Rename www to www.rus
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447
www.rus/js/plugins/Character_Movement_Graphics.js
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447
www.rus/js/plugins/Character_Movement_Graphics.js
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//=============================================================================
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// TDS Character Movement Graphics
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// Version: 1.5
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//=============================================================================
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// Add to Imported List
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var Imported = Imported || {} ; Imported.TDS_CharacterMovementGraphics = true;
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// Initialize Alias Object
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var _TDS_ = _TDS_ || {} ; _TDS_.CharacterMovementGraphics = _TDS_.CharacterMovementGraphics || {};
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//=============================================================================
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/*:
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* @plugindesc
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* This plugins let's you set special graphics for character movements such as:
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* idle, walking, and running.
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*
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* @author TDS
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*
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* @help
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*
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* Use the following in a script call to set the movement graphics for an
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* actor:
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*
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* $gameActors.actor(actorId).setMovementGraphics(idle, walking, running);
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* ^ actorId: Actor database ID.
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* ^ idle: Graphics name for idle. (Not moving)
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* ^ walking: Graphics name for walking. (Normal walking)
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* ^ running: Graphics name for running. (Moving and Dashing at the same time)
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*
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* Example:
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*
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* $gameActors.actor(1).setMovementGraphics('$NormalMale', '$NormalMale', '$Teen_Male%(8)');
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*
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*
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* Use the following in a script call to clear he movement graphics for an
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* actor:
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*
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* $gameActors.actor(actorId).clearMovementGraphics();
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* ^ actorId: Actor database ID.
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*
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* Example:
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*
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* $gameActors.actor(1).clearMovementGraphics();
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*
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*/
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//=============================================================================
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//=============================================================================
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// ** Game_Actor
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//-----------------------------------------------------------------------------
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// The game object class for an actor.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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_TDS_.CharacterMovementGraphics.Game_Actor_initMembers = Game_Actor.prototype.initMembers;
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//=============================================================================
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// * Initialize Members
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//=============================================================================
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Game_Actor.prototype.initMembers = function() {
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// Run Original Function
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_TDS_.CharacterMovementGraphics.Game_Actor_initMembers.call(this);
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// Initialize Character Movement Graphics
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this._characterMovementGraphics = {};
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};
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//=============================================================================
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// * Set Movement Graphics
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//=============================================================================
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Game_Actor.prototype.setMovementGraphics = function(idle, walking, running) {
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// Set Character Movement Graphics
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this.setMovementGraphicData('idle', idle);
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this.setMovementGraphicData('walking', walking);
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this.setMovementGraphicData('running', running);
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};
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//=============================================================================
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// * Set Movement Graphic Data
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//=============================================================================
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Game_Actor.prototype.setMovementGraphicData = function(name, data) {
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// Set Default Data
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if (typeof data === 'string') { data = { name: data, index: 1 }; };
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// Set Character Movement Graphics Data
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this._characterMovementGraphics[name.toLowerCase()] = data;
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};
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//=============================================================================
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// * Clear Movement Graphics
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//=============================================================================
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Game_Actor.prototype.clearMovementGraphics = function() {
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// Delete Character Movement Graphics
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delete this._characterMovementGraphics;
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// Initialize Character Movement Graphics
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this._characterMovementGraphics = {};
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};
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//=============================================================================
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// ** Game_CharacterBase
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//-----------------------------------------------------------------------------
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// The superclass of Game_Character. It handles basic information, such as
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// coordinates and images, shared by all characters.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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_TDS_.CharacterMovementGraphics.Game_CharacterBase_update = Game_CharacterBase.prototype.update;
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//=============================================================================
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// * Frame Update
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//=============================================================================
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Game_CharacterBase.prototype.update = function() {
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// Run Original Function
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_TDS_.CharacterMovementGraphics.Game_CharacterBase_update.call(this);
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// Update Movement Graphics
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this.updateMovementGraphics();
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};
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//=============================================================================
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// * Determine if Movement Graphic should be updated
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//=============================================================================
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Game_CharacterBase.prototype.canUpdateMovementGraphics = function() { return false; };
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//=============================================================================
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// * Determine if running graphic should be used
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//=============================================================================
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Game_CharacterBase.prototype.shouldUseRunningGraphics = function() { return false; }
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//=============================================================================
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// * Determine if Character is climbing
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//=============================================================================
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Game_CharacterBase.prototype.isClimbing = function() { return this.regionId() === 90; };
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//=============================================================================
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// * Get Movement Graphics Source
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//=============================================================================
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Game_CharacterBase.prototype.movementGraphicsSource = function() { return null };
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//=============================================================================
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// * Update Movement Graphics
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//=============================================================================
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Game_CharacterBase.prototype.updateMovementGraphics = function() {
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// If Normal
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if (this.canUpdateMovementGraphics()) {
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// Get Actor
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var actor = this.movementGraphicsSource();
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// If Actor Exists
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if (actor) {
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// Get Graphics
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var graphics = actor._characterMovementGraphics;
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// Get Character Graphic Name
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var characterName = this.characterName();
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// Get character index
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var characterIndex = this.characterIndex();
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// If Moving
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if (this.isMoving()) {
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// If Climbing
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if (this.isClimbing()) {
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if (graphics.climbing && (characterName !== graphics.climbing.name || characterIndex !== graphics.climbing.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.climbing.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.climbing.name, graphics.climbing.index);
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}
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} else {
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if (this.shouldUseRunningGraphics()) {
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if (graphics.running && (characterName !== graphics.running.name || characterIndex !== graphics.running.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.running.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.running.name, graphics.running.index);
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}
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} else {
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if (graphics.walking && (characterName !== graphics.walking.name || characterIndex !== graphics.walking.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.walking.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.walking.name, graphics.walking.index);
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}
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};
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};
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} else {
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// If Climbing
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if (this.isClimbing()) {
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if (graphics.climbing && (characterName !== graphics.climbing.name || characterIndex !== graphics.climbing.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.climbing.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.climbing.name, graphics.climbing.index);
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}
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} else {
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if (graphics.idle && this._stopCount > 0 && (characterName !== graphics.idle.name || characterIndex !== graphics.idle.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.idle.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.idle.name, graphics.idle.index);
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}
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}
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}
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}
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};
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// Update Toast
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this.updateToast();
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};
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//=============================================================================
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// * Update Toast
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//=============================================================================
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Game_CharacterBase.prototype.updateToast = function() {
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// Get Actor
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var actor = this.movementGraphicsSource();
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// If Actor exists
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if (actor) {
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// If Switch 12 is on
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if ($gameSwitches.value(12) === true) {
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// If Actor is dead
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if (actor.isDead()) {
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// Get Character Graphic Name
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var characterName = this.characterName();
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// If not on Toasted
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if (characterName !== '$Toasted') { this.setImage("$Toasted", 0); }
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this.setStepAnime(true);
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} else {
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this.setStepAnime(false);
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};
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};
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}
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};
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//=============================================================================
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// ** Game_Player
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//-----------------------------------------------------------------------------
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// The game object class for the player. It contains event starting
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// determinants and map scrolling functions.
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//=============================================================================
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// * Determine if Movement Graphic should be updated
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//=============================================================================
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Game_Player.prototype.canUpdateMovementGraphics = function() { return this.isNormal() && this.movementGraphicsSource().isAlive(); };
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//=============================================================================
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// * Get Movement Graphics Source
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//=============================================================================
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Game_Player.prototype.movementGraphicsSource = function() { return $gameParty.leader(); };
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//=============================================================================
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// * Determine if running graphic should be used
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//=============================================================================
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Game_Player.prototype.shouldUseRunningGraphics = function() { return this.isDashing(); }
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Game_Player.prototype.getFollowers = function() {
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return this._followers;
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};
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Game_Followers.prototype.getFollowerById = function(id) {
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// Go Through Data
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for (var i = 0; i < this._data.length; i++) {
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// Get Follower
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var follower = this._data[i];
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// If Follower Graphics Data matches the ID
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if (follower._graphicsData && follower._graphicsData.id === id) {
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return follower;
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};
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};
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return null;
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};
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//=============================================================================
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// ** Game_Follower
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//-----------------------------------------------------------------------------
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// The game object class for a follower. A follower is an allied character,
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// other than the front character, displayed in the party.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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_TDS_.CharacterMovementGraphics.Game_Follower_initialize = Game_Follower.prototype.initialize;
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Game_Follower.prototype.initialize = function(memberIndex) {
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_TDS_.CharacterMovementGraphics.Game_Follower_initialize.call(this, memberIndex);
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this._characterMovementGraphics = null;
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this._hasCharacterMovementGraphics = false;
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};
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_TDS_.CharacterMovementGraphics.Game_Follower_update = Game_Follower.prototype.update;
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//=============================================================================
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// * Determine if Movement Graphic should be updated
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//=============================================================================
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Game_Follower.prototype.canUpdateMovementGraphics = function() {
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// Get Source
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var source = this.movementGraphicsSource();
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// Return if source exists and is alive
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if (source) {
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return $gamePlayer.isNormal() && this.isVisible() && source && source.isAlive();
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} else {
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return this._graphicsData && this._graphicsData.id && this._hasCharacterMovementGraphics;
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}
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};
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//=============================================================================
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// * Get Movement Graphics Source
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//=============================================================================
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Game_Follower.prototype.movementGraphicsSource = function() { return this.actor() };
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//=============================================================================
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// * Determine if running graphic should be used
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//=============================================================================
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Game_Follower.prototype.shouldUseRunningGraphics = function() { return $gamePlayer.isDashing(); }
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//=============================================================================
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// * Determine if running graphic should be used
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//=============================================================================
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Game_Follower.prototype.update = function() {
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// Run Original Version
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_TDS_.CharacterMovementGraphics.Game_Follower_update.call(this);
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// Update Toast
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this.updateToast();
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};
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//=============================================================================
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// * Set Movement Graphics
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//=============================================================================
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Game_Follower.prototype.setMovementGraphics = function(idle, walking, running) {
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// Set Character Movement Graphics
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if (!this._characterMovementGraphics) this._characterMovementGraphics = {};
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this._hasCharacterMovementGraphics= true;
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this.setMovementGraphicData('idle', idle);
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this.setMovementGraphicData('walking', walking);
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this.setMovementGraphicData('running', running);
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};
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//=============================================================================
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// * Set Movement Graphic Data
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//=============================================================================
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Game_Follower.prototype.setMovementGraphicData = function(name, data) {
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if (!this._characterMovementGraphics) this._characterMovementGraphics = {};
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// Set Default Data
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if (typeof data === 'string') { data = { name: data, index: 1 }; };
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// Set Character Movement Graphics Data
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this._characterMovementGraphics[name.toLowerCase()] = data;
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};
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//=============================================================================
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// * Clear Movement Graphics
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//=============================================================================
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Game_Follower.prototype.clearMovementGraphics = function() {
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// Delete Character Movement Graphics
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delete this._characterMovementGraphics;
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// Initialize Character Movement Graphics
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this._characterMovementGraphics = null;
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this._hasCharacterMovementGraphics = false;
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};
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Game_Follower.prototype.updateMovementGraphics = function() {
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// If Normal
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if (this.canUpdateMovementGraphics()) {
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// Get Actor
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var actor = this.movementGraphicsSource();
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// If Actor Exists
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if (actor) {
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// Get Graphics
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var graphics = actor._characterMovementGraphics;
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// Get Character Graphic Name
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var characterName = this.characterName();
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// Get character index
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var characterIndex = this.characterIndex();
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// If Moving
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if (this.isMoving()) {
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// If Climbing
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if (this.isClimbing()) {
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if (characterName === "DW_BASIL" || characterName === "$DW_BASIL_RUN%(8)") {
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this._characterMovementGraphics.climbing = { name: "DW_Climb", index: 0 };
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}
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if (graphics.climbing && (characterName !== graphics.climbing.name || characterIndex !== graphics.climbing.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.climbing.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.climbing.name, graphics.climbing.index);
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}
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} else {
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if (this.shouldUseRunningGraphics()) {
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if (graphics.running && (characterName !== graphics.running.name || characterIndex !== graphics.running.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.running.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.running.name, graphics.running.index);
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}
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} else {
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if (graphics.walking && (characterName !== graphics.walking.name || characterIndex !== graphics.walking.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.walking.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.walking.name, graphics.walking.index);
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}
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};
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};
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} else {
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// If Climbing
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if (this.isClimbing()) {
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if (characterName === "DW_BASIL" || characterName === "$DW_BASIL_RUN%(8)") {
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this._characterMovementGraphics.climbing = { name: "DW_Climb", index: 0 };
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}
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if (graphics.climbing && (characterName !== graphics.climbing.name || characterIndex !== graphics.climbing.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.climbing.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.climbing.name, graphics.climbing.index);
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}
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} else {
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if (graphics.idle && this._stopCount > 0 && (characterName !== graphics.idle.name || characterIndex !== graphics.idle.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.idle.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.idle.name, graphics.idle.index);
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}
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}
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}
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} else if (this._characterMovementGraphics) {
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// Get Graphics
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var graphics = this._characterMovementGraphics;
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// Get Character Graphic Name
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var characterName = this.characterName();
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// Get character index
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var characterIndex = this.characterIndex();
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// If Moving
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if (this.isMoving()) {
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// If Climbing
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if (this.isClimbing()) {
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if (characterName === "DW_BASIL" || characterName === "$DW_BASIL_RUN%(8)") {
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this._characterMovementGraphics.climbing = { name: "DW_Climb", index: 0 };
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}
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if (graphics.climbing && (characterName !== graphics.climbing.name || characterIndex !== graphics.climbing.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.climbing.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.climbing.name, graphics.climbing.index);
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}
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} else {
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if (this.shouldUseRunningGraphics()) {
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if (graphics.running && (characterName !== graphics.running.name || characterIndex !== graphics.running.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.running.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.running.name, graphics.running.index);
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}
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} else {
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if (graphics.walking && (characterName !== graphics.walking.name || characterIndex !== graphics.walking.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.walking.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.walking.name, graphics.walking.index);
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}
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};
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};
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} else {
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// If Climbing
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if (this.isClimbing()) {
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if (characterName === "DW_BASIL" || characterName === "$DW_BASIL_RUN%(8)") {
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this._characterMovementGraphics.climbing = { name: "DW_Climb", index: 0 };
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}
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if (graphics.climbing && (characterName !== graphics.climbing.name || characterIndex !== graphics.climbing.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.climbing.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.climbing.name, graphics.climbing.index);
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}
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} else {
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if (graphics.idle && this._stopCount > 0 && (characterName !== graphics.idle.name || characterIndex !== graphics.idle.index)) {
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let bitmap = ImageManager.loadCharacter(graphics.idle.name);
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if(!bitmap.isReady()) {return;}
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this.setImage(graphics.idle.name, graphics.idle.index);
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}
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}
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}
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}
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};
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// Update Toast
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this.updateToast();
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};
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