LoadScreenPlus (Standalone Release) - jondevarthur/feraltrainer GitHub Wiki
Important Note: This is fundamentally incompatible with anything that adjusts the load screen, including multi-save plugins. Please be aware of this conflict.
SETTINGS
CONTINUE BOX
VALUE_X and VALUE_Y - adjusts positioning of text in the continue box.
BADGE_TEXT, POKEDEX_TEXT, TIME_TEXT - these are the text values used for their corresponding Continue Box items.
HALLOFFAMEICON,HALLOFFAMEICON_ADJUSTMENTS,HALLOFFAMETEXT,BADGEMINIMUM - You can override the Badge line once your player enters the hall of fame at least once.
HALLOFFAMEICON- an array of [status,"filename"]. Status is true/false (on/off), filename is the file located in\Graphics\UI\Load\theme_#\. A fallback should be placed in\Graphics\UI\Load\to be safe.HALLOFFAMEICON_ADJUSTMENTS- an array of [X,Y] coordinate adjustments for each theme. The first will be used if the theme used is of a higher number than the number of entries. Can be positive or negative. Icons can be a max of 64px x 64px.HALLOFFAMETEXT- an array of [status,"text"]. This will be used as text instead of (default) "Badges:" if status = true.BADGEMINIMUM- Hall of Fame icon will not show if your badges are fewer than this number, so you can use this to override the HoF icon if your player still has more badges to get.
GENDER_NAME - if true, player name will be rendered in a separate colour depending on the player's gender.
TIME_STYLE - if 0, will hide the hour value in the time display if time is under 1 hour. If 1, it will show e.g. 0h 30m instead.
POKEDEX_STYLE - adjusts how the Pokedex count is displayed.
- 0 - only shows the seen count.
- 1 - only shows the owned count.
- 2 - shows owned / seen.
- 3 - shows seen (owned).
PKMNICON_XMODIFIER and PKMNICON_YMODIFIER - modifies the spacing between the party Pokemon's icons.
PKMNICON_XSTARTPOS and PKMNICON_YSTARTPOS - modifies where the Pokemon Icons start being drawn.
DEXART_USECUSTOMICONS - Format [state,"folder name"]. If true, integrates my DexArt plugin to swap out the Pokemon Icons for images in the folder name given. Icons will play by the same animation rules as standard Pokemon icons.
GENERAL PANEL SETTINGS
Note: Panels are the name for the boxes drawn beneath text above the background.
PANEL_XPOS and PANEL_YPOS - modifies where the Panels start being drawn.
PANEL_YSPACING_BIG and PANEL_YSPACING_NORMAL - height of panel boxes. 'Big' refers to the continue box - the 'larger' one. Normal is the rest (e.g. New Game).
PANEL_LINESPACING - additional spacing between each panel box.
TEXT_NEWGAME, TEXT_OPTIONS, TEXT_LANGUAGE, TEXT_DEBUG, TEXT_QUIT, TEXT_MYSTERYGIFT, TEXT_CONTINUE - the text displayed for the matching box.
THEME SETTINGS
THEMES - the number of themes the player can select. Hardcoded for now, may be adjusted in future updates.
LOAD_BGM - if true, will play a BGM defined in the next line.
THEMES_BGM - an array of BGM filenames (\Audio\BGM). 1st is theme 1, 2nd is theme 2 and so on - if there are more themes than entries, the first one will be selected - e.g. ["Title"] will use "Title" as the bgm for all themes.
NOTE: By default, the title screen stops playing music when you load - so if your title screen music and your load screen music are the same, the load screen will restart the music. If you want to stop this, change line 86 in
UI_SplashesAndTitleScreenand add a comment to make it#pbBGMStop(1.0).
BACKGROUND SETTINGS
_LoadScreenPlus uses the Feral Camera file structure - full documentation of this structure is available here.
CAMERA_USESUBFOLDER - An integer of number 0, 1 or 2.
- If 2, will check
\UI\pluginFeralCamera\UI_LoadPlus\first and then\UI\pluginFeralCamera\if no valid image can be found (as per the below, the theme background will show if neither find a valid background). - If 1, will check
\UI\pluginFeralCamera\UI_LoadPlus\. - If 0, will check
\UI\pluginFeralCamera\
BACKGROUNDS_ALLOWED - an array of background types to check. Valid options are "species", "species_form", "type", "maps" and "progression". If a type is not included in this array, it will be skipped over - e.g. removing "types" will check only species and progression. Will check the folder determined by CAMERA_USESUBFOLDER for files named the following:
- camera_SPECIES_FORM - e.g. camera_PIKACHU_1
- camera_SPECIES - e.g. camera_BULBASAUR
- camera_TYPE - e.g. camera_GRASS
- camera_progression_PROGRESSION - e.g. camera_progression_1
- camera_mapfilename - e.g. camera_bgkanto
Progression is a new tracked stat you can update with jdaProgressionUpdate(value). It should be an integer, e.g. reflecting your 'quest progression' stage. 0 is reserved for blank / default and should not be used. It will turn words into integers (i.e. 0). Update this in-game whenever you want to override the background. An image will be shown if the value of the progression stat matches a file. To turn it off, simply set Prog to a value that doesn't exist! You can use this for anything you like, not just story progression! For example:
- jdaProgressionUpdate($player.badge_count) will set progression to the number of badges obtained.
- jdaProgressionUpdate($game_variables[100]) will set it to whatever the value of variable 100 is.
- You could use this to update the player's background every time they get their Pokedex checked by the professor!
If it can't find an image named e.g. camera_progression_20 when prog is set to 20, it will move down the list to the next valid background, it won't look for an 'earlier' progression value.
BG_MAPS - an array of files and maps that it will compare. The format is [ ["filename",mapid,mapid,mapid...], ["filename",mapid,mapid,mapid...] ...]. Any map id included with a filename will be counted, and only the first time (e.g. ["bgkanto",1,2,3,4],["bgjohto",1,6,7,8] will only show bgkanto for map 1, not bgjohto).
TEXT COLORS
Three types of text colour are supported by default, and will be used as appropriate based on GENDER_NAME.
TEXT_COLOR, TEXT_SHADOW_COLOR, MALE_TEXT_COLOR, MALE_TEXT_SHADOW_COLOR, FEMALE_TEXT_COLOR, FEMALE_TEXT_SHADOW_COLOR - arrays where each Color.new(#R,#G,#B) corresponds to the matching theme; So for theme number 1, the first color will be used, theme number 2 will use the second - and so on. If you add more themes, add more colors - the first one will be used as a fallback if it can't find one, so if you don't want to use these, just change to one value e.g. TEXT_COLOR = [Color.new(232,232,232)]
NEW TRACKED VALUES
Two values are added to $stats to accommodate new features - :progression and :load_theme.
:progression- update by calling jdaProgressionUpdate(value). If this corresponds to a file named camera_progression_value, and "progression" is in the allowed background types, this will override all other backgrounds until it is changed again.:load_theme- used for tracking the current theme in use. Defaults theme 1 when first loaded.