//=============================================================================
// 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;
};
})();