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435
www/js/plugins/YEP_EventChasePlayer.js
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435
www/js/plugins/YEP_EventChasePlayer.js
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//=============================================================================
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// Yanfly Engine Plugins - Event Chase Player
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// YEP_EventChasePlayer.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_EventChasePlayer = true;
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var Yanfly = Yanfly || {};
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Yanfly.ECP = Yanfly.ECP || {};
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Yanfly.ECP.version = 1.07;
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//=============================================================================
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/*:
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* @plugindesc v1.07 When a player is in the proximity of a certain event,
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* the event will start chasing or fleeing from the player.
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* @author Yanfly Engine Plugins
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*
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* @param Sight Lock
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* @type number
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* @min 0
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* @desc This is the number of frames for how long an event chases
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* the player if 'this._seePlayer = true' is used.
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* @default 300
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*
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* @param See Player
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* @type boolean
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* @on YES
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* @off NO
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* @desc Does the event have to be able to see the player by default?
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* NO - false YES - true
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* @default true
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*
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* @param Alert Timer
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* @type number
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* @min 0
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* @desc This is the number of frames that must occur before the
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* alert balloon will show up on the same event.
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* @default 120
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*
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* @param Alert Balloon
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* @type number
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* @min 0
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* @desc This is the default balloon used when the player is seen.
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* Refer to balloon ID's.
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* @default 1
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*
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* @param Alert Sound
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* @type file
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* @dir audio/se/
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* @require 1
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* @desc This is the default sound played when the player is seen.
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* @default Attack1
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*
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* @param Alert Common Event
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* @type common_event
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* @desc The default common event played when the player is seen.
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* Use 0 if you do not wish to use a Common Event.
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* @default 0
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*
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* @param Return After
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* @type boolean
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* @on YES
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* @off NO
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* @desc After chasing/fleeing from a player, the event returns
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* to its original spot. NO - false YES - true
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* @default true
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*
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* @param Return Wait
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* @type number
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* @min 0
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* @desc The frames to wait after finishing a chase/flee.
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* @default 180
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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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* This plugin allows you to make events that will chase the player or flee
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* from the player when the player enters within range of the event or when the
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* event sees the player.
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*
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* ============================================================================
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* How to Use
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* ============================================================================
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*
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* Insert these lines into the script call window within the Movement Route
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* event to give an event the chase or flee flag.
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*
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* Note: This doesn’t work with players.
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*
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* Script Call lines
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* this._chaseRange = x Event will chase player if reaching x range.
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* this._fleeRange = x Event will flee from player if reaching x range.
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* this._chaseSpeed = x Event's movement speed when chasing.
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* this._fleeSpeed = x Event's movement speed when fleeing.
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* this._sightLock = x Event will flee/chase player for x frames.
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* this._seePlayer = true Requires the event to be able to see player.
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* this._seePlayer = false Doesn't require event to be able to see player.
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* this._alertBalloon = x This balloon will play when player is seen.
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* this._alertSound = x This sound will play when player is seen.
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* this._alertSoundVol = x The volume used by the alert sound.
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* this._alertSoundPitch = x The pitch used by the alert sound.
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* this._alertSoundPan = x The pan used by the alert sound.
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* this._alertCommonEvent = x This event will play when player is seen.
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* this._returnAfter = true Returns the event back to its original spot.
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* this._returnAfter = false Event stays where it is when finished chasing.
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* this._returnWait = x How long event waits after finishing chase/flee.
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*
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* It is best to play this inside of a custom move route for the event at a
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* high frequency rate. Keep in mind these effects only occur after the setting
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* is made and ran, which means upon loading a map, if the event with a low
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* frequency hasn't loaded up 'this._chaseRange = x' in its movement queue yet,
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* the event will not chase the player just yet.
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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 1.07:
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* - Added a background mechanic to stagger an event if they're chasing the
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* player and get caught behind an object. This will prevent the event from
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* continuously chasing the player and dropping the FPS rate.
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*
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* Version 1.06:
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* - Updated for RPG Maker MV version 1.5.0.
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*
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* Version 1.05:
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* - Optimization update.
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*
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* Version 1.04:
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* - Fixed a bug with this._seePlayer causing them to see stealthed players.
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*
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* Version 1.03:
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* - Improved pathfinding for chasing events. They will get stuck less by walls
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* and/or events that may be blocking the event.
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* - Added random factor for fleeing events. Fleeing events won't simply just
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* run away 180 degrees away from the player. They will sometimes move in a
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* random direction.
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*
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* Version 1.02:
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* - Added 'Return After' parameter where events will return to their original
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* spot after chasing/fleeing from a player.
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* - Added 'Return Wait' parameter to determine how long an event will wait in
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* place before returning after a finished chase/flee.
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* - Added 'this._returnAfter' and 'this._returnWait' to the list of available
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* movement route script calls.
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*
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* Version 1.01:
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* - Added 'this._alertSoundPitch' 'this._alertSoundVol' 'this._alertSoundPan'
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* to the settings you can alter to adjust the alert sound.
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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_EventChasePlayer');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.ECPSightLock = Number(Yanfly.Parameters['Sight Lock']);
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Yanfly.Param.ECPSeePlayer = String(Yanfly.Parameters['See Player']);
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Yanfly.Param.ECPSeePlayer = eval(Yanfly.Param.ECPSeePlayer);
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Yanfly.Param.ECPAlertTimer = Number(Yanfly.Parameters['Alert Timer']);
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Yanfly.Param.ECPAlertBalloon = Number(Yanfly.Parameters['Alert Balloon']);
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Yanfly.Param.ECPAlertSound = String(Yanfly.Parameters['Alert Sound']);
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Yanfly.Param.ECPAlertEvent = Number(Yanfly.Parameters['Alert Common Event']);
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Yanfly.Param.ECPReturn = eval(String(Yanfly.Parameters['Return After']));
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Yanfly.Param.ECPReturnWait = Number(Yanfly.Parameters['Return Wait']);
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//=============================================================================
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// Main Code
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//=============================================================================
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Yanfly.ECP.Game_Event_setupPage = Game_Event.prototype.setupPage;
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Game_Event.prototype.setupPage = function() {
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Yanfly.ECP.Game_Event_setupPage.call(this);
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this.clearChaseSettings();
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};
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Game_Event.prototype.clearChaseSettings = function() {
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this._alertBalloon = Yanfly.Param.ECPAlertBalloon;
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this._alertCommonEvent = Yanfly.Param.ECPAlertEvent;
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this._alertLock = 0;
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this._alertPlayer = false;
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this._alertSound = Yanfly.Param.ECPAlertSound;
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this._alertSoundVol = 100;
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this._alertSoundPitch = 100;
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this._alertSoundPan = 0;
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this._alertTimer = 0;
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this._chasePlayer = false;
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this._chaseRange = 0;
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this._chaseSpeed = this._moveSpeed;
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this._defaultSpeed = this._moveSpeed;
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this._fleePlayer = false;
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this._fleeRange = 0;
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this._fleeSpeed = this._moveSpeed;
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this._seePlayer = Yanfly.Param.ECPSeePlayer;
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this._sightLock = Yanfly.Param.ECPSightLock;
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this._returnAfter = Yanfly.Param.ECPReturn;
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this._returnWait = Yanfly.Param.ECPReturnWait;
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this._returnPhase = false;
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this._returnFrames = 0;
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this._staggerCount = 0;
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this._startLocationX = this.x;
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this._startLocationY = this.y;
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this._startLocationDir = this._direction;
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};
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Yanfly.ECP.Game_Event_updateSelfMovement =
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Game_Event.prototype.updateSelfMovement;
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Game_Event.prototype.updateSelfMovement = function() {
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if (Imported.YEP_StopAllMove && $gameSystem.isEventMoveStopped()) return;
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this.updateChaseDistance();
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this.updateFleeDistance();
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this.updateChaseMovement();
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};
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Yanfly.ECP.Game_Event_update = Game_Event.prototype.update;
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Game_Event.prototype.update = function() {
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Yanfly.ECP.Game_Event_update.call(this);
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this.updateAlert();
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this.updateReturnPhase();
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};
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Game_Event.prototype.canSeePlayer = function() {
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if (!this._seePlayer) return false;
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var sx = this.deltaXFrom($gamePlayer.x);
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var sy = this.deltaYFrom($gamePlayer.y);
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if (Math.abs(sx) > Math.abs(sy)) {
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var direction = (sx > 0) ? 4 : 6;
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} else {
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var direction = (sy > 0) ? 8 : 2;
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}
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if (direction === this.direction()) {
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this._alertLock = this._sightLock;
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return true;
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}
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return false;
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};
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Game_Event.prototype.updateChaseDistance = function() {
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if (this._erased) return;
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if (this._chaseRange <= 0) return;
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var dis = Math.abs(this.deltaXFrom($gamePlayer.x));
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dis += Math.abs(this.deltaYFrom($gamePlayer.y));
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if (this.chaseConditions(dis)) {
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this.startEventChase();
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} else if (this._chasePlayer) {
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this.endEventChase();
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}
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};
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Game_Event.prototype.chaseConditions = function(dis) {
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if (dis <= this._chaseRange && this.nonSeePlayer()) {
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this._alertLock = this._sightLock;
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return true;
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}
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if (this._alertLock > 0) return true;
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if (dis <= this._chaseRange && this.canSeePlayer()) return true;
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return false;
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};
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Game_Event.prototype.nonSeePlayer = function() {
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if (Imported.YEP_X_EventChaseStealth) {
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if (this.meetStealthModeConditions()) {
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this.stealthClearChaseSettings();
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this._stopCount = 0;
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return false;
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}
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}
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return !this._seePlayer;
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};
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Game_Event.prototype.startEventChase = function() {
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this._chasePlayer = true;
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this.setMoveSpeed(this._chaseSpeed);
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};
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Game_Event.prototype.endEventChase = function() {
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this._chasePlayer = false;
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this.setMoveSpeed(this._defaultSpeed);
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if (this._alertTimer <= 0) this._alertPlayer = false;
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this.startReturnPhase();
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};
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Game_Event.prototype.updateFleeDistance = function() {
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if (this._erased) return;
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if (this._fleeRange <= 0) return;
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var dis = Math.abs(this.deltaXFrom($gamePlayer.x));
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dis += Math.abs(this.deltaYFrom($gamePlayer.y));
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if (this.fleeConditions(dis)) {
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this.startEventFlee();
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} else if (this._fleePlayer) {
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this.endEventFlee();
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}
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};
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Game_Event.prototype.fleeConditions = function(dis) {
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if (this._alertLock > 0) return true;
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if (dis <= this._fleeRange && this.canSeePlayer()) return true;
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if (dis <= this._fleeRange && !this._seePlayer) {
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this._alertLock = this._sightLock;
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return true;
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}
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return false;
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};
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Game_Event.prototype.startEventFlee = function() {
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this._fleePlayer = true;
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this.setMoveSpeed(this._fleeSpeed);
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};
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Game_Event.prototype.endEventFlee = function() {
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this._fleePlayer = false;
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this.setMoveSpeed(this._defaultSpeed);
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if (this._alertTimer <= 0) this._alertPlayer = false;
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this.startReturnPhase();
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};
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Game_Event.prototype.updateChaseMovement = function() {
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if (this._staggerCount > 0) {
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return this._staggerCount--;
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}
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if (this._stopCount > 0 && this._chasePlayer) {
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var direction = this.findDirectionTo($gamePlayer.x, $gamePlayer.y);
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if (direction > 0) {
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var x = this._x;
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var y = this._y;
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this.moveStraight(direction);
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if (x === this._x && y === this._y) this._staggerCount = 20;
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}
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} else if (this._stopCount > 0 && this._fleePlayer) {
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this.updateFleeMovement();
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} else if (this._returnPhase) {
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this.updateMoveReturnAfter();
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} else {
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Yanfly.ECP.Game_Event_updateSelfMovement.call(this);
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}
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};
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Game_Event.prototype.updateFleeMovement = function() {
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switch (Math.randomInt(6)) {
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case 0: case 1: case 2: case 3: case 4:
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this.moveAwayFromPlayer();
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break;
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case 5:
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this.moveRandom();
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break;
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}
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};
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Game_Event.prototype.updateAlert = function() {
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if (this._erased) return;
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this._alertLock--;
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if (this.alertConditions()) this.activateAlert();
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if (this._alertPlayer) this._alertTimer--;
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};
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Game_Event.prototype.alertConditions = function() {
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return (this._chasePlayer || this._fleePlayer) && !this._alertPlayer;
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};
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Game_Event.prototype.activateAlert = function() {
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if (this._alertBalloon >= 0) this.requestBalloon(this._alertBalloon);
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this._alertPlayer = true;
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this._alertTimer = Yanfly.Param.ECPAlertTimer;
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this.playAlertSound();
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this.playAlertCommonEvent();
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};
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Game_Event.prototype.playAlertSound = function() {
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if (this._alertSound === '') return;
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var sound = {
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name: this._alertSound,
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volume: this._alertSoundVol,
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pitch: this._alertSoundPitch,
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pan: this._alertSoundPan
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};
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AudioManager.playSe(sound);
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};
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Game_Event.prototype.playAlertCommonEvent = function() {
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if (this._alertCommonEvent <= 0) return;
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$gameTemp.reserveCommonEvent(this._alertCommonEvent);
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};
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Game_Event.prototype.startReturnPhase = function() {
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if (!this._returnAfter) return;
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this._returnPhase = true;
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this._returnFrames = this._returnWait;
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};
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Game_Event.prototype.updateReturnPhase = function() {
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if (this._returnPhase) this._returnFrames--;
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};
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Game_Event.prototype.updateMoveReturnAfter = function() {
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if (this._returnFrames > 0) return;
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var sx = this.deltaXFrom(this._startLocationX);
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var sy = this.deltaYFrom(this._startLocationY);
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if (Math.abs(sx) > Math.abs(sy)) {
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if (Math.randomInt(6) <= 4) {
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this.moveStraight(sx > 0 ? 4 : 6);
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if (!this.isMovementSucceeded() && sy !== 0) {
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this.moveStraight(sy > 0 ? 8 : 2);
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}
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} else {
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this.moveRandom();
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}
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} else if (sy !== 0) {
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if (Math.randomInt(6) <= 4) {
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this.moveStraight(sy > 0 ? 8 : 2);
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if (!this.isMovementSucceeded() && sx !== 0) {
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this.moveStraight(sx > 0 ? 4 : 6);
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}
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} else {
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this.moveRandom();
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}
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}
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if (sx === 0 && sy === 0) {
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this._returnPhase = false;
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this._returnFrames = 0;
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this._direction = this._startLocationDir;
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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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