//============================================================================= // AltGlossary.js // ---------------------------------------------------------------------------- // (C)2015-2018 Triacontane // This software is released under the MIT License. // http://opensource.org/licenses/mit-license.php // ---------------------------------------------------------------------------- // Version // 1.3.0 2024/09/19 カテゴリウィンドウのカーソルを移動したとき、用語ウィンドウをリフレッシュするよう修正 // 1.2.0 2023/07/09 MZで動作するよう修正 // 1.1.0 2018/01/21 項目の揃えを設定できる機能を追加 // 1.0.0 2018/01/20 初版 // ---------------------------------------------------------------------------- // [Blog] : https://triacontane.blogspot.jp/ // [Twitter]: https://twitter.com/triacontane/ // [GitHub] : https://github.com/triacontane/ //============================================================================= /*: @target MZ @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/AltGlossary.js @plugindesc Glossary layout change plugin @author Triacontane @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/triacontane-MZ-plugins ). Original plugin by Triacontane. Please check the latest official version at: https://triacontane.blogspot.com ----- AltGlossary.js Changes the layout of the glossary plugin "SceneGlossary.js." Displays the category window at the top of the screen and the term window at the bottom. This plugin does not have any plugin commands. Terms of Use: You may modify and redistribute it without permission from the author, and there are no restrictions on its use (commercial, R18+, etc.). This plugin is now yours. @param categoryColumns @text Number of horizontal category items @desc The number of items horizontally in the category window. @type number @default 4 @param categoryRows @text Number of vertical category items @desc The number of items vertically in the category window. @type number @default 2 @param categoryAlign @text Category Alignment @desc Alignment of items in the category window. @type select @default left @option left @option center @option right */ /*:ja @plugindesc 用語辞典レイアウト変更プラグイン @target MZ @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/AltGlossary.js @base SceneGlossary @orderAfter SceneGlossary @author トリアコンタン @param categoryColumns @text カテゴリ横項目数 @desc カテゴリウィンドウの横方向の項目数です。 @default 4 @type number @param categoryRows @text カテゴリ縦項目数 @desc カテゴリウィンドウの縦方向の項目数です。 @default 2 @type number @param categoryAlign @text カテゴリ項目揃え @desc カテゴリウィンドウの項目の揃えです。 @default left @type select @option left @option center @option right @help AltGlossary.js 用語辞典プラグイン「SceneGlossary.js」のレイアウトを変更します。 カテゴリウィンドウを画面上部に表示して、用語ウィンドウを画面下部に表示します。 このプラグインにはプラグインコマンドはありません。 利用規約: 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) についても制限はありません。 このプラグインはもうあなたのものです。 */ (()=> { 'use strict'; const script = document.currentScript; const param = PluginManagerEx.createParameter(script); const _Scene_Glossary_createGlossaryWindow = Scene_Glossary.prototype.createGlossaryWindow; Scene_Glossary.prototype.createGlossaryWindow = function() { if ($gameParty.isUseGlossaryCategory()) { const height = Window_GlossaryCategory.prototype.windowHeight.call(Window_GlossaryCategory.prototype); this._glossaryWindow = new Window_Glossary($gameParty.getGlossaryListWidth(), this.mainAreaTop() + height, this._helpWindow); this.addWindow(this._glossaryWindow); } else { _Scene_Glossary_createGlossaryWindow.apply(this, arguments); } }; const _Scene_Glossary_createGlossaryCategoryWindow = Scene_Glossary.prototype.createGlossaryCategoryWindow; Scene_Glossary.prototype.createGlossaryCategoryWindow = function() { _Scene_Glossary_createGlossaryCategoryWindow.apply(this, arguments); this._glossaryCategoryWindow.y = this.mainAreaTop(); }; const _Window_GlossaryCategory_initialize = Window_GlossaryCategory.prototype.initialize; Window_GlossaryCategory.prototype.initialize = function(glWindow) { _Window_GlossaryCategory_initialize.apply(this, arguments); this.move(0, 0, Graphics.boxWidth, this.windowHeight()); this.refresh(); }; const _Window_GlossaryCategory_select = Window_GlossaryCategory.prototype.select; Window_GlossaryCategory.prototype.select = function(index) { _Window_GlossaryCategory_select.apply(this, arguments); if (index >= 0) { this._glossaryListWindow.refresh(); } }; Window_GlossaryCategory.prototype.windowHeight = function() { return this.fittingHeight(param.categoryRows || 2); }; Window_GlossaryCategory.prototype.maxCols = function() { return param.categoryColumns || 4; }; const _Window_GlossaryCategory_hide = Window_GlossaryCategory.prototype.hide; Window_GlossaryCategory.prototype.hide = function() { if (!$gameParty.isUseGlossaryCategory()) { _Window_GlossaryCategory_hide.apply(this, arguments); } }; Window_GlossaryCategory.prototype.drawTextExIfNeed = function(text, x, y, maxWidth) { const align = param.categoryAlign; if (text.match(/\\/)) { if (align && align !== 'left') { const width = this.drawTextEx(text, x, -this.lineHeight()); x += (maxWidth - width - this.padding) / (align === 'center' ? 2 : 1); } this.drawTextEx(text, x, y); } else { this.drawText(text, x, y, maxWidth - this.padding, align); } }; Window_GlossaryList.prototype.hide = function() {}; })();