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154
www/js/plugins/Custom_Character_Rectangles.js
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154
www/js/plugins/Custom_Character_Rectangles.js
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//=============================================================================
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// TDS Custom Character Rectangles
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// Version: 1.0
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//=============================================================================
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// Add to Imported List
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var Imported = Imported || {};
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Imported.TDS_CustomCharacterRectangles = true;
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// Initialize Alias Object
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var _TDS_ = _TDS_ || {};
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_TDS_.CustomCharacterRectangles = _TDS_.CustomCharacterRectangles || {};
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//=============================================================================
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/*:
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* @plugindesc
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* Description
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*
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* @author TDS
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*
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* ◆Set Movement Route:Player (Wait)
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*: :◇Script:this.setCustomFrameXY(6, 1)
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*: :◇Wait:5 frames
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*: :◇Script:this.setCustomFrameXY(7, 1)
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*: :◇Wait:5 frames
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*: :◇Script:this.setCustomFrameXY(8, 1)
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*: :◇Wait:5 frames
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*
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* Example Script Calls:
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* $gameMap.event(36).setCustomFrameXY(0, 2);
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* $gamePlayer.setCustomFrameXY(7, 5);
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*
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* To reset:
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* $gameMap.event(idA).setCustomFrameXY(null, null);
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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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// 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_.CustomCharacterRectangles.Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers;
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//=============================================================================
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// * Initialize Members
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//=============================================================================
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Game_CharacterBase.prototype.initMembers = function() {
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// Set Custom Frame Properties to null
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this.setCustomFrameXYWH(null, null, null, null);
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// Run Original Function
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_TDS_.CustomCharacterRectangles.Game_CharacterBase_initMembers.call(this);
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};
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//=============================================================================
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// * Set Custom frame X & Y
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//=============================================================================
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Game_CharacterBase.prototype.setCustomFrameXY = function(x, y) {
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// Set custom frame X & Y
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this._customFrameX = x;
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this._customFrameY = y;
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};
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//=============================================================================
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// * Set Custom Frame Width & Height
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//=============================================================================
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Game_CharacterBase.prototype.setCustomFrameWH = function(width, height) {
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// Set custom frame Width & Height
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this._customFrameWidth = width;
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this._customFrameHeight = height;
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};
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//=============================================================================
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// * Set Custom Frame X, Y, Width and Height
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//=============================================================================
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Game_CharacterBase.prototype.setCustomFrameXYWH = function(x, y, width, height) {
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// Set Custom Frame Properties
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this._customFrameX = x;
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this._customFrameY = y;
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this._customFrameWidth = width;
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this._customFrameHeight = height;
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};
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//=============================================================================
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// ** Sprite_Character
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//-----------------------------------------------------------------------------
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// The sprite for displaying a character.
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//=============================================================================
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// Alias Listing
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//=============================================================================
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_TDS_.CustomCharacterRectangles.Sprite_Character_characterBlockX = Sprite_Character.prototype.characterBlockX;
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_TDS_.CustomCharacterRectangles.Sprite_Character_characterBlockY = Sprite_Character.prototype.characterBlockY;
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_TDS_.CustomCharacterRectangles.Sprite_Character_characterPatternX = Sprite_Character.prototype.characterPatternX;
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_TDS_.CustomCharacterRectangles.Sprite_Character_characterPatternY = Sprite_Character.prototype.characterPatternY;
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_TDS_.CustomCharacterRectangles.Sprite_Character_patternWidth = Sprite_Character.prototype.patternWidth;
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_TDS_.CustomCharacterRectangles.Sprite_Character_patternHeight = Sprite_Character.prototype.patternHeight;
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//=============================================================================
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// * Get Character Block X
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//=============================================================================
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Sprite_Character.prototype.characterBlockX = function() {
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// Get Custom Frame X
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var frameX = this._character._customFrameX;
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// Return Custom Frame X
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if (frameX !== null) { return frameX; };
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// Return Original Function
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return _TDS_.CustomCharacterRectangles.Sprite_Character_characterBlockX.call(this);
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};
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//=============================================================================
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// * Get Character Block Y
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//=============================================================================
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Sprite_Character.prototype.characterBlockY = function() {
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// Get Custom Frame Y
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var frameY = this._character._customFrameY;
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// Return Custom Frame Y
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if (frameY !== null) { return frameY; };
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// Return Original Function
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return _TDS_.CustomCharacterRectangles.Sprite_Character_characterBlockY.call(this);
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};
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//=============================================================================
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// * Get Character Pattern X
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//=============================================================================
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Sprite_Character.prototype.characterPatternX = function() {
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// Return 0 if using a custom frame
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if (this._character._customFrameX !== null) { return 0; };
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// Return Original Function
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return _TDS_.CustomCharacterRectangles.Sprite_Character_characterPatternX.call(this);
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};
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//=============================================================================
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// * Get Character Pattern Y
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//=============================================================================
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Sprite_Character.prototype.characterPatternY = function() {
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// Return 0 if using a custom frame
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if (this._character._customFrameY !== null) { return 0; };
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// Return Original Function
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return _TDS_.CustomCharacterRectangles.Sprite_Character_characterPatternY.call(this);
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};
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//=============================================================================
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// * Get Character Pattern Width
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//=============================================================================
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Sprite_Character.prototype.patternWidth = function() {
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// Get Custom Frame Width
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var frameWidth = this._character._customFrameWidth;
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// Return Custom Frame Width
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if (frameWidth !== null) { return frameWidth; };
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// Run Original Function
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return _TDS_.CustomCharacterRectangles.Sprite_Character_patternWidth.call(this);
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};
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//=============================================================================
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// * Get Character Pattern Height
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//=============================================================================
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Sprite_Character.prototype.patternHeight = function() {
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// Get Custom Frame Width
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var frameHeight = this._character._customFrameHeight;
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// Return Custom Frame Width
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if (frameHeight !== null) { return frameHeight; };
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// Run Original Function
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return _TDS_.CustomCharacterRectangles.Sprite_Character_patternHeight.call(this);
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};
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