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//============================================================================= | |
// No Limit Text Scroll Speed | |
// Version 1.01 (2015.10.30) | |
//============================================================================= | |
/*: | |
* @plugindesc Removes limits on scrolling text speed by overriding editor value | |
* @author NoInkling | |
* | |
* @help | |
* | |
* Plugin Command: | |
* TextScrollSpeed x # Where x is any number above 0 | |
* | |
* Notes: | |
* * Decimal values can be used, e.g: TextScrollSpeed 0.5 | |
* (numbers below 1 can be very slow!) | |
* * It makes no sense for the scroll speed to be 0 or lower, in these cases | |
* the editor value will be used instead. | |
* * Very high values may cause unexpected behavior, use caution. | |
* | |
* The plugin command will only have effect on the next executed | |
* "Show Scrolling Text" command. | |
* If your event has more than one set of scrolling text where you wish to avoid | |
* the limits, you will need to use the plugin command before each one. | |
* | |
* A specific plugin command is only valid for the current event page; if a | |
* "Show Scrolling Text" command is not subsequently encountered on the page, | |
* that particular plugin command won't do anything. | |
*/ | |
(function() { | |
var textScrollSpeed; | |
var _Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; | |
Game_Interpreter.prototype.pluginCommand = function(command, args) { | |
_Game_Interpreter_pluginCommand.call(this, command, args); | |
if (command === 'TextScrollSpeed') { | |
textScrollSpeed = Number(args[0]); | |
if (textScrollSpeed <= 0) textScrollSpeed = null; | |
} | |
}; | |
var _Game_Interpreter_command105 = Game_Interpreter.prototype.command105; | |
Game_Interpreter.prototype.command105 = function() { | |
if (textScrollSpeed) { | |
if (!$gameMessage.isBusy()) { | |
$gameMessage.setScroll(textScrollSpeed, this._params[1]); | |
textScrollSpeed = null; | |
while (this.nextEventCode() === 405) { | |
this._index++; | |
$gameMessage.add(this.currentCommand().parameters[0]); | |
} | |
this._index++; | |
this.setWaitMode('message'); | |
} | |
return false; | |
} | |
_Game_Interpreter_command105.call(this); | |
}; | |
var _Game_Interpreter_terminate = Game_Interpreter.prototype.terminate; | |
Game_Interpreter.prototype.terminate = function() { | |
_Game_Interpreter_terminate.call(this); | |
textScrollSpeed = null; | |
}; | |
})(); |
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