Rename www to www.rus
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//=============================================================================
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// Simple Event Fade
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// SimpleEventFade.js
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// Version: 1.1
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// Author: Kuoushi
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//=============================================================================
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//=============================================================================
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/*:
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* @plugindesc v1.1 Makes fading events in or out easier.
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* @author Kuoushi
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*
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* @param Default Fade Time
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* @desc The default number of frames to fade an event in or out. (1 - 255)
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* @default 30
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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 plugin is meant to make events fading in or out a much simpler process
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* than having to set the opacity over and over. Not sure if anyone else has
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* that issue or not, (or if it's actually fixable in engine), but I made a
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* plugin to help simplify the process.
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*
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* In the move route of the event you want to fade, add a script call where
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* you want the fade to occur. The script call would be one of the following:
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*
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* this.fadeIn(x)
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* this.fadeOut(x)
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*
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* x is the number of frames you want the fade to last. If you just want to use
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* the default in the plugin parameters then you can just say this.fadeIn() for
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* even further convenience. The fade will start on whatever your character's
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* current opacity is set at.
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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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* 1.1 Fixed possible bug where we didn't move the moveroute index back
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* after splicing in the new fade commands. Also added in a new fadeTo
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* command that'll allow you to fade to a specific opacity instead of
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* just in or out.
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* 1.01 Fixed the issue which required the call to be at the end of the
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* route list. Now it can be called in any location in a movement route.
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* 1.00 Plugin with basic functionality created.
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*
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*/
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//=============================================================================
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(function() {
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var Parameters = PluginManager.parameters('SimpleEventFade');
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var DefaultFadeTime = Number(Parameters['Default Fade Time']);
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Game_CharacterBase.prototype.fadeOut = function(numFrames) {
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this.fadeTo(0,numFrames);
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};
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Game_CharacterBase.prototype.fadeIn = function(numFrames) {
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this.fadeTo(255,numFrames);
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};
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Game_CharacterBase.prototype.fadeTo = function(fadeOpac, numFrames) {
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var time = DefaultFadeTime;
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if(numFrames)
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time = numFrames;
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var route = {};
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route.list = [];
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var waitObj = {};
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waitObj.code = Game_Character.ROUTE_WAIT;
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waitObj.parameters = [1];
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var step = (fadeOpac - this._opacity) / time;
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if(step < 0)
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step = Math.ceil(Math.abs(step)) * -1;
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else
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step = Math.ceil(step);
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for(var i = this._opacity; i != fadeOpac; i += step) {
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var command = new Object();
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command.code = Game_Character.ROUTE_CHANGE_OPACITY;
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command.parameters = [i];
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route.list.push(command);
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route.list.push(waitObj);
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if(i != fadeOpac) {
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if((step > 0 && (i + step) > fadeOpac) || (step < 0 && (i + step) < fadeOpac)) {
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var last = new Object();
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last.code = Game_Character.ROUTE_CHANGE_OPACITY;
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last.parameters = [fadeOpac];
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route.list.push(last);
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i = fadeOpac - step;
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}
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}
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}
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route.list = this._moveRoute.list.slice(0,this._moveRouteIndex).concat(route.list).concat(this._moveRoute.list.slice(this._moveRouteIndex+1));
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this._moveRoute.list = route.list;
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this._moveRouteIndex--;
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};
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})();
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