Rename www to www.rus
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178
www.rus/js/plugins/Liquid_EventData.js
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178
www.rus/js/plugins/Liquid_EventData.js
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//=============================================================================
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// Liquid's Lovely Plugin - Game_Event Data
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// Liquid_EventData.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.Liquid_EventData = true;
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var Liquid = Liquid || {};
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Liquid.EventData = Liquid.EventData || {};
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Liquid.EventData.version = 1.00;
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//=============================================================================
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/*:
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* @plugindesc v1.0 Easibly add saveable data to events
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* @author Liquidize
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*
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* @help
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* ============================================================================
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* Introduction and Instructions
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* ============================================================================
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*
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* This plugin adds a new data object that allows end users to store variables
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* and values for any event on any map and access said value in any script or
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* event through easy to use functions.
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*
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* Functions are called via the $eventData global. It is similar in structure to
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* $gameVariables, $gameSwitches, and $gameSelfSwitches.
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*
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* To make it easier for non-coders to use these functions in script calls to get
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* or set values, some of the functions that you are used to for $gameVariables
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* and the like have been "extended". These are as follows:
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*
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* $eventData.valueExt(CATEGORY,MAP_ID,EVENT_ID) - This function works similar to
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* $gameVariables.value but for non programmers you need to specifiy every argument
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* and then the function will build the "special key" in order to access the value.
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*
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* $eventData.setValueExt(CATEGORY,MAP_ID,EVENT_ID,VALUE) - This function like the
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* above "valueExt" function works similar to $gameVariable.setValue except, just like
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* the "valueExt" function you need to specify the Map and Event ID's as the function
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* will build the key for you.
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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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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Liquid.Parameters = PluginManager.parameters('Liquid_EventData');
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Liquid.Param = Liquid.Param || {};
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// Define Global
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var $eventData = null;
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//=============================================================================
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// DataManager
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//=============================================================================
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Liquid.EventData.DataManager_createGameObjects = DataManager.createGameObjects;
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DataManager.createGameObjects = function() {
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$eventData = new Game_EventData();
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Liquid.EventData.DataManager_createGameObjects.call(this);
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};
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Liquid.EventData.DataManager_makeSaveContents = DataManager.makeSaveContents;
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DataManager.makeSaveContents = function() {
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var contents = Liquid.EventData.DataManager_makeSaveContents.call(this);
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contents.eventData = $eventData;
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return contents;
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};
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Liquid.EventData.DataManager_extractSaveContents = DataManager.extractSaveContents;
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DataManager.extractSaveContents = function(contents) {
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Liquid.EventData.DataManager_extractSaveContents.call(this,contents);
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$eventData = contents.eventData;
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};
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//=============================================================================
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// Game_EventData
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//=============================================================================
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// Constructor
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function Game_EventData() {
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this.initialize.apply(this, arguments);
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}
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// Initializer, clears/builds the data object
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Game_EventData.prototype.initialize = function () {
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this.clearAll();
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};
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// Adds a category to the data, specified by the argument "category"
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// If no such category exists already
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Game_EventData.prototype.addCategory = function (category) {
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if (category && !this._data[category]) {
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this._data[category] = {};
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}
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};
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// Removes a category from the data, specified by the "category"
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// argument if said category exists. This deletes ALL the values and
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// information for said category.
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Game_EventData.prototype.removeCategory = function(category) {
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if (category && this._data[category]) {
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delete this._data[category];
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}
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};
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// This is basically a reset function, it clears
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// the data and resets the object to default state
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// removing all categories and information
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Game_EventData.prototype.clearAll = function () {
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this._data = {};
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};
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// This clears the specific category specified by
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// "category".
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Game_EventData.prototype.clear = function (category) {
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if (category) {
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this._data[category] = {};
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}
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};
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// Checks if the data contains the specified category
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// Returns true if it does, false if not
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Game_EventData.prototype.hasCategory = function(category) {
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if (category && this._data[category]) {
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return true;
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}
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return false;
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};
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// Gets the value of the specified key in the specified category.
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// Key is formatted as an array of MAP ID and EVENT ID.
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// e.g: [1,1] - Map 1 Event Id 1
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Game_EventData.prototype.value = function(category, key) {
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return this._data[category][key];
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};
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// Extension of the value property to make calling the function easier for non-coders.
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Game_EventData.prototype.valueExt = function(category, map, event, key) {
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if (category && map && event) {
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var key = [map, event];
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return this.value(category,key);
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}
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};
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// Sets the value of the specified key in the specified category with the specified value.
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// The key is formated as an array of MAP ID and EVENT ID.
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// e.g: [1,5] - For Map 1, Event 5
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Game_EventData.prototype.setValue = function(category, key, value) {
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if (value) {
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this._data[category][key] = value;
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} else {
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delete this._data[category][key];
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}
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this.onChange();
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};
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// Extension of the setvalue function to make calling the function easier for non-coders.
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Game_EventData.prototype.setValueExt = function(category,map,event,value) {
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if (category && map && event) {
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var key = [map, event];
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this.setValue(category,key,value);
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}
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};
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// This function is called when a value is changed to refresh the map.
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Game_EventData.prototype.onChange = function () {
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$gameMap.requestRefresh();
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};
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