異なるメニュー画面
* @author 神無月サスケ, Yoji Ojima
*
* @param bgBitmapMenu
* @desc メニュー背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapItem
* @desc アイテム画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapSkill
* @desc スキル画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapEquip
* @desc 装備画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapStatus
* @desc ステータス画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapOptions
* @desc オプション画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapFile
* @desc セーブ/ロード画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param bgBitmapGameEnd
* @desc ゲーム終了画面背景にするビットマップファイルです。
* img/pictures に置いてください。
* @default
*
* @param maxColsMenu
* @desc アクターを表示するウィンドウの1画面の登録最大数です。
* @default 4
*
* @param commandRows
* @desc コマンドウィンドウの行数です。
* @default 2
*
* @param isDisplayStatus
* @desc ステータスを表示するかしないかを選びます。(1 = yes, 0 = no)
* @default 1
*
* @help このプラグインには、プラグインコマンドはありません。
*
* AltMenuscreen との違いは以下です:
* - メニュー画面すべてのウィンドウが透明です
* - メニューそれぞれのシーンに背景ビットマップを付けることが出来ます。
* - アクターに立ち絵を利用します。
*
* アクターのメモに以下のように書いてください:
* <stand_picture:ファイル名> ファイル名が、そのアクターの立ち絵になります。
* ファイルは img/pictures に置いてください。
*
* 望ましいアクター立ち絵のサイズ:
* 幅:3列:240px, 4列:174px
* 高さ: コマンドウィンドウ 1行:444px 2行:408px
*
*/
(function() {
// set parameters
var parameters = PluginManager.parameters('AltMenuScreen3');
var bgBitmapMenu = parameters['bgBitmapMenu'] || '';
var bgBitmapItem = parameters['bgBitmapItem'] || '';
var bgBitmapSkill = parameters['bgBitmapSkill'] || '';
var bgBitmapEquip = parameters['bgBitmapEquip'] || '';
var bgBitmapStatus = parameters['bgBitmapStatus'] || '';
var bgBitmapOptions = parameters['bgBitmapOptions'] || '';
var bgBitmapFile = parameters['bgBitmapFile'] || '';
var bgBitmapGameEnd = parameters['bgBitmapGameEnd'] || '';
var maxColsMenuWnd = Number(parameters['maxColsMenu'] || 4);
var rowsCommandWnd = Number(parameters['commandRows'] || 2);
var isDisplayStatus = !!Number(parameters['isDisplayStatus']);
//
// make transparent windows for each scenes in menu.
//
var _Scene_Menu_create = Scene_Menu.prototype.create;
Scene_Menu.prototype.create = function() {
_Scene_Menu_create.call(this);
this._statusWindow.x = 0;
this._statusWindow.y = this._commandWindow.height;
this._goldWindow.x = Graphics.boxWidth - this._goldWindow.width;
// make transparent for all windows at menu scene.
this._statusWindow.opacity = 0;
this._goldWindow.opacity = 0;
this._commandWindow.opacity = 0;
};
var _Scene_Item_create = Scene_Item.prototype.create;
Scene_Item.prototype.create = function() {
_Scene_Item_create.call(this);
this._helpWindow.opacity = 0;
this._categoryWindow.opacity = 0;
this._itemWindow.opacity = 0;
this._actorWindow.opacity = 0;
};
var _Scene_Skill_create = Scene_Skill.prototype.create;
Scene_Skill.prototype.create = function() {
_Scene_Skill_create.call(this);
this._helpWindow.opacity = 0;
this._skillTypeWindow.opacity = 0;
this._statusWindow.opacity = 0;
this._itemWindow.opacity = 0;
this._actorWindow.opacity = 0;
};
var _Scene_Equip_create = Scene_Equip.prototype.create;
Scene_Equip.prototype.create = function() {
_Scene_Equip_create.call(this);
this._helpWindow.opacity = 0;
this._statusWindow.opacity = 0;
this._commandWindow.opacity = 0;
this._slotWindow.opacity = 0;
this._itemWindow.opacity = 0;
};
var _Scene_Status_create = Scene_Status.prototype.create;
Scene_Status.prototype.create = function() {
_Scene_Status_create.call(this);
this._statusWindow.opacity = 0;
};
var _Scene_Options_create = Scene_Options.prototype.create;
Scene_Options.prototype.create = function() {
_Scene_Options_create.call(this);
this._optionsWindow.opacity = 0;
};
var _Scene_File_create = Scene_File.prototype.create;
Scene_File.prototype.create = function() {
_Scene_File_create.call(this);
this._helpWindow.opacity = 0;
this._listWindow.opacity = 0;
};
var _Scene_GameEnd_create = Scene_GameEnd.prototype.create;
Scene_GameEnd.prototype.create = function() {
_Scene_GameEnd_create.call(this);
this._commandWindow.opacity = 0;
};
//
// load bitmap that set in plugin parameter
//
var _Scene_Menu_createBackground = Scene_Menu.prototype.createBackground;
Scene_Menu.prototype.createBackground = function(){
if(bgBitmapMenu){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapMenu);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Menu_createBackground.call(this);
};
var _Scene_Item_createBackground = Scene_Item.prototype.createBackground;
Scene_Item.prototype.createBackground = function(){
if(bgBitmapItem){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapItem);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Item_createBackground.call(this);
};
var _Scene_Skill_createBackground = Scene_Skill.prototype.createBackground;
Scene_Skill.prototype.createBackground = function(){
if(bgBitmapSkill){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapSkill);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Skill_createBackground.call(this);
};
var _Scene_Equip_createBackground = Scene_Equip.prototype.createBackground;
Scene_Equip.prototype.createBackground = function(){
if(bgBitmapEquip){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapEquip);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Equip_createBackground.call(this);
};
var _Scene_Status_createBackground =
Scene_Status.prototype.createBackground;
Scene_Status.prototype.createBackground = function(){
if(bgBitmapStatus){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapStatus);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Status_createBackground.call(this);
};
var _Scene_Options_createBackground =
Scene_Options.prototype.createBackground;
Scene_Options.prototype.createBackground = function(){
if(bgBitmapOptions){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapOptions);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_Options_createBackground.call(this);
};
var _Scene_File_createBackground = Scene_File.prototype.createBackground;
Scene_File.prototype.createBackground = function(){
if(bgBitmapFile){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapFile);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_File_createBackground.call(this);
};
var _Scene_GameEnd_createBackground =
Scene_GameEnd.prototype.createBackground;
Scene_GameEnd.prototype.createBackground = function(){
if(bgBitmapGameEnd){
this._backgroundSprite = new Sprite();
this._backgroundSprite.bitmap =
ImageManager.loadPicture(bgBitmapGameEnd);
this.addChild(this._backgroundSprite);
return;
}
// if background file is invalid, it does original process.
_Scene_GameEnd_createBackground.call(this);
};
//
// alt menu screen processes
//
Window_MenuCommand.prototype.windowWidth = function() {
return Graphics.boxWidth;
};
Window_MenuCommand.prototype.maxCols = function() {
return 4;
};
Window_MenuCommand.prototype.numVisibleRows = function() {
return rowsCommandWnd;
};
Window_MenuStatus.prototype.windowWidth = function() {
return Graphics.boxWidth;
};
Window_MenuStatus.prototype.windowHeight = function() {
var h1 = this.fittingHeight(1);
var h2 = this.fittingHeight(rowsCommandWnd);
return Graphics.boxHeight - h1 - h2;
};
Window_MenuStatus.prototype.maxCols = function() {
return maxColsMenuWnd;
};
Window_MenuStatus.prototype.numVisibleRows = function() {
return 1;
};
Window_MenuStatus.prototype.drawItemImage = function(index) {
var actor = $gameParty.members()[index];
var rect = this.itemRectForText(index);
// load stand_picture
var bitmapName = $dataActors[actor.actorId()].meta.stand_picture;
var bitmap = bitmapName ? ImageManager.loadPicture(bitmapName) : null;
var w = Math.min(rect.width, (bitmapName ? bitmap.width : 144));
var h = Math.min(rect.height, (bitmapName ? bitmap.height : 144));
var lineHeight = this.lineHeight();
this.changePaintOpacity(actor.isBattleMember());
if(bitmap){
var sx = (bitmap.width > w) ? (bitmap.width - w) / 2 : 0;
var sy = (bitmap.height > h) ? (bitmap.height - h) / 2 : 0;
var dx = (bitmap.width > rect.width) ? rect.x :
rect.x + (rect.width - bitmap.width) / 2;
var dy = (bitmap.height > rect.height) ? rect.y :
rect.y + (rect.height - bitmap.height) / 2;
this.contents.blt(bitmap, sx, sy, w, h, dx, dy);
} else { // when bitmap is not set, do the original process.
this.drawActorFace(actor, rect.x, rect.y + lineHeight * 2.5, w, h);
}
this.changePaintOpacity(true);
};
Window_MenuStatus.prototype.drawItemStatus = function(index) {
if(!isDisplayStatus){
return;
}
var actor = $gameParty.members()[index];
var rect = this.itemRectForText(index);
var x = rect.x;
var y = rect.y;
var width = rect.width;
var bottom = y + rect.height;
var lineHeight = this.lineHeight();
this.drawActorName(actor, x, y + lineHeight * 0, width);
this.drawActorLevel(actor, x, y + lineHeight * 1, width);
this.drawActorClass(actor, x, bottom - lineHeight * 4, width);
this.drawActorHp(actor, x, bottom - lineHeight * 3, width);
this.drawActorMp(actor, x, bottom - lineHeight * 2, width);
this.drawActorIcons(actor, x, bottom - lineHeight * 1, width);
this.drawActorEXP(actor,x,y + bottom - lineHeight * 1, width);
};
var _Window_MenuActor_initialize = Window_MenuActor.prototype.initialize;
Window_MenuActor.prototype.initialize = function() {
_Window_MenuActor_initialize.call(this);
this.y = this.fittingHeight(2);
};
Game_Actor.prototype.xpRate = function() {
return (this.nextLevelExp() - this.currentExp()) / (this.nextLevelExp() - this.currentLevelExp());
};
Window_MenuStatus.prototype.drawActorEXP = function(actor, x, y, width) {
var color1 = this.textColor(0);
var color2 = this.textColor(8);
this.drawExpGauge(x, y, width, actor.xpRate(), color1, color2);
this.changeTextColor(this.systemColor());
this.drawText("EXP", x, y, 44);
this.changeTextColor(this.normalColor());
this.drawText(actor.nextRequiredExp(), x, y, width,"right");
};
Window_Base.prototype.drawExpGauge = function(dx, dy, dw, rate, color1, color2) {
var color3 = this.gaugeBackColor();
var fillW = Math.floor(dw * rate).clamp(0, dw);
var gaugeH = 12;
var gaugeY = dy + this.lineHeight() - gaugeH - 2;
var fillW = Math.floor(dw * rate);
var gaugeY = dy + this.lineHeight() - gaugeH - 2;
this.contents.fillRect(dx, gaugeY, dw, gaugeH, color3);
this.contents.gradientFillRect(dx, gaugeY, dw - fillW, gaugeH, color1, color2);
};
})();