自動イベントのメッセージ位置記録プラグイン
//=============================================================================
// Lunatlazur_ResumableMessagePosition.js
// ----------------------------------------------------------------------------
// Copyright (c) 2018 Taku Aoi
// This plugin is released under the zlib License.
// https://zlib.net/zlib_license.html
// ----------------------------------------------------------------------------
// Version
// 1.0.0 2018-04-01
// ----------------------------------------------------------------------------
// [Web] : https://lunatlazur.com
// [Twitter]: https://twitter.com/aoitaku
// [GitHub] : https://github.com/lunatlazur
//=============================================================================
/*:
* @plugindesc Resumable message for an automatically starting event
* @author Taku Aoi
* @help This plugin holds the position of the message when saving during an
* event that started automatically is running for to return from that
* position when loading.
*
* Usage
* =====
*
* This plugin has no plugin options or plugin commands.
*
*
* Changelog
* =========
*
* 1.0.0 2018-04-01
* ----------------
* - Published.
*
*/
/*:ja
* @plugindesc 自動イベントのメッセージ位置記録プラグイン
* @author あおいたく
* @help このプラグインは自動ではじまるイベントの途中でセーブを行ったときに、表示中の
* メッセージ位置を保持し、ロード時にその位置から復帰できるようにします。
*
* 使い方
* ======
*
* このプラグインにはプラグインオプション、プラグインコマンドはありません。
*
*
* 変更履歴
* ========
*
* 1.0.0 2018-04-01
* ----------------
* - 公開
*
*/
(function () {
'use strict';
const _DataManager_createGameObjects = DataManager.createGameObjects;
DataManager.createGameObjects = function () {
_DataManager_createGameObjects.call(this);
MessageStateManager._gameMessageState = new Game_MessageState;
};
const _DataManager_makeSaveContents = DataManager.makeSaveContents;
DataManager.makeSaveContents = function () {
const contents = _DataManager_makeSaveContents.call(this);
contents.novelState = MessageStateManager._gameMessageState;
return contents;
};
const _DataManager_extractSaveContents = DataManager.extractSaveContents;
DataManager.extractSaveContents = function (contents) {
_DataManager_extractSaveContents.apply(this, arguments);
MessageStateManager._gameMessageState = contents.novelState || new Game_MessageState;
const interpreter = $gameMap._interpreter;
const index = MessageStateManager.restoreEventIndex(interpreter._eventId);
if (typeof index !== 'undefined') {
interpreter._index = index;
}
};
const _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
Game_Interpreter.prototype.pluginCommand = function (command, args) {
_Game_Interpreter_pluginCommand.apply(this, arguments);
switch ((command || '').toUpperCase()) {
case 'チャプター設定':
case 'SET_CHAPTER':
ChapterManager.chapter = args[0];
break;
}
};
const _Game_Interpreter_executeCommand = Game_Interpreter.prototype.executeCommand;
Game_Interpreter.prototype.executeCommand = function () {
const index = this._index;
const nextFrameNeeded = _Game_Interpreter_executeCommand.call(this);
if (MessageStateManager.isStateRecordableEvent(this._eventId) && nextFrameNeeded) {
if (index === this._index) {
MessageStateManager.removeEventIndex(this._eventId);
}
}
return nextFrameNeeded;
};
const _Game_Interpreter_command101 = Game_Interpreter.prototype.command101;
Game_Interpreter.prototype.command101 = function () {
const index = this._index;
const result = _Game_Interpreter_command101.call(this);
if (MessageStateManager.isStateRecordableEvent(this._eventId)) {
MessageStateManager.storeEventIndex(this._eventId, index - 1);
}
return result;
};
const _DataManager_makeSavefileInfo = DataManager.makeSavefileInfo;
DataManager.makeSavefileInfo = function () {
const info = _DataManager_makeSavefileInfo.call(this);
info.chapter = ChapterManager.chapter;
info.lastMessage = $gameMessage.allText();
return info;
};
const _Window_SavefileList_drawPartyCharacters = Window_SavefileList.prototype.drawPartyCharacters;
Window_SavefileList.prototype.drawPartyCharacters = function (info, x, y) {
if (info.lastMessage) {
info.lastMessage = this.convertEscapeCharacters(info.lastMessage)
.replace(/\x1bn<([^>]+)>/, '$1')
.replace(/\x1b([\$\.\|\^!><\{\}\\]|[A-Z]+)/i, '');
const maxLength = (this.width - this.standardPadding() * 2) / this.standardFontSize() - 4;
if (info.lastMessage.length >= maxLength) {
info.lastMessage = info.lastMessage.substr(0, maxLength - 1) + '…';
}
this.drawText(info.lastMessage, 8, y - 32);
}
else {
_Window_SavefileList_drawPartyCharacters.apply(this, arguments);
}
};
const _Window_SavefileList_drawGameTitle = Window_SavefileList.prototype.drawGameTitle;
Window_SavefileList.prototype.drawGameTitle = function (info, x, y, width) {
_Window_SavefileList_drawGameTitle.apply(this, arguments);
if (info.chapter) {
this.drawText(info.chapter, x, y, width, 'right');
}
};
class Game_MessageState {
constructor() {
this.events = {};
}
}
class ChapterManager {
}
ChapterManager.chapter = '';
class MessageStateManager {
static isMapEvent(eventId) {
return eventId !== 0;
}
static isAutoEvent(eventId) {
const event = $gameMap.event(eventId);
if (!event) {
return event;
}
return event.page().trigger === 3;
}
static isStateRecordableEvent(eventId) {
return this.isMapEvent(eventId) && this.isAutoEvent(eventId);
}
static storeEventIndex(eventId, index) {
this._gameMessageState.events[eventId] = index;
}
static removeEventIndex(eventId) {
delete this._gameMessageState.events[eventId];
}
static restoreEventIndex(eventId) {
return this._gameMessageState.events[eventId];
}
}
}());
このプラグインは自動ではじまるイベントの途中でセーブを行ったときに、表示中のメッセージ位置を保持し、ロード時にその位置から復帰できるようにします。
利用方法
このプラグインにはプラグインオプション、プラグインコマンドはありません。
プラグインを有効化するだけで利用可能です。
変更履歴
1.0.0 2018-04-01
- 公開
ライセンス
このプラグインは zlib ライセンス のもと配布されます。
Copyright © 2018 あおいたく / Lunatlazur
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
- The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
- Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
- This notice may not be removed or altered from any source distribution.