Rename www to www.rus
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//=============================================================================
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// Yanfly Engine Plugins - Event Sprite Offset
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// YEP_EventSpriteOffset.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_EventSpriteOffset = true;
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var Yanfly = Yanfly || {};
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Yanfly.EvSpOf = Yanfly.EvSpOf || {};
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Yanfly.EvSpOf.version = 1.00;
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//=============================================================================
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/*:
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* @plugindesc v1.00 Offset event sprites using notetags and comment tags!
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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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* Events are bound to their tiles and their sprites are bound to their events.
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* Naturally, this would mean that the sprites would be bound to the tiles,
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* too, but sometimes, we'd like to offset the appearance of sprites so that
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* they don't look super uniform all of the time. This plugin gives you the
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* ability to offset sprites visually using notetags comment tags.
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* To offset sprites using the event notetags, using the following below:
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*
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* Event Notetags:
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*
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* <Sprite Offset X: +n>
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* <Sprite Offset X: -n>
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* - Replace 'n' with the number of pixels you wish to offset the horizontal
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* position of the sprite by. A positive number moves the sprite to the
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* right. A negative number moves the sprite to the left.
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*
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* <Sprite Offset Y: +n>
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* <Sprite Offset Y: -n>
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* - Replace 'n' with the number of pixels you wish to offset the vertical
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* position of the sprite by. A positive number moves the sprite down. A
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* negative number moves the sprite up.
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*
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* <Sprite Offset: +x, +y>
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* <Sprite Offset: -x, -y>
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* - If you wish to put sprite offset information on one line, use the above
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* comment tag instead. Replace 'x' and 'y' with the values to offset the
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* sprite by. Positive x will move the sprite right. Negative x will move the
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* sprite left. Positive y will move the sprite down. Negative y will move
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* the sprite up.
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*
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* ============================================================================
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* Comment Tags
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* ============================================================================
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*
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* To offset sprites using comments, make comments for each event page you want
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* the sprite to be offset in using the comment tags below:
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*
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* Comment Tags:
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*
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* <Sprite Offset X: +n>
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* <Sprite Offset X: -n>
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* - Replace 'n' with the number of pixels you wish to offset the horizontal
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* position of the sprite by. A positive number moves the sprite to the
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* right. A negative number moves the sprite to the left.
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* *NOTE*: This will take priority over event notetag sprite offsets.
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*
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* <Sprite Offset Y: +n>
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* <Sprite Offset Y: -n>
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* - Replace 'n' with the number of pixels you wish to offset the vertical
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* position of the sprite by. A positive number moves the sprite down. A
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* negative number moves the sprite up.
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* *NOTE*: This will take priority over event notetag sprite offsets.
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*
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* <Sprite Offset: +x, +y>
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* <Sprite Offset: -x, -y>
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* - If you wish to put sprite offset information on one line, use the above
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* comment tag instead. Replace 'x' and 'y' with the values to offset the
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* sprite by. Positive x will move the sprite right. Negative x will move the
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* sprite left. Positive y will move the sprite down. Negative y will move
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* the sprite up.
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* *NOTE*: This will take priority over event notetag sprite offsets.
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*
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* ============================================================================
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* Custom Movement Route - Script Calls
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* ============================================================================
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*
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* If you wish to change an event sprite's offset after a page has been loaded,
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* you can issue a custom movement route script calls to alter it:
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*
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* Script Call:
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*
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* this._spriteOffsetX = n
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* this._spriteOffsetY = n
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* - This sets the sprite offset X or Y values to 'n'. The same rules apply
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* as the comment tags. A positive X goes right, a negative X goes left. A
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* positive Y goes down, a negative Y goes up.
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*
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* this._spriteOffsetX += n
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* this._spriteOffsetY += n
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* - Increases the sprite's offset X or Y by 'n'. The same rules apply as the
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* comment tags. A positive X goes right, a negative X goes left. A positive
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* Y goes down, a negative Y goes up.
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*
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* this._spriteOffsetX -= n
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* this._spriteOffsetY -= n
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* - Decreases the sprite's offset X or Y by 'n'. The same rules apply as the
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* comment tags. A positive X goes right, a negative X goes left. A positive
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* Y goes down, a negative Y goes up.
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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 1.00:
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* - Finished Plugin!
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*
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* ============================================================================
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* End of Helpfile
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* ============================================================================
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*/
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//=============================================================================
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//=============================================================================
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// Game_CharacterBase
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//=============================================================================
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Yanfly.EvSpOf.Game_CharacterBase_initMembers =
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Game_CharacterBase.prototype.initMembers;
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Game_CharacterBase.prototype.initMembers = function() {
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Yanfly.EvSpOf.Game_CharacterBase_initMembers.call(this);
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this.initSpriteOffsets();
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};
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Game_CharacterBase.prototype.initSpriteOffsets = function() {
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this._spriteOffsetX = 0;
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this._spriteOffsetY = 0;
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};
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Yanfly.EvSpOf.Game_CharacterBase_screenX = Game_CharacterBase.prototype.screenX;
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Game_CharacterBase.prototype.screenX = function() {
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var value = Yanfly.EvSpOf.Game_CharacterBase_screenX.call(this);
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value += this.spriteOffsetX();
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return Math.round(value);
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};
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Yanfly.EvSpOf.Game_CharacterBase_screenY = Game_CharacterBase.prototype.screenY;
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Game_CharacterBase.prototype.screenY = function() {
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var value = Yanfly.EvSpOf.Game_CharacterBase_screenY.call(this);
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value += this.spriteOffsetY();
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return Math.round(value);
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};
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Game_CharacterBase.prototype.spriteOffsetX = function() {
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if (this._spriteOffsetX === undefined) this.initSpriteOffsets();
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var value = this._spriteOffsetX;
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return value;
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};
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Game_CharacterBase.prototype.spriteOffsetY = function() {
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if (this._spriteOffsetY === undefined) this.initSpriteOffsets();
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var value = this._spriteOffsetY;
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return value;
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};
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//=============================================================================
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// Game_Event
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//=============================================================================
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Yanfly.EvSpOf.Game_Event_setupPageSettings =
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Game_Event.prototype.setupPageSettings;
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Game_Event.prototype.setupPageSettings = function() {
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Yanfly.EvSpOf.Game_Event_setupPageSettings.call(this);
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this.setupSpriteOffsets();
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};
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Game_Event.prototype.setupSpriteOffsets = function() {
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this.initSpriteOffsets();
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this.setupNotetagSpriteOffsets();
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this.setupCommentTagSpriteOffsets();
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};
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Game_Event.prototype.setupNotetagSpriteOffsets = function() {
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if (this.event().note === '') return;
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var note1 = /<SPRITE OFFSET X:[ ]([\+\-]\d+)>/i;
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var note2 = /<SPRITE OFFSET Y:[ ]([\+\-]\d+)>/i;
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var note3 = /<SPRITE OFFSET:[ ]([\+\-]\d+),[ ]([\+\-]\d+)>/i;
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if (this.event().note.match(note1)) {
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this._spriteOffsetX = parseInt(RegExp.$1);
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}
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if (this.event().note.match(note2)) {
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this._spriteOffsetY = parseInt(RegExp.$1);
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}
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if (this.event().note.match(note3)) {
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this._spriteOffsetX = parseInt(RegExp.$1);
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this._spriteOffsetY = parseInt(RegExp.$2);
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}
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};
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Game_Event.prototype.setupCommentTagSpriteOffsets = function() {
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if (!this.page()) return;
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var note1 = /<SPRITE OFFSET X:[ ]([\+\-]\d+)>/i;
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var note2 = /<SPRITE OFFSET Y:[ ]([\+\-]\d+)>/i;
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var note3 = /<SPRITE OFFSET:[ ]([\+\-]\d+),[ ]([\+\-]\d+)>/i;
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var list = this.list();
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var length = list.length;
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for (var i = 0; i < length; ++i) {
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var ev = list[i];
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if ([108, 408].contains(ev.code)) {
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if (ev.parameters[0].match(note1)) {
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this._spriteOffsetX = parseInt(RegExp.$1);
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}
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if (ev.parameters[0].match(note2)) {
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this._spriteOffsetY = parseInt(RegExp.$1);
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}
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if (ev.parameters[0].match(note3)) {
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this._spriteOffsetX = parseInt(RegExp.$1);
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this._spriteOffsetY = parseInt(RegExp.$2);
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}
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}
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}
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};
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//=============================================================================
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// End of File
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//=============================================================================
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