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/*:
* RS_SaveFileList.js
* @plugindesc This plugin displays a face graphic on the save & load screen.
* @author biud436
*
* @param Project Title
* @type boolean
* @desc Decide whether the project title is drawing.
* @default false
*
* @param Play Time
* @type boolean
* @desc Decide whether the play time is drawing.
* @default true
*
* @help
* 2015.12.21 (v1.0.0) - First Release
* 2016.07.15 (v1.0.1) - Fixed the bug and then added plugin parameters
* 2017.06.09 (v1.0.2) :
* - Added a function called 'reserveFaceImages' to Window_SavefileList
* - Fixed the padding value correctly
*/
/*:ko
* RS_SaveFileList.js
* @plugindesc 세이브 & 로드 스크린샷에 얼굴 그래픽을 설정합니다.
* @author biud436
*
* @param Project Title
* @type boolean
* @desc 게임 제목을 화면에 그려야 할 지 여부
* @default false
*
* @param Play Time
* @type boolean
* @desc 플레이 시간을 그려야 할 지 여부
* @default true
*
* @help
* 2015.12.21 (v1.0.0) - First Release
* 2016.07.15 (v1.0.1) - Fixed the bug and then added plugin parameters
* 2017.06.09 (v1.0.2) :
* - Added a function called 'reserveFaceImages' to Window_SavefileList
* - Fixed the padding value correctly
*/
var Imported = Imported || {};
Imported.RS_SaveFileList = true;
(function() {
var parameters = PluginManager.parameters('RS_SaveFileList');
var isProjectTitle = Boolean(parameters['Project Title'] === 'true');
var isPlayTime = Boolean(parameters['Play Time'] === 'true');
var alias_Window_SavefileList_initialize = Window_SavefileList.prototype.initialize;
Window_SavefileList.prototype.initialize = function(x, y, width, height) {
alias_Window_SavefileList_initialize.call(this, x, y, width, height);
if(Utils.RPGMAKER_VERSION >= '1.5.0') this.reserveFaceImages();
};
Window_SavefileList.prototype.drawFace = function(faceName, faceIndex, x, y, width, height) {
width = width || Window_Base._faceWidth;
height = height || Window_Base._faceHeight;
var bitmap = ImageManager.loadFace(faceName);
var pw = Window_Base._faceWidth;
var ph = Window_Base._faceHeight;
var sw = Math.min(width, pw);
var sh = Math.min(height, ph);
var dx = Math.floor(x + Math.max(width - pw, 0) / 2);
var dy = Math.floor(y + Math.max(height - ph, 0) / 2);
var sx = faceIndex % 4 * pw + (pw - sw) / 2;
var sy = Math.floor(faceIndex / 4) * ph + (ph - sh) / 2;
var itemWH = this.itemHeight() - this.standardPadding();
this.contents.blt(bitmap, sx, sy, sw, sh, dx, dy, itemWH, itemWH );
};
Window_SavefileList.prototype.drawContents = function(info, rect, valid) {
var bottom = rect.y + rect.height;
if (rect.width >= 420) {
if(isProjectTitle) this.drawGameTitle(info, rect.x + 192, rect.y, rect.width - 192);
if (valid) {
this.drawPartyCharacters(info, rect.x + 220, rect.y + 4);
}
}
var lineHeight = this.lineHeight();
var y2 = bottom - lineHeight;
if (y2 >= lineHeight) {
if(isPlayTime) this.drawPlaytime(info, rect.x, y2, rect.width);
}
};
Window_SavefileList.prototype.drawPartyCharacters = function(info, x, y) {
if (info.characters) {
for (var i = 0; i < info.faces.length; i++) {
var data = info.faces[i];
this.drawFace(data[0], data[1], x + i * 78, y + this.textPadding() * 2, 144, 144);
}
}
};
})();
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