Rename www to www.rus
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www.rus/js/plugins/YEP_UtilityCommonEvents.js
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www.rus/js/plugins/YEP_UtilityCommonEvents.js
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//=============================================================================
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// Yanfly Engine Plugins - Utility Common Events
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// YEP_UtilityCommonEvents.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_UtilityCommonEvents = true;
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var Yanfly = Yanfly || {};
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Yanfly.UCE = Yanfly.UCE || {};
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Yanfly.UCE.version = 1.01;
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//=============================================================================
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/*:
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* @plugindesc v1.01 Make common events occur at specific gameplay points
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* such as on loading, after battles, etc.
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* @author Yanfly Engine Plugins
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*
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* @param ---General---
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* @default
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*
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* @param Load Game Event
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* @parent ---General---
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* @type common_event
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* @desc Run this common event each time the player loads a game.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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*
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* @param Battle Won Event
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* @parent ---General---
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* @type common_event
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* @desc Run this common event each time the player wins a battle.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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*
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* @param Escape Battle Event
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* @parent ---General---
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* @type common_event
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* @desc Run this common event each time the player wins a battle.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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*
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* @param Close Menu Event
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* @parent ---General---
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* @type common_event
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* @desc Run this common event each time the player closes main menu.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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* @param ---Vehicles---
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* @default
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*
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* @param Boat Enter Event
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* @parent ---Vehicles---
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* @type common_event
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* @desc Run this common event each time the player enters a boat.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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*
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* @param Boat Exit Event
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* @parent ---Vehicles---
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* @type common_event
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* @desc Run this common event each time the player exits a boat.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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*
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* @param Ship Enter Event
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* @parent ---Vehicles---
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* @type common_event
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* @desc Run this common event each time the player enters a ship.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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*
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* @param Ship Exit Event
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* @parent ---Vehicles---
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* @type common_event
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* @desc Run this common event each time the player exits a ship.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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*
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* @param Airship Enter Event
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* @parent ---Vehicles---
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* @type common_event
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* @desc Run this common event each time the player enters airship.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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*
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* @param Airship Exit Event
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* @parent ---Vehicles---
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* @type common_event
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* @desc Run this common event each time the player exits airship.
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* Set as 0 if you do not wish to run a common event.
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* @default 0
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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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* Sometimes, we'd like a little bit more control over the kinds of things that
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* occur during certain aspects of our RPG Maker projects. What could have been
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* easily done through common events is made more difficult because there are
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* no proper triggers to activate those common events. This plugin enables
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* certain triggers to occur from loading a game, winning a battle, escaping a
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* battle, and more.
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*
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* ============================================================================
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* Instructions
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* ============================================================================
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*
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* Change the plugin parameters for each of the triggers you want tied to a
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* common event to reflect the ID of that common event. The triggers will be
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* the following along with some examples of how they can be used:
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*
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* - Load Game -
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* Will occur whenever the game is loaded. This can be used for things like
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* story recaps, adjusting in-game timers, or checking for updates.
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*
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* - Battle Won -
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* Will proc whenever a battle is won and the player returns to the map. Can be
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* used for things like updating certain variables or statistics after battle.
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*
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* - Escape Battle -
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* Like the previous but will occur whenever the player escapes battle instead.
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* This can be used for things such as events where the player would have to be
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* on a stealth mission or whatever and escaping can bring them back into a
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* certain spot.
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*
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* - Close Menu -
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* Occurs when the player exits the main menu and returns to the map scene. Can
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* be used for recalibrating equipment, making checks, custom events, and more.
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*
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* - Vehicle Enter -
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* - Vehicle Exit -
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* These events will occur whenever the player will enter/exit the specific
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* vehicle. This can be used to enable/disable certain HUD's while in specific
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* vehicles to give a more immersive feeling.
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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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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_UtilityCommonEvents');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.UtilCommonEvents = {
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load: Number(Yanfly.Parameters['Load Game Event']) || 0,
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battleWon: Number(Yanfly.Parameters['Battle Won Event']) || 0,
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battleEscape: Number(Yanfly.Parameters['Battle Escape Event']) || 0,
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closeMenu: Number(Yanfly.Parameters['Close Menu Event']) || 0,
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boatEnter: Number(Yanfly.Parameters['Boat Enter Event']) || 0,
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boatExit: Number(Yanfly.Parameters['Boat Exit Event']) || 0,
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shipEnter: Number(Yanfly.Parameters['Ship Enter Event']) || 0,
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shipExit: Number(Yanfly.Parameters['Ship Exit Event']) || 0,
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airshipEnter: Number(Yanfly.Parameters['Airship Enter Event']) || 0,
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airshipExit: Number(Yanfly.Parameters['Airship Exit Event']) || 0,
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};
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.UCE.DataManager_loadGame = DataManager.loadGame;
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DataManager.loadGame = function(savefileId) {
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var flag = Yanfly.UCE.DataManager_loadGame.call(this, savefileId);
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if (flag && Yanfly.Param.UtilCommonEvents['load'] > 0) {
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setTimeout(() => $gameTemp.reserveCommonEvent(Yanfly.Param.UtilCommonEvents['load']),2000);
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}
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return flag;
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};
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//=============================================================================
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// Game_System
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//=============================================================================
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Yanfly.UCE.Game_System_onBattleWin = Game_System.prototype.onBattleWin;
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Game_System.prototype.onBattleWin = function() {
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Yanfly.UCE.Game_System_onBattleWin.call(this);
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if (Yanfly.Param.UtilCommonEvents['battleWon'] > 0) {
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$gameTemp.reserveCommonEvent(Yanfly.Param.UtilCommonEvents['battleWon']);
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}
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};
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Yanfly.UCE.Game_System_onBattleEscape = Game_System.prototype.onBattleEscape;
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Game_System.prototype.onBattleEscape = function() {
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Yanfly.UCE.Game_System_onBattleEscape.call(this);
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if (Yanfly.Param.UtilCommonEvents['battleEscape'] > 0) {
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$gameTemp.reserveCommonEvent(Yanfly.Param.UtilCommonEvents['battleEscape']);
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}
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};
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//=============================================================================
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// Game_Player
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//=============================================================================
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Yanfly.UCE.Game_Player_getOnVehicle = Game_Player.prototype.getOnVehicle;
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Game_Player.prototype.getOnVehicle = function() {
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var success = Yanfly.UCE.Game_Player_getOnVehicle.call(this);
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if (success) {
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var events = Yanfly.Param.UtilCommonEvents;
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if (this._vehicleType === 'airship' && events.airshipEnter > 0) {
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$gameTemp.reserveCommonEvent(events.airshipEnter);
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} else if (this._vehicleType === 'ship' && events.shipEnter > 0) {
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$gameTemp.reserveCommonEvent(events.shipEnter);
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} else if (this._vehicleType === 'boat' && events.boatEnter > 0) {
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$gameTemp.reserveCommonEvent(events.boatEnter);
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}
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}
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return success;
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};
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Yanfly.UCE.Game_Player_getOffVehicle = Game_Player.prototype.getOffVehicle;
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Game_Player.prototype.getOffVehicle = function() {
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var success = Yanfly.UCE.Game_Player_getOffVehicle.call(this);
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if (success) {
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var events = Yanfly.Param.UtilCommonEvents;
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if (this._vehicleType === 'airship' && events.airshipExit > 0) {
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$gameTemp.reserveCommonEvent(events.airshipExit);
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} else if (this._vehicleType === 'ship' && events.shipExit > 0) {
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$gameTemp.reserveCommonEvent(events.shipExit);
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} else if (this._vehicleType === 'boat' && events.boatExit > 0) {
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$gameTemp.reserveCommonEvent(events.boatExit);
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}
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}
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return success;
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};
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//=============================================================================
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// Scene_Menu
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//=============================================================================
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Yanfly.UCE.Scene_Menu_createCommandWindow =
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Scene_Menu.prototype.createCommandWindow;
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Scene_Menu.prototype.createCommandWindow = function() {
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Yanfly.UCE.Scene_Menu_createCommandWindow.call(this);
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this._commandWindow.setHandler('cancel', this.closeMainMenu.bind(this));
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};
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Scene_Menu.prototype.closeMainMenu = function() {
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this.popScene();
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if (Yanfly.Param.UtilCommonEvents['closeMenu'] > 0) {
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$gameTemp.reserveCommonEvent(Yanfly.Param.UtilCommonEvents['closeMenu']);
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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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