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- //-----------------------------------------------------------------------------
- // Galv's Timed Message Popups
- //-----------------------------------------------------------------------------
- // For: RPGMAKER MV
- // GALV_TimedMessagePopups.js
- //-----------------------------------------------------------------------------
- // 2017-02-01 - Version 1.7 - Hid popups when menu opens and battle starts
- // 2016-07-13 - Version 1.6 - Added script call to remove popups from screen.
- // - Timed popups now work in default battle
- // 2016-03-31 - Version 1.5 - fixed minor mistake
- // 2016-03-27 - Version 1.4 - added faces, arrows, Y offset bug fix and
- // - window positioning over target
- // 2016-03-24 - Version 1.3 - added ability to specify follower actor and
- // - set windowskin
- // 2016-03-23 - Version 1.2 - changed code to use | to split x|y coords
- // 2016-03-23 - Version 1.1 - added "delay" setting and follower targeting
- // 2016-03-23 - Version 1.0 - release
- //-----------------------------------------------------------------------------
- // Terms can be found at:
- // galvs-scripts.com
- //-----------------------------------------------------------------------------
- var Imported = Imported || {};
- Imported.Galv_MessageCaptions = true;
- var Galv = Galv || {}; // Galv's main object
- Galv.Mpup = Galv.Mpup || {}; // Galv's stuff
- //-----------------------------------------------------------------------------
- /*:
- * @plugindesc (v.1.7) Display popup message boxes on screen that do not stop gameplay and auto close after a set time.
- *
- * @author Galv - galvs-scripts.com
- *
- * @param Y Offset
- * @desc Offset Y position by this much when popup is displayed over a character.
- * @default -60
- *
- * @param Default Windowskin
- * @desc Windowskin file from /img/system/ that popup messages use by default
- * @default Window
- *
- * @param Use Arrows
- * @desc Use windowskin arrows to point at target of the popup message
- * @default true
- *
- * @param Windowskin Back Opacity
- * @desc Used for all custom windowskins (i.e: not 'Window.png').
- * 0 - 255
- * @default 255
- *
- * @param Text Outline Width
- * @desc Default text has an outline. Change this for all custom windows (not Window.png). default 4
- * @default 0
- *
- * @help
- * Galv's Timed Message Popups
- * ----------------------------------------------------------------------------
- * Creates timed message popup boxes that can appear at a position on the
- * screen or at a character's location. These popups do not stop player
- * movement and you can display as many of them at one time as needed.
- *
- * To activate a message popup, inside a "Show Text" box, you will need to
- * include a tag on the first line of the message:
- *
- * <c:target,time,delay,windowskin>
- *
- * target = the ID of an event (0 for current event) OR
- * x|y screen coordinates OR
- * negatives for followers (-1 being leader, -2 for second, etc.)
- * OR... you can use a1, a2, a3, etc. to specify certain actor.
- * If follower/actor is not in party, message won't display.
- * time = frames the caption will be displayed before it closes
- * delay = frames the caption will remain invisible before opening
- * windowskin = filename of new windowskin located in /img/system/
- * do not include this to use normal windowskin.
- *
- * EXAMPLES:
- * <c:4,160,0> // Message on event 4 for 160 frames
- * <c:-1,60,10> // After 10 frames, message on player for 60 frames
- * <c:-3,80,20> // After 20 frames, message on party member 3 for 80 frames
- * <c:a7,60,0> // Message on actor 7 for 60 frames if actor is a follower
- * <c:0,100,0> // Message on current event for 100 frames
- * <c:100|100,80,5> // After 5 frames, message at screen x100 y100 for 80 fr
- * <c:0|0,90,0,Window2> // message at screen x0 y0 for 90 frames using
- * // /img/system/Window2.png windowskin file.
- *
- * Show Text message box settings for position bottom, middle and top will
- * change where the window displays over the target.
- *
- * Note that when the player opens the menu, even messages that were created
- * with a delay will be removed.
- *
- * ----------------------------------------------------------------------------
- * SCRIPT CALL
- * ----------------------------------------------------------------------------
- *
- * Galv.Mpup.clear(); // Remove all message popups on screen
- *
- * ----------------------------------------------------------------------------
- * Note tag for ENEMIES and ACTORS
- * ----------------------------------------------------------------------------
- * <msgY:x> // x being the amount of pixels to move vertically for
- * // timed messages in BATTLE. Leaving this tag out will use
- * // default position Galv set up for default battle.
- */
- //-----------------------------------------------------------------------------
- // CODE STUFFS
- //-----------------------------------------------------------------------------
- (function() {
- Galv.Mpup.thisEvent = null;
- Galv.Mpup.yOffset = Number(PluginManager.parameters('Galv_TimedMessagePopups')['Y Offset']);
- Galv.Mpup.windowskin = PluginManager.parameters('Galv_TimedMessagePopups')['Default Windowskin'];
- Galv.Mpup.arrows = PluginManager.parameters('Galv_TimedMessagePopups')['Use Arrows'].toLowerCase() == 'true' ? true : false;
- Galv.Mpup.opac = Number(PluginManager.parameters('Galv_TimedMessagePopups')['Windowskin Back Opacity']);
- Galv.Mpup.outlineWidth = Number(PluginManager.parameters('Galv_TimedMessagePopups')['Text Outline Width']);
- Galv.Mpup.Game_Interpreter_command101 = Game_Interpreter.prototype.command101;
- Game_Interpreter.prototype.command101 = function() {
- var cap = this._list[this._index + 1].parameters[0].match(/<c:(.*)>/i);
- var pos = 2; //this._params[3];
- var data = this._params.clone();
- if (!cap) {
- Galv.Mpup.Game_Interpreter_command101.call(this);
- } else {
- this.createCaption(cap,pos,data);
- };
- };
- Game_Interpreter.prototype.createCaption = function(cap,pos,data) {
- Galv.Mpup.thisEvent = this._eventId;
- var txtArray = [];
- // get all text:
- while (this.nextEventCode() === 401) { // Text data
- this._index++;
- txtArray.push(this.currentCommand().parameters[0]);
- };
- txtArray[0] = txtArray[0].replace(cap[0],"");
- var o = cap[1].split(",");
- var windowskin = o[3];
- if (windowskin) ImageManager.loadSystem(windowskin);
- if (o[0].contains("|")) {
- // X Y LOCATION
- var xy = o[0].split("|");
- var target = [Number(xy[0]),Number(xy[1])];
- } else if (o[0].contains("a")) {
- // ACTOR
- var actorIndex = $gameActors.actor(Number(o[0].replace("a",""))).index();
- if (actorIndex < 0) return;
- var target = -(actorIndex + 1);
- } else {
- var target = Number(o[0]);
- };
- var time = Number(o[1]);
- var delay = Number(o[2]) || 0;
- SceneManager._scene.createCaptionWindow(target,time,txtArray,data,delay,windowskin);
- };
- Galv.Mpup.clear = function() {
- SceneManager._scene.removeCaptionWindows();
- };
- // Scene Base
- //-----------------------------------------------------------------------------
- Scene_Base.prototype.updateCaptionBoxes = function() {
- for (var i = 0; i < this._captionWindows.length; i++) {
- if (!this._captionWindows[i] || !this._captionWindows[i].active) {
- this._windowLayer.removeChild(this._captionWindows[i]);
- this._captionWindows[i] = null;
- this._captionWindows.splice(i, 1);
- i--;
- };
- };
- };
- Scene_Base.prototype.createCaptionWindow = function(target,time,textArray,data,delay,windowskin) {};
- Scene_Base.prototype.removeCaptionWindows = function() {};
- // Scene Map
- //-----------------------------------------------------------------------------
- Galv.Mpup.Scene_Map_initialize = Scene_Map.prototype.initialize;
- Scene_Map.prototype.initialize = function() {
- Galv.Mpup.Scene_Map_initialize.call(this);
- this._captionWindows = [];
- };
- Galv.Mpup.Scene_Map_update = Scene_Map.prototype.update;
- Scene_Map.prototype.update = function() {
- Galv.Mpup.Scene_Map_update.call(this);
- this.updateCaptionBoxes();
- };
- Scene_Map.prototype.createCaptionWindow = function(target,time,textArray,data,delay,windowskin) {
- var p = new Window_GalvCaption(target,time,textArray,data,delay,windowskin);
- this._captionWindows.push(p);
- this.addWindow(p);
- };
- Galv.Mpup.Scene_Map_startEncounterEffect = Scene_Map.prototype.startEncounterEffect;
- Scene_Map.prototype.startEncounterEffect = function() {
- Galv.Mpup.Scene_Map_startEncounterEffect.call(this);
- this.removeCaptionWindows();
- };
- Galv.Mpup.Scene_Map_terminate = Scene_Map.prototype.terminate;
- Scene_Map.prototype.terminate = function() {
- for (var i = 0; i < this._captionWindows.length; i++) {
- this._captionWindows[i].visible = false;
- };
- Galv.Mpup.Scene_Map_terminate.call(this);
- };
- Scene_Base.prototype.removeCaptionWindows = function() {
- for (var i = 0; i < this._captionWindows.length; i++) {
- this._captionWindows[i].active = false;
- };
- };
- // Scene Battle
- //-----------------------------------------------------------------------------
- Galv.Mpup.Scene_Battle_initialize = Scene_Battle.prototype.initialize;
- Scene_Battle.prototype.initialize = function() {
- Galv.Mpup.Scene_Battle_initialize.call(this);
- this._captionWindows = [];
- };
- Galv.Mpup.Scene_Battle_update = Scene_Battle.prototype.update;
- Scene_Battle.prototype.update = function() {
- Galv.Mpup.Scene_Battle_update.call(this);
- this.updateCaptionBoxes();
- };
- Scene_Battle.prototype.createCaptionWindow = function(target,time,textArray,data,delay,windowskin) {
- var p = new Window_GalvCaption(target,time,textArray,data,delay,windowskin);
- this._captionWindows.push(p);
- this.addWindow(p);
- };
- // Game_BattlerBase
- //-----------------------------------------------------------------------------
- // Caption Window
- //-----------------------------------------------------------------------------
- function Window_GalvCaption() {
- this.initialize.apply(this, arguments);
- }
- Window_GalvCaption.prototype = Object.create(Window_Base.prototype);
- Window_GalvCaption.prototype.constructor = Window_GalvCaption;
- Window_GalvCaption.prototype.initialize = function(target,time,textArray,data,delay,windowskin) {
- // target = [x,y] or event id or 0 for player
- this._pos = data[3]; // bottom is 2, top is 0, middle is 1
- if (data[0] != "") {
- this._faceBitmap = ImageManager.loadFace(data[0]);
- this._faceName = data[0];
- this._faceIndex = data[1];
- };
- this.skin = windowskin || Galv.Mpup.windowskin;
- if (SceneManager._scene.constructor.name == 'Scene_Map') {
- this.setMapTarget(target);
- } else {
- this.setBattleTarget(target);
- };
- this._time = time + delay || 160;
- this._delayTime = this._time - delay;
- this._txtArray = textArray;
- var h = this.fittingHeight(this._txtArray.length);
- h = this._faceName ? Math.max(h, Window_Base._faceHeight + this.standardPadding() * 2) : h;
- Window_Base.prototype.initialize.call(this, this.targetX, this.targetY, Graphics.width, h);
- this.windowskin = ImageManager.loadSystem(this.skin);
- if (this.skin != "Window") this.backOpacity = Galv.Mpup.opac;
- this._downArrowSprite.visible = false;
- this._upArrowSprite.visible = false;
- this.checkImages();
- this.openness = 0;
- if (!this._disable) this.active = true;
- };
- Window_GalvCaption.prototype.setMapTarget = function(target) {
- this._heightY = Galv.Mpup.yOffset;
- if (Number.isInteger(target)) {
- // event ID or player
- if (target >= -1) {
- switch (target) {
- case 0:
- // Current event
- this.target = $gameMap.event(Galv.Mpup.thisEvent);
- break;
- case -1:
- // Player
- this.target = $gamePlayer;
- break;
- default:
- // Event
- this.target = $gameMap.event(target);
- break;
- };
- } else {
- // Follower
- var f = Math.abs(target) - 2;
- this.target = $gamePlayer._followers.follower(f);
- if (f > $gameParty.battleMembers().length) this._disable = true;
- };
- Galv.Mpup.thisEvent = null;
- this.follow = true; // follow the object in update
- } else {
- this.targetX = target[0];
- this.targetY = target[1];
- this.toScreen = true;
- };
- };
- Window_GalvCaption.prototype.setBattleTarget = function(target) {
- Galv.Mpup.thisEvent = null;
- // this._heightY = 0;
- if (Number.isInteger(target)) {
- // event ID or player
- if (target >= -1) {
- switch (target) {
- case -1:
- // battle leader
- this.target = $gameParty.battleMembers()[Math.abs(target) - 1];
- if (!this.target || this.target.isDead()) this._disable = true;
- break;
- default:
- // enemy index
- this.target = $gameTroop.members()[target];
- if (!this.target || this.target.isDead()) this._disable = true;
- break;
- };
- } else {
- // battle actors
- var mem = Math.abs(target) - 2;
- this.target = $gameparty.members()[mem];
- if (mem > $gameparty.members().length) this._disable = true;
- };
- if (!this.toScreen) this.follow = true; // follow the object in update
- } else {
- this.targetX = target[0];
- this.targetY = target[1];
- this.toScreen = true;
- };
- this._heightY = this.target ? this.target._offsetmsgY : 0;
- // Target has no screen pos functions?
- if (this.target && !this.target.screenX) {
- this.target.screenX = function() {return this._msgX || 0};
- this.target.screenY = function() {return this._msgY || 0};
- };
- };
- Window_GalvCaption.prototype.loadWindowskin = function() {
- this.windowskin = ImageManager.loadSystem(this.skin);
- };
- Window_GalvCaption.prototype.setWindowDimensions = function() {
- var w = 10;
- this.contents.clear();
- // Calc max width and line height to get dimensions
- var xO = this._faceName ? Window_Base._faceWidth + 10 : 0;
- for (var i = 0; i < this._txtArray.length; i++) {
- var lineWidth = this.textWidthEx(this._txtArray[i]) + this.standardPadding() * 2;
- if (w < lineWidth) {
- w = lineWidth;
- };
- if (this.skin != 'Window') this.contents.outlineWidth = Galv.Mpup.outlineWidth;
- this.drawTextEx(this._txtArray[i], xO, this.lineHeight() * i);
- }
- this.width = w + xO;
- // face?
- if (this._faceName) {
- this.drawFace(this._faceName, this._faceIndex, 0, 0);
- };
- this._offsetY = 0;
- if (this._pos == 0) {
- this._offsetY += -this.height + this._heightY;
- } else if (this._pos == 1) {
- this._offsetY += -this.height / 2 - 24;
- } else if (this._pos == 2) {
- this._offsetY += Math.abs(this._heightY * 0.2);
- };
- };
- Window_GalvCaption.prototype.textWidthEx = function(text) {
- return this.drawTextEx(text, 0, this.contents.height);
- };
- Window_GalvCaption.prototype.update = function() {
- Window_Base.prototype.update.call(this);
- if (this._disable) return;
- if (!this.imagesLoaded) this.checkImages();
- if (this._time == this._delayTime && !this._disable) {this.open()};
- if (this._time <= 0) {
- if (this._time == 0) {
- this.close();
- } else if (this.openness == 0) {
- this.active = false;
- };
- };
- this._time -= 1;
- if (this.follow) {
- var centX = this.target.screenX() - this.width / 2;
- this.x = centX;
- this.y = this.target.screenY() + this._offsetY;
- };
- };
- Window_GalvCaption.prototype.checkImages = function() {
- if (this.windowskin.isReady()) {
- if (!this._faceBitmap || this._faceBitmap && this._faceBitmap.isReady()) {
- this.setWindowDimensions();
- this.imagesLoaded = true;
- this._faceBitmap = null;
- };
- };
- };
- if (Galv.Mpup.arrows) {
- Window_GalvCaption.prototype._updateArrows = function() {
- if (this.toScreen) { return };
- if (this._pos == 0) { // top
- this._downArrowSprite.visible = this.isOpen() && this._pos == 0;
- this._downArrowSprite.anchor.y = -0.8;
- } else if (this._pos == 2) { // bottom
- this._upArrowSprite.visible = this.isOpen() && this._pos == 2;
- this._upArrowSprite.anchor.y = 1.7;
- };
- };
- };
- // Get note offsets
- Galv.Mpup.Game_Enemy_setup = Game_Enemy.prototype.setup;
- Game_Enemy.prototype.setup = function(enemyId, x, y) {
- Galv.Mpup.Game_Enemy_setup.call(this,enemyId,x,y);
- var n = this.enemy().note.match(/<msgY:(.*)>/i);
- this._offsetmsgY = n ? Number(n[1]) : -150;
- };
- Galv.Mpup.Game_Actor_setup = Game_Actor.prototype.setup;
- Game_Actor.prototype.setup = function(actorId) {
- Galv.Mpup.Game_Actor_setup.call(this,actorId);
- var n = this.actor().note.match(/<msgY:(.*)>/i);
- this._offsetmsgY = n ? Number(n[1]) : -40;
- };
- // Get battler positions for messages
- Galv.Mpup.Sprite_Battler_updatePosition = Sprite_Battler.prototype.updatePosition;
- Sprite_Battler.prototype.updatePosition = function() {
- Galv.Mpup.Sprite_Battler_updatePosition.call(this);
- this._battler._msgX = this.x;
- this._battler._msgY = this.y + this._battler._offsetmsgY;
- };
- })();
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