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rito_kun

Rito_Menu_Background

Nov 26th, 2015
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  1. //=============================================================================
  2. // Rito_Menu_Background.js
  3. //=============================================================================
  4. var Imported = Imported || {};
  5. Imported.Rito_GameEnd = true;
  6. var Rito = Rito || {};
  7.  
  8. /*:
  9.  * @plugindesc Version 1.00
  10.  * Adds background for each menu and modified each opacity windows.
  11.  * @author Rito
  12.  *
  13.  * @help Please credit me. Usage for commercial/free game.
  14.  *
  15.  * @param Help Opacity
  16.  * @default 0
  17.  *
  18.  * @param
  19.  * @param //Main Menu\\
  20.  * @default ================
  21.  * @desc Do not change that
  22.  * @param Background MM
  23.  * @default MainMenu_bg
  24.  *
  25.  * @param Command Opacity MM
  26.  * @default 0
  27.  *
  28.  * @param Gold Opacity MM
  29.  * @default 0
  30.  *
  31.  * @param Location Opacity MM
  32.  * @default 0
  33.  *
  34.  * @param
  35.  * @param //Item Menu\\
  36.  * @default ================
  37.  * @desc Do not change that
  38.  * @param Background IM
  39.  * @default ItemMenu_bg
  40.  *
  41.  * @param Category Opacity IM
  42.  * @default 0
  43.  *
  44.  * @param Item Opacity IM
  45.  * @default 0
  46.  * @param
  47.  * @param //Skill Menu\\
  48.  * @default ================
  49.  * @desc Do not change that
  50.  * @param Background SM
  51.  * @default SkillMenu_bg
  52.  *
  53.  * @param Skill Opacity SM
  54.  * @default 0
  55.  *
  56.  * @param Status Opacity SM
  57.  * @default 0
  58.  *
  59.  * @param Item Opacity IM
  60.  * @default 0
  61.  * @param
  62.  * @param //Equip Menu\\
  63.  * @default ================
  64.  * @desc Do not change that
  65.  * @param Background EM
  66.  * @default EquipMenu_bg
  67.  *
  68.  * @param Status Opacity EM
  69.  * @default 0
  70.  *
  71.  * @param Command Opacity EM
  72.  * @default 0
  73.  *
  74.  * @param Slot Opacity EM
  75.  * @default 0
  76.  *
  77.  * @param Item Opacity EM
  78.  * @default 0
  79.  * @param
  80.  * @param //Status Menu\\
  81.  * @default ================
  82.  * @desc Do not change that
  83.  * @param Background StatM
  84.  * @default StatusMenu_bg
  85.  *
  86.  * @param Status Opacity StatM
  87.  * @default 0
  88.  * @param
  89.  * @param //Options Menu\\
  90.  * @default ================
  91.  * @desc Do not change that
  92.  * @param Background OM
  93.  * @default OptionsMenu_bg
  94.  *
  95.  * @param Options Opacity OM
  96.  * @default 0
  97.  * @param
  98.  * @param //Save Menu\\
  99.  * @default ================
  100.  * @desc Do not change that
  101.  * @param Background SaveM
  102.  * @default SaveMenu_bg
  103.  *
  104.  * @param Help Opacity SaveM
  105.  * @default 0
  106.  *
  107.  * @param List Opacity SaveM
  108.  * @default 0
  109.  */
  110. var parameters = PluginManager.parameters('Rito_Menu_Background');
  111.  
  112. Rito.Param = Rito.Param || {};
  113.  
  114. Rito.Param.helpWinOpacity = Number(parameters['Help Opacity'] || 0);
  115.  
  116. Rito.Param.MM_background = String(parameters['Background MM']);
  117. Rito.Param.MM_comWin = Number(parameters['Command Opacity MM'] || 0);
  118. Rito.Param.MM_goldWin = Number(parameters['Gold Opacity MM'] || 0);
  119. Rito.Param.MM_statusWin = Number(parameters['Status Opacity MM'] || 0);
  120. Rito.Param.MM_locationWin = Number(parameters['Location Opacity MM'] || 0);
  121.  
  122. Rito.Param.IM_background = String(parameters['Background IM']);
  123. Rito.Param.IM_catWin = Number(parameters['Category Opacity IM'] || 0);
  124. Rito.Param.IM_itemWin = Number(parameters['Item Opacity IM'] || 0);
  125.  
  126. Rito.Param.SM_background = String(parameters['Background SM']);
  127. Rito.Param.SM_skillTypeWin = Number(parameters['Skill Opacity SM'] || 0);
  128. Rito.Param.SM_statusWin = Number(parameters['Status Opacity SM'] || 0);
  129. Rito.Param.SM_itemWin = Number(parameters['Item Opacity SM'] || 0);
  130.  
  131. Rito.Param.EM_background = String(parameters['Background EM']);
  132. Rito.Param.EM_statusWin = Number(parameters['Status Opacity EM'] || 0);
  133. Rito.Param.EM_commandWin = Number(parameters['Command Opacity EM'] || 0);
  134. Rito.Param.EM_slotWin = Number(parameters['Slot Opacity EM'] || 0);
  135. Rito.Param.EM_itemWin = Number(parameters['Item Opacity EM'] || 0);
  136.  
  137. Rito.Param.StatM_background = String(parameters['Background StatM']);
  138. Rito.Param.StatM_statusWin = Number(parameters['Status Opacity StatM'] || 0);
  139.  
  140. Rito.Param.OM_background = String(parameters['Background OM']);
  141. Rito.Param.OM_optionsWin = Number(parameters['Options Opacity OM'] || 0);
  142.  
  143. Rito.Param.SaveM_background = String(parameters['Background SaveM']);
  144. Rito.Param.SaveM_helpWin = Number(parameters['Help Opacity SaveM'] || 0);
  145. Rito.Param.SaveM_listWin = Number(parameters['List Opacity SaveM'] || 0);
  146.  
  147. ImageManager.loadMenuBackground = function(filename, hue) {
  148.     return this.loadBitmap('img/menu_background/', filename, hue, true);
  149. };
  150.  
  151. // Help Window Opacity
  152. var _alias_Scene_MenuBase_createHelpWindow = Scene_MenuBase.prototype.createHelpWindow;
  153. Scene_MenuBase.prototype.createHelpWindow = function() {
  154.     _alias_Scene_MenuBase_createHelpWindow.call(this);
  155.     this._helpWindow.opacity = Rito.Param.helpWinOpacity;
  156. };
  157.  
  158.  
  159. // ===========Main Menu=============
  160. // Opacity Main Menu Window
  161. var _alias_SceneMenu_createCommandWindow = Scene_Menu.prototype.createCommandWindow;
  162. Scene_Menu.prototype.createCommandWindow = function() {
  163.     _alias_SceneMenu_createCommandWindow.call(this);
  164.     this._commandWindow.opacity = Rito.Param.MM_comWin;
  165. };
  166.  
  167. var _alias_SceneMenu_createGoldWindow = Scene_Menu.prototype.createGoldWindow;
  168. Scene_Menu.prototype.createGoldWindow = function() {
  169.     _alias_SceneMenu_createGoldWindow.call(this);
  170.     this._goldWindow.opacity = Rito.Param.MM_goldWin;
  171. };
  172.  
  173. var _alias_SceneMenu_createStatusWindow = Scene_Menu.prototype.createStatusWindow;
  174. Scene_Menu.prototype.createStatusWindow = function() {
  175.     _alias_SceneMenu_createStatusWindow.call(this);
  176.     this._statusWindow.opacity = Rito.Param.MM_statusWin;
  177. };
  178.  
  179. if (Imported.ModMenu) {
  180.     var _alias_SceneMenu_locationWindow = Scene_Menu.prototype.createLocationWindow;
  181.     Scene_Menu.prototype.createLocationWindow = function() {
  182.         _alias_SceneMenu_locationWindow.call(this)
  183.         this._locationWindow.opacity = Rito.Param.MM_locationWin;
  184.     }; }
  185.  
  186.  
  187. // Create Background in Main Menu
  188. var _alias_SceneMenu_create = Scene_Menu.prototype.create;
  189. Scene_Menu.prototype.create = function() {
  190.     this.createBackground();
  191.     _alias_SceneMenu_create.call(this);
  192. };
  193.  
  194. Scene_Menu.prototype.createBackground = function() {
  195.     this._backgroundSprite = new Sprite();
  196.     if (Rito.Param.MM_background == "") { this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); }
  197.     else {this._backgroundSprite.bitmap = ImageManager.loadMenuBackground(Rito.Param.MM_background);}
  198.     this.addChild(this._backgroundSprite);
  199.     if (Imported.Soul_Menu_Particles){ this.create_particles(); }
  200. };
  201.  
  202. // ===========Item Menu=============
  203. // Opacity Item Menu Window
  204. var _alias_SceneItem_createCategoryWindow = Scene_Item.prototype.createCategoryWindow;
  205. Scene_Item.prototype.createCategoryWindow = function() {
  206.     _alias_SceneItem_createCategoryWindow.call(this);
  207.     this._categoryWindow.opacity = Rito.Param.IM_catWin;
  208. };
  209.  
  210. var _alias_SceneItem_createItemWindow = Scene_Item.prototype.createItemWindow;
  211. Scene_Item.prototype.createItemWindow = function() {
  212.     _alias_SceneItem_createItemWindow.call(this);
  213.     this._itemWindow.opacity = Rito.Param.IM_itemWin;
  214. };
  215.  
  216. // Create Background in Item Menu
  217. var _alias_SceneItem_create = Scene_Item.prototype.create;
  218. Scene_Item.prototype.create = function() {
  219.     this.createBackground();
  220.     _alias_SceneItem_create.call(this);
  221. };
  222.  
  223. Scene_Item.prototype.createBackground = function() {
  224.     this._backgroundSprite = new Sprite();
  225.     if (Rito.Param.IM_background == "") { this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); }
  226.     else {this._backgroundSprite.bitmap = ImageManager.loadMenuBackground(Rito.Param.IM_background);}
  227.     this.addChild(this._backgroundSprite);
  228.     if (Imported.Soul_Menu_Particles){ this.create_particles(); }
  229. };
  230.  
  231. // ===========Skill Menu=============
  232. // Opacity Skill Menu Window
  233. var _alias_SceneSkill_createSkillTypeWindow = Scene_Skill.prototype.createSkillTypeWindow;
  234. Scene_Skill.prototype.createSkillTypeWindow = function() {
  235.     _alias_SceneSkill_createSkillTypeWindow.call(this);
  236.     this._skillTypeWindow.opacity = Rito.Param.SM_skillTypeWin;
  237. };
  238.  
  239. var _alias_SceneSkill_createStatusWindow = Scene_Skill.prototype.createStatusWindow;
  240. Scene_Skill.prototype.createStatusWindow = function() {
  241.     _alias_SceneSkill_createStatusWindow.call(this);
  242.     this._statusWindow.opacity = Rito.Param.SM_statusWin;
  243. };
  244.  
  245. var _alias_SceneSkill_createItemWindow = Scene_Skill.prototype.createItemWindow;
  246. Scene_Skill.prototype.createItemWindow = function() {
  247.     _alias_SceneSkill_createItemWindow.call(this);
  248.     this._itemWindow.opacity = Rito.Param.SM_itemWin;
  249. };
  250.  
  251. // Create Background in Skill Menu
  252. var _alias_SceneSkill_create = Scene_Skill.prototype.create;
  253. Scene_Skill.prototype.create = function() {
  254.     this.createBackground();
  255.     _alias_SceneSkill_create.call(this);
  256. };
  257.  
  258. Scene_Skill.prototype.createBackground = function() {
  259.     this._backgroundSprite = new Sprite();
  260.     if (Rito.Param.SM_background == "") { this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); }
  261.     else {this._backgroundSprite.bitmap = ImageManager.loadMenuBackground(Rito.Param.SM_background);}
  262.     this.addChild(this._backgroundSprite);
  263.     if (Imported.Soul_Menu_Particles){ this.create_particles(); }
  264. };
  265.  
  266. // ===========Equip Menu=============
  267. // Opacity Equip Menu Window
  268. var _alias_SceneEquip_createStatusWindow = Scene_Equip.prototype.createStatusWindow;
  269. Scene_Equip.prototype.createStatusWindow = function() {
  270.     _alias_SceneEquip_createStatusWindow.call(this);
  271.     this._statusWindow.opacity = Rito.Param.EM_statusWin;
  272. };
  273.  
  274. var _alias_SceneEquip_createCommandWindow = Scene_Equip.prototype.createCommandWindow;
  275. Scene_Equip.prototype.createCommandWindow = function() {
  276.     _alias_SceneEquip_createCommandWindow.call(this);
  277.     this._commandWindow.opacity = Rito.Param.EM_commandWin;
  278. };
  279.  
  280. var _alias_SceneEquip_createSlotWindow = Scene_Equip.prototype.createSlotWindow;
  281. Scene_Equip.prototype.createSlotWindow = function() {
  282.     _alias_SceneEquip_createSlotWindow.call(this);
  283.     this._slotWindow.opacity = Rito.Param.EM_slotWin;
  284. };
  285.  
  286. var _alias_SceneEquip_createItemWindow = Scene_Equip.prototype.createItemWindow;
  287. Scene_Equip.prototype.createItemWindow = function() {
  288.     _alias_SceneEquip_createItemWindow.call(this);
  289.     this._itemWindow.opacity = Rito.Param.EM_itemWin;
  290. };
  291.  
  292. // Create Background in Equip Menu
  293. var _alias_SceneEquip_create = Scene_Equip.prototype.create;
  294. Scene_Equip.prototype.create = function() {
  295.     this.createBackground();
  296.     _alias_SceneEquip_create.call(this);
  297. };
  298.  
  299. Scene_Equip.prototype.createBackground = function() {
  300.     this._backgroundSprite = new Sprite();
  301.     if (Rito.Param.EM_background == "") { this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); }
  302.     else {this._backgroundSprite.bitmap = ImageManager.loadMenuBackground(Rito.Param.EM_background);}
  303.     this.addChild(this._backgroundSprite);
  304.     if (Imported.Soul_Menu_Particles){ this.create_particles(); }
  305. };
  306.  
  307. // ===========Status Menu=============
  308. // Opacity window and Create Background Status Menu
  309. var _alias_SceneStatus_create = Scene_Status.prototype.create;
  310. Scene_Status.prototype.create = function() {
  311.     this.createBackground();
  312.     _alias_SceneStatus_create.call(this);
  313.     this._statusWindow.opacity = Rito.Param.StatM_statusWin;
  314. };
  315.  
  316. Scene_Status.prototype.createBackground = function() {
  317.     this._backgroundSprite = new Sprite();
  318.     if (Rito.Param.StatM_background == "") { this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); }
  319.     else {this._backgroundSprite.bitmap = ImageManager.loadMenuBackground(Rito.Param.StatM_background);}
  320.     this.addChild(this._backgroundSprite);
  321.     if (Imported.Soul_Menu_Particles){ this.create_particles(); }
  322. };
  323.  
  324. // ===========Options Menu=============
  325. // Opacity Options Menu Window
  326. var _alias_SceneOptions_createOptionsWindow = Scene_Options.prototype.createOptionsWindow;
  327. Scene_Options.prototype.createOptionsWindow = function() {
  328.     _alias_SceneOptions_createOptionsWindow.call(this);
  329.     this._optionsWindow.opacity = Rito.Param.OM_optionsWin;
  330. };
  331.  
  332. // Create Background in Options Menu
  333. var _alias_SceneOptions_create = Scene_Options.prototype.create;
  334. Scene_Options.prototype.create = function() {
  335.     this.createBackground();
  336.     _alias_SceneOptions_create.call(this);
  337. };
  338.  
  339. Scene_Options.prototype.createBackground = function() {
  340.     this._backgroundSprite = new Sprite();
  341.     if (Rito.Param.OM_background == "") { this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); }
  342.     else {this._backgroundSprite.bitmap = ImageManager.loadMenuBackground(Rito.Param.OM_background);}
  343.     this.addChild(this._backgroundSprite);
  344.     if (Imported.Soul_Menu_Particles){ this.create_particles(); }
  345. };
  346.  
  347. // ===========Save Menu=============
  348. // Opacity Save Menu Window
  349. var _alias_SceneSave_createHelpWindow = Scene_Save.prototype.createHelpWindow;
  350. Scene_Save.prototype.createHelpWindow = function() {
  351.     _alias_SceneSave_createHelpWindow.call(this);
  352.     this._helpWindow.opacity = Rito.Param.SaveM_helpWin;
  353. };
  354.  
  355. var _alias_SceneSave_createListWindow = Scene_Save.prototype.createListWindow;
  356. Scene_Save.prototype.createListWindow = function() {
  357.     _alias_SceneSave_createListWindow.call(this);
  358.     this._listWindow.opacity = Rito.Param.SaveM_listWin;
  359. };
  360.  
  361. // Create Background in Save Menu
  362. var _alias_SceneSave_create = Scene_Save.prototype.create;
  363. Scene_Save.prototype.create = function() {
  364.     this.createBackground();
  365.     _alias_SceneSave_create.call(this);
  366. };
  367.  
  368. Scene_Save.prototype.createBackground = function() {
  369.     this._backgroundSprite = new Sprite();
  370.     if (Rito.Param.SaveM_background == "") { this._backgroundSprite.bitmap = SceneManager.backgroundBitmap(); }
  371.     else {this._backgroundSprite.bitmap = ImageManager.loadMenuBackground(Rito.Param.SaveM_background);}
  372.     this.addChild(this._backgroundSprite);
  373.     if (Imported.Soul_Menu_Particles){ this.create_particles(); }
  374. };
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