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OleSTEEP 2023-12-29 23:09:55 +03:00
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//=============================================================================
// TDS Custom Character Rectangles
// Version: 1.0
//=============================================================================
// Add to Imported List
var Imported = Imported || {};
Imported.TDS_CustomCharacterRectangles = true;
// Initialize Alias Object
var _TDS_ = _TDS_ || {};
_TDS_.CustomCharacterRectangles = _TDS_.CustomCharacterRectangles || {};
//=============================================================================
/*:
* @plugindesc
* Description
*
* @author TDS
*
* Set Movement RoutePlayer (Wait)
* Scriptthis.setCustomFrameXY(6, 1)
* Wait5 frames
* Scriptthis.setCustomFrameXY(7, 1)
* Wait5 frames
* Scriptthis.setCustomFrameXY(8, 1)
* Wait5 frames
*
* Example Script Calls:
* $gameMap.event(36).setCustomFrameXY(0, 2);
* $gamePlayer.setCustomFrameXY(7, 5);
*
* To reset:
* $gameMap.event(idA).setCustomFrameXY(null, null);
*/
//=============================================================================
//=============================================================================
// ** Game_CharacterBase
//-----------------------------------------------------------------------------
// The superclass of Game_Character. It handles basic information, such as
// coordinates and images, shared by all characters.
//=============================================================================
// Alias Listing
//=============================================================================
_TDS_.CustomCharacterRectangles.Game_CharacterBase_initMembers = Game_CharacterBase.prototype.initMembers;
//=============================================================================
// * Initialize Members
//=============================================================================
Game_CharacterBase.prototype.initMembers = function() {
// Set Custom Frame Properties to null
this.setCustomFrameXYWH(null, null, null, null);
// Run Original Function
_TDS_.CustomCharacterRectangles.Game_CharacterBase_initMembers.call(this);
};
//=============================================================================
// * Set Custom frame X & Y
//=============================================================================
Game_CharacterBase.prototype.setCustomFrameXY = function(x, y) {
// Set custom frame X & Y
this._customFrameX = x;
this._customFrameY = y;
};
//=============================================================================
// * Set Custom Frame Width & Height
//=============================================================================
Game_CharacterBase.prototype.setCustomFrameWH = function(width, height) {
// Set custom frame Width & Height
this._customFrameWidth = width;
this._customFrameHeight = height;
};
//=============================================================================
// * Set Custom Frame X, Y, Width and Height
//=============================================================================
Game_CharacterBase.prototype.setCustomFrameXYWH = function(x, y, width, height) {
// Set Custom Frame Properties
this._customFrameX = x;
this._customFrameY = y;
this._customFrameWidth = width;
this._customFrameHeight = height;
};
//=============================================================================
// ** Sprite_Character
//-----------------------------------------------------------------------------
// The sprite for displaying a character.
//=============================================================================
// Alias Listing
//=============================================================================
_TDS_.CustomCharacterRectangles.Sprite_Character_characterBlockX = Sprite_Character.prototype.characterBlockX;
_TDS_.CustomCharacterRectangles.Sprite_Character_characterBlockY = Sprite_Character.prototype.characterBlockY;
_TDS_.CustomCharacterRectangles.Sprite_Character_characterPatternX = Sprite_Character.prototype.characterPatternX;
_TDS_.CustomCharacterRectangles.Sprite_Character_characterPatternY = Sprite_Character.prototype.characterPatternY;
_TDS_.CustomCharacterRectangles.Sprite_Character_patternWidth = Sprite_Character.prototype.patternWidth;
_TDS_.CustomCharacterRectangles.Sprite_Character_patternHeight = Sprite_Character.prototype.patternHeight;
//=============================================================================
// * Get Character Block X
//=============================================================================
Sprite_Character.prototype.characterBlockX = function() {
// Get Custom Frame X
var frameX = this._character._customFrameX;
// Return Custom Frame X
if (frameX !== null) { return frameX; };
// Return Original Function
return _TDS_.CustomCharacterRectangles.Sprite_Character_characterBlockX.call(this);
};
//=============================================================================
// * Get Character Block Y
//=============================================================================
Sprite_Character.prototype.characterBlockY = function() {
// Get Custom Frame Y
var frameY = this._character._customFrameY;
// Return Custom Frame Y
if (frameY !== null) { return frameY; };
// Return Original Function
return _TDS_.CustomCharacterRectangles.Sprite_Character_characterBlockY.call(this);
};
//=============================================================================
// * Get Character Pattern X
//=============================================================================
Sprite_Character.prototype.characterPatternX = function() {
// Return 0 if using a custom frame
if (this._character._customFrameX !== null) { return 0; };
// Return Original Function
return _TDS_.CustomCharacterRectangles.Sprite_Character_characterPatternX.call(this);
};
//=============================================================================
// * Get Character Pattern Y
//=============================================================================
Sprite_Character.prototype.characterPatternY = function() {
// Return 0 if using a custom frame
if (this._character._customFrameY !== null) { return 0; };
// Return Original Function
return _TDS_.CustomCharacterRectangles.Sprite_Character_characterPatternY.call(this);
};
//=============================================================================
// * Get Character Pattern Width
//=============================================================================
Sprite_Character.prototype.patternWidth = function() {
// Get Custom Frame Width
var frameWidth = this._character._customFrameWidth;
// Return Custom Frame Width
if (frameWidth !== null) { return frameWidth; };
// Run Original Function
return _TDS_.CustomCharacterRectangles.Sprite_Character_patternWidth.call(this);
};
//=============================================================================
// * Get Character Pattern Height
//=============================================================================
Sprite_Character.prototype.patternHeight = function() {
// Get Custom Frame Width
var frameHeight = this._character._customFrameHeight;
// Return Custom Frame Width
if (frameHeight !== null) { return frameHeight; };
// Run Original Function
return _TDS_.CustomCharacterRectangles.Sprite_Character_patternHeight.call(this);
};