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www.eng/js/plugins/YEP_CallEvent.js
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168
www.eng/js/plugins/YEP_CallEvent.js
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//=============================================================================
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// Yanfly Engine Plugins - Call Event
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// YEP_CallEvent.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_CallEvent = true;
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var Yanfly = Yanfly || {};
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Yanfly.CallEvent = Yanfly.CallEvent || {};
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Yanfly.CallEvent.version = 1.01;
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//=============================================================================
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/*:
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* @plugindesc v1.01 A lost utility command from RPG Maker 2000 and
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* RPG Maker 2003 has been remade for RPG Maker MV!
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* @author Yanfly Engine Plugins
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*
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* @help
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* ============================================================================
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* Introduction
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* ============================================================================
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*
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* This is a reproduced method from RPG Maker 2000 and RPG Maker 2003. It
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* allows the game to call a page’s events as if it were a common event. These
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* events can be drawn from any event on any map within the game.
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*
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* ============================================================================
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* Plugin Commands
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* ============================================================================
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*
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* To call upon events from the current map or a different map, use the plugin
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* commands found below:
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*
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* Plugin Commands:
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*
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* CallEvent x
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* - This will call upon event x from the current map and use the event list
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* from the first page of the event.
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*
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* CallEvent x, Page y
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* - This will call upon event x from the current map and use the event list
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* from page y of the event.
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*
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* CallEvent x, Map y
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* - This will call upon event x from map y and use the event list from the
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* first page of the event.
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*
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* CallEvent x, Page y, Map z
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* - This will call upon event x from map z and use the event list from
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* page y of the event.
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*
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* CallEvent x, Map y, Page z
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* - This will call upon event x from map y and use the event list from
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* page z of the event.
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*
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* *Note1: Because of the programming structure of RPG Maker MV's source, the
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* called event data may or may not be instantaneous depending on the size of
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* the map file that is needed to be loaded. At best, it will take a couple of
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* frames of loading time depending on the size.
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*
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* *Note2: If any of the events, pages, and/or maps do not exist, then no
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* events will be called and the plugin will skip forward as if nothing has
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* happened. Be cautious about how you call these call events.
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*
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* ============================================================================
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* Changelog
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* ============================================================================
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*
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* Version 1.01:
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* - Updated for RPG Maker MV version 1.5.0.
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*
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* Version 1.00:
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* - Finished Plugin!
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*/
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//=============================================================================
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//=============================================================================
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// DataManager
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//=============================================================================
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var $callEventMap;
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DataManager.loadCallMapData = function(mapId) {
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if (mapId > 0) {
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var filename = 'Map%1.json'.format(mapId.padZero(3));
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this.loadDataFile('$callEventMap', filename);
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} else {
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$callEventMap = {};
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$callEventMap.data = [];
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$callEventMap.events = [];
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$callEventMap.width = 100;
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$callEventMap.height = 100;
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$callEventMap.scrollType = 3;
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}
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};
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//=============================================================================
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// Game_Interpreter
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//=============================================================================
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Yanfly.CallEvent.Game_Interpreter_pluginCommand =
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Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function(command, args) {
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Yanfly.CallEvent.Game_Interpreter_pluginCommand.call(this, command, args);
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if (command === 'CallEvent') this.callEvent(this.argsToString(args));
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};
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Game_Interpreter.prototype.argsToString = function(args) {
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var str = '';
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var length = args.length;
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for (var i = 0; i < length; ++i) {
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str += args[i] + ' ';
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}
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return str.trim();
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};
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Game_Interpreter.prototype.callEvent = function(line) {
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if (this._callEvent_Running) return this.processCallEvent();
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if (line.match(/(\d+),[ ](.*)/i)) {
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var eventId = parseInt(RegExp.$1);
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var line = String(RegExp.$2);
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if (line.match(/PAGE[ ](\d+)/i)) {
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var pageId = parseInt(RegExp.$1);
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} else {
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var pageId = 1;
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}
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if (line.match(/MAP[ ](\d+)/i)) {
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var mapId = parseInt(RegExp.$1);
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} else {
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var mapId = $gameMap.mapId();
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}
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} else {
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var eventId = parseInt(line);
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if (!eventId) return;
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var pageId = 1;
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var mapId = $gameMap.mapId();
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}
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$callEventMap = undefined;
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DataManager.loadCallMapData(mapId);
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this._callEvent_EventId = eventId;
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this._callEvent_PageId = pageId;
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this._callEvent_Running = true;
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this.processCallEvent();
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};
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Game_Interpreter.prototype.processCallEvent = function() {
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if ($callEventMap) {
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this.insertCallEventData(this._callEvent_EventId, this._callEvent_PageId);
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} else {
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this.wait(1);
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this._index--;
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}
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};
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Game_Interpreter.prototype.insertCallEventData = function(eventId, pageId) {
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this._callEvent_Running = false;
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var ev = $callEventMap.events[eventId];
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if (!ev) return;
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var page = ev.pages[pageId - 1];
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if (!page) return;
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var list = page.list;
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this.setupChild(list, this.eventId());
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};
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//=============================================================================
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// End of File
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//=============================================================================
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