//=============================================================================
// ULDS.js
//=============================================================================
/*:
* @target MZ
* @plugindesc Unlimited Layer Display System.
* @author taroxd
*
* @param Default Path
* @desc The default path where pictures are stored.
* @default parallaxes
*
* @param Default Z
* @desc The default Z coordinate for sprites.
* @type number
* @decimals 2
* @min -15
* @max 15
* @default 0.5
*
* @help This plugin does not provide plugin commands.
*
* Map Note: <ulds> JSON </ulds>
* "name": picture filename
* "path": picture path (default to Default Path)
* "loop": true/false
* Whether the picture should loop.
* "hue"/"smooth": the attribute of a Bitmap.
* <attribute>: the attribute of a Sprite.
*
* A string can be used as a value to be interpreted as a formula.
* In the formula, 't' refers to frame count.
* 's' refers to $gameSwitches.
* 'v' refers to $gameVaribles.
*
* Also, various helpers are available, defined in Helper.
*
* If a string is used as a formula of the attribute,
* the attribute will be updated every frame.
*
* By the way, attributes such as "anchor.x" is also available.
*
*
* Here is an example:
*
<ulds> {
"name": "BlueSky",
"x": "this.rx(t)",
"y": 50,
"loop": true
} </ulds>
*
*/
void function() {
var assign = Object.assign || function(target) {
for (var i = 1; i < arguments.length; i++) {
var source = arguments[i];
for (var key in source) {
target[key] = source[key];
}
}
return target;
};
var RE = /<ulds>([^]*?)<\/ulds>/ig;
var parameters = PluginManager.parameters('ULDS');
var DEFAULT_SETTINGS = {
z: parseFloat(parameters['Default Z']),
path: parameters['Default Path'],
smooth: true
};
// Feel free to add your own helper.
var Helper = {
t: 0,
// Converts a coordinate on the map to the corresponding coordinate on the screen.
rx: function(x, scrollRate) {
if (scrollRate == null) {
scrollRate = $gameMap.tileWidth();
}
if (scrollRate === 0) {
return x;
} else {
return $gameMap.adjustX(x / scrollRate) * scrollRate;
}
},
ry: function(y, scrollRate) {
if (scrollRate == null) {
scrollRate = $gameMap.tileHeight();
}
if (scrollRate === 0) {
return y;
} else {
return $gameMap.adjustY(y / scrollRate) * scrollRate;
}
},
update: function() {
++this.t;
this._updater(this.t, $gameSwitches, $gameVariables);
},
assignSettings: function(settings) {
var code = '';
for (var key in settings) {
var value = settings[key];
if (typeof(value) === 'string') {
// this.x = (formula);
// this.scale.x = (formula); // key is "scale.x"
code += 'this.' + key + ' = (' + value + ');\n';
} else {
// if key is "scale.x"
// keys is ["scale", "x"]
var keys = key.split('.');
// set key to "x"
key = keys.pop();
var target = this;
keys.forEach(function(k) {
if (typeof(target) !== 'object') {
target[k] = {};
}
target = target[k];
});
target[key] = value;
}
}
// You may log the code for debugging purpose.
// console.log(code);
this._updater = new Function('t', 's', 'v', code);
}
};
// NOT a class constructor
function ULDS(settings) {
settings = assign({}, DEFAULT_SETTINGS, settings);
var spriteClass = settings.loop ? ULDS.TilingSprite : ULDS.Sprite;
var bitmap = ImageManager.loadBitmap('img/' + settings.path + '/',
settings.name, settings.hue, settings.smooth);
var sprite = new spriteClass(bitmap);
delete settings.path;
delete settings.name;
delete settings.loop;
delete settings.hue;
delete settings.smooth;
sprite.assignSettings(settings);
return sprite;
}
ULDS.Sprite = function(bitmap) {
Sprite.call(this, bitmap);
};
ULDS.Sprite.prototype = Object.create(Sprite.prototype);
ULDS.Sprite.prototype.constructor = ULDS.Sprite;
assign(ULDS.Sprite.prototype, Helper);
ULDS.TilingSprite = function(bitmap) {
TilingSprite.call(this, bitmap);
bitmap.addLoadListener(function() {
this.move(0, 0, bitmap.width, bitmap.height);
}.bind(this));
};
ULDS.TilingSprite.prototype = Object.create(TilingSprite.prototype);
ULDS.TilingSprite.prototype.constructor = ULDS.TilingSprite;
assign(ULDS.TilingSprite.prototype, Helper);
Object.defineProperties(ULDS.TilingSprite.prototype, {
x: {
get: function() { return -this.origin.x; },
set: function(x) { this.origin.x = -x; }
},
y: {
get: function() { return -this.origin.y; },
set: function(y) { this.origin.y = -y; }
}
});
var ct = Spriteset_Map.prototype.createTilemap;
Spriteset_Map.prototype.createTilemap = function() {
ct.call(this);
$dataMap.note.replace(RE, function(_match, settings) {
var isValid = false;
try {
settings = JSON.parse(settings);
isValid = typeof(settings) === 'object';
if (!isValid) {
throw 'ULDS settings should be an object';
}
} catch (e) {
console.error(e);
console.log(settings);
}
if (isValid) {
this._tilemap.addChild(ULDS(settings));
}
}.bind(this));
};
}();
Ulds
Skiptitlemz
//=============================================================================
// SkipTitleMZ.js
//=============================================================================
/*:
* @target MZ
* @plugindesc Skip Title.
* @author taroxd
*
* @param Test Only
* @desc Whether to skip title only in playtest. true/false
* @type boolean
* @default true
*
* @help This plugin does not provide plugin commands.
*/
;(() => {
const parameters = PluginManager.parameters('SkipTitle')
const testOnly = parameters['Test Only'] !== 'false'
const enable = !testOnly || Utils.isOptionValid("test")
if (enable) {
Scene_Boot.prototype.startNormalGame = function() {
this.checkPlayerLocation()
DataManager.setupNewGame()
SceneManager.goto(Scene_Map)
}
}
})()
Skiptitlemv
//=============================================================================
// SkipTitleMV.js
//=============================================================================
/*:
* @plugindesc Skip Title.
* @author taroxd
*
* @param Test Only
* @desc Whether to skip title only in playtest. true/false
* @type boolean
* @default true
*
* @help This plugin does not provide plugin commands. RPG Maker MZ is not supported.
*/
void function() {
var parameters = PluginManager.parameters('SkipTitle');
var testOnly = parameters['Test Only'] !== 'false';
var enable = !testOnly || Utils.isOptionValid("test");
if (enable) {
Scene_Boot.prototype.start = function() {
Scene_Base.prototype.start.call(this);
SoundManager.preloadImportantSounds();
this.checkPlayerLocation();
DataManager.setupNewGame();
SceneManager.goto(Scene_Map);
};
}
}();