Initial Commit
This commit is contained in:
commit
ec5c71b3ac
1712 changed files with 1767257 additions and 0 deletions
410
www/js/plugins/YEP_EventEncounterAid.js
Normal file
410
www/js/plugins/YEP_EventEncounterAid.js
Normal file
|
@ -0,0 +1,410 @@
|
|||
//=============================================================================
|
||||
// Yanfly Engine Plugins - Event Encounter Aid
|
||||
// YEP_EventEncounterAid.js
|
||||
//=============================================================================
|
||||
|
||||
var Imported = Imported || {};
|
||||
Imported.YEP_EventEncounter = true;
|
||||
|
||||
var Yanfly = Yanfly || {};
|
||||
Yanfly.EEA = Yanfly.EEA || {};
|
||||
Yanfly.EEA.version = 1.01;
|
||||
|
||||
//=============================================================================
|
||||
/*:
|
||||
* @plugindesc v1.01 This plugin helps make eventable encounters easier
|
||||
* and determine player position relative to the event.
|
||||
* @author Yanfly Engine Plugins
|
||||
*
|
||||
* @help
|
||||
* ============================================================================
|
||||
* Introduction
|
||||
* ============================================================================
|
||||
*
|
||||
* For those who have on-screen encounters, you may have discovered that making
|
||||
* touch encounters in RPG Maker MV to be rather difficult when it comes to
|
||||
* performing a sneak attack upon an event or such. This plugin makes the event
|
||||
* encounter checking process easier by providing six conditional script calls
|
||||
* for you to utilize when checking event vs player positions.
|
||||
*
|
||||
* ============================================================================
|
||||
* Notetags
|
||||
* ============================================================================
|
||||
*
|
||||
* You can place these notetags into the notebox at the top of an event's page.
|
||||
* These notetags will enable unique effects for event encounters.
|
||||
*
|
||||
* Event Notetag:
|
||||
*
|
||||
* <Encounter Lock>
|
||||
* <Encounter Direction Lock>
|
||||
* - This will cause the event to not immediately face the player when
|
||||
* approached making it possible for the game to check the direction each is
|
||||
* facing.
|
||||
*
|
||||
* <Follower Touch>
|
||||
* <Follower Trigger>
|
||||
* - This will allow the event to trigger if the event touches a follower and
|
||||
* not just the main player.
|
||||
*
|
||||
* ============================================================================
|
||||
* Event - Conditional Branch - Script Calls
|
||||
* ============================================================================
|
||||
*
|
||||
* When using the Conditional Branch event, you can use these following in the
|
||||
* 'Script' check category:
|
||||
*
|
||||
* Script Calls
|
||||
*
|
||||
* this.checkEventFacingPlayerFront()
|
||||
* - Returns true if the event is facing the player's front.
|
||||
*
|
||||
* this.checkEventFacingPlayerBack()
|
||||
* - Returns true if the event is facing the player's back.
|
||||
*
|
||||
* this.checkEventFacingPlayerSide()
|
||||
* - Returns true if the event is facing the player's side.
|
||||
*
|
||||
* this.checkPlayerFacingEventFront()
|
||||
* - Returns true if the player is facing the event's front.
|
||||
*
|
||||
* this.checkPlayerFacingEventBack()
|
||||
* - Returns true if the player is facing the event's back.
|
||||
*
|
||||
* this.checkPlayerFacingEventSide()
|
||||
* - Returns true if the player is facing the event's side.
|
||||
*
|
||||
* Make sure these are spelled correctly. They are also case-sensitive. This
|
||||
* means that even if you were to misspell or put a single letter in the wrong
|
||||
* case, the effect will cease to work as this is code we're dealing with.
|
||||
*
|
||||
* ============================================================================
|
||||
* Changelog
|
||||
* ============================================================================
|
||||
*
|
||||
* Version 1.01:
|
||||
* - Updated for RPG Maker MV version 1.5.0.
|
||||
*
|
||||
* Version 1.00:
|
||||
* - Finished Plugin!
|
||||
*/
|
||||
//=============================================================================
|
||||
|
||||
//=============================================================================
|
||||
// DataManager
|
||||
//=============================================================================
|
||||
|
||||
DataManager.processEEANotetags1 = function(obj) {
|
||||
var notedata = obj.note.split(/[\r\n]+/);
|
||||
obj.encounterDirectionLock = false;
|
||||
obj.encounterFollowerTrigger = false;
|
||||
for (var i = 0; i < notedata.length; i++) {
|
||||
var line = notedata[i];
|
||||
if (line.match(/<(?:ENCOUNTER LOCK|ENCOUNTER DIRECTION LOCK)>/i)) {
|
||||
obj.encounterDirectionLock = true;
|
||||
}
|
||||
if (line.match(/<(?:FOLLOWER TRIGGER|FOLLOWER TOUCH)>/i)) {
|
||||
obj.encounterFollowerTrigger = true;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
// Game_CharacterBase
|
||||
//=============================================================================
|
||||
|
||||
Game_CharacterBase.prototype.debugShowDirections = function(ev) {
|
||||
return;
|
||||
console.log(' This X: ' + this.x + ', This Y: ' + this.y);
|
||||
console.log('Event X: ' + ev.x + ', Event Y: ' + ev.y);
|
||||
};
|
||||
|
||||
Game_CharacterBase.prototype.isFacingTowards = function(ev) {
|
||||
switch (this.direction()) {
|
||||
case 1: // Down Left
|
||||
return [8, 9, 6].contains(ev.direction());
|
||||
break;
|
||||
case 2: // Down
|
||||
return [7, 8, 9].contains(ev.direction());
|
||||
break;
|
||||
case 3: // Down Right
|
||||
return [4, 7, 8].contains(ev.direction());
|
||||
break;
|
||||
case 4: // Left
|
||||
return [9, 6, 3].contains(ev.direction());
|
||||
break;
|
||||
case 6: // Right
|
||||
return [7, 4, 1].contains(ev.direction());
|
||||
break;
|
||||
case 7: // Up Left
|
||||
return [2, 3, 6].contains(ev.direction());
|
||||
break;
|
||||
case 8: // Up
|
||||
return [1, 2, 3].contains(ev.direction());
|
||||
break;
|
||||
case 9: // Up Right
|
||||
return [4, 1, 2].contains(ev.direction());
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
Game_CharacterBase.prototype.isFacingAway = function(ev) {
|
||||
switch (this.direction()) {
|
||||
case 1: // Down Left
|
||||
return [4, 1, 2].contains(ev.direction());
|
||||
break;
|
||||
case 2: // Down
|
||||
return [1, 2, 3].contains(ev.direction());
|
||||
break;
|
||||
case 3: // Down Right
|
||||
return [2, 3, 6].contains(ev.direction());
|
||||
break;
|
||||
case 4: // Left
|
||||
return [7, 4, 1].contains(ev.direction());
|
||||
break;
|
||||
case 6: // Right
|
||||
return [9, 6, 3].contains(ev.direction());
|
||||
break;
|
||||
case 7: // Up Left
|
||||
return [4, 7, 8].contains(ev.direction());
|
||||
break;
|
||||
case 8: // Up
|
||||
return [7, 8, 9].contains(ev.direction());
|
||||
break;
|
||||
case 9: // Up Right
|
||||
return [8, 9, 6].contains(ev.direction());
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
Game_CharacterBase.prototype.isFacingSideways = function(ev) {
|
||||
switch (this.direction()) {
|
||||
case 1: // Down Left
|
||||
return [4, 7, 8, 2, 3, 6].contains(ev.direction());
|
||||
break;
|
||||
case 2: // Down
|
||||
return [7, 4, 1, 9, 6, 3].contains(ev.direction());
|
||||
break;
|
||||
case 3: // Down Right
|
||||
return [4, 1, 2, 8, 9, 6].contains(ev.direction());
|
||||
break;
|
||||
case 4: // Left
|
||||
return [7, 8, 9, 1, 2, 3].contains(ev.direction());
|
||||
break;
|
||||
case 6: // Right
|
||||
return [7, 8, 9, 1, 2, 3].contains(ev.direction());
|
||||
break;
|
||||
case 7: // Up Left
|
||||
return [4, 1, 2, 8, 9, 6].contains(ev.direction());
|
||||
break;
|
||||
case 8: // Up
|
||||
return [7, 4, 1, 9, 6, 3].contains(ev.direction());
|
||||
break;
|
||||
case 9: // Up Right
|
||||
return [4, 7, 8, 2, 3, 6].contains(ev.direction());
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
Game_CharacterBase.prototype.isPositionFrontOf = function(ev) {
|
||||
this.debugShowDirections(ev);
|
||||
switch (this.direction()) {
|
||||
case 1: // Down Left
|
||||
return ev.y > this.y;
|
||||
break;
|
||||
case 2: // Down
|
||||
return ev.y > this.y;
|
||||
break;
|
||||
case 3: // Down Right
|
||||
return ev.y > this.y;
|
||||
break;
|
||||
case 4: // Left
|
||||
return ev.x < this.x;
|
||||
break;
|
||||
case 6: // Right
|
||||
return ev.x > this.x;
|
||||
break;
|
||||
case 7: // Up Left
|
||||
return ev.y < this.y;
|
||||
break;
|
||||
case 8: // Up
|
||||
return ev.y < this.y;
|
||||
break;
|
||||
case 9: // Up Right
|
||||
return ev.y < this.y;
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
Game_CharacterBase.prototype.isPositionBackOf = function(ev) {
|
||||
this.debugShowDirections(ev);
|
||||
switch (this.direction()) {
|
||||
case 1: // Down Left
|
||||
return ev.y < this.y;
|
||||
break;
|
||||
case 2: // Down
|
||||
return ev.y < this.y;
|
||||
break;
|
||||
case 3: // Down Right
|
||||
return ev.y < this.y;
|
||||
break;
|
||||
case 4: // Left
|
||||
return ev.x > this.x;
|
||||
break;
|
||||
case 6: // Right
|
||||
return ev.x < this.x;
|
||||
break;
|
||||
case 7: // Up Left
|
||||
return ev.y > this.y;
|
||||
break;
|
||||
case 8: // Up
|
||||
return ev.y > this.y;
|
||||
break;
|
||||
case 9: // Up Right
|
||||
return ev.y > this.y;
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
Game_CharacterBase.prototype.isPositionSideOf = function(ev) {
|
||||
this.debugShowDirections(ev);
|
||||
switch (this.direction()) {
|
||||
case 1: // Down Left
|
||||
return (this.x < ev.x && this.y > ev.y) ||
|
||||
(this.x > ev.x && this.y < ev.y)
|
||||
break;
|
||||
case 2: // Down
|
||||
return this.x !== ev.x;
|
||||
break;
|
||||
case 3: // Down Right
|
||||
return (this.x > ev.x && this.y > ev.y) ||
|
||||
(this.x < ev.x && this.y < ev.y)
|
||||
break;
|
||||
case 4: // Left
|
||||
return this.y !== ev.y;
|
||||
break;
|
||||
case 6: // Right
|
||||
return this.y !== ev.y;
|
||||
break;
|
||||
case 7: // Up Left
|
||||
return (this.x > ev.x && this.y > ev.y) ||
|
||||
(this.x < ev.x && this.y < ev.y)
|
||||
break;
|
||||
case 8: // Up
|
||||
return this.x !== ev.x;
|
||||
break;
|
||||
case 9: // Up Right
|
||||
return (this.x < ev.x && this.y > ev.y) ||
|
||||
(this.x > ev.x && this.y < ev.y)
|
||||
break;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
// Game_Event
|
||||
//=============================================================================
|
||||
|
||||
Yanfly.EEA.Game_Event_start = Game_Event.prototype.start;
|
||||
Game_Event.prototype.start = function() {
|
||||
if (this.isEncounterDirectionLocked()) {
|
||||
var list = this.list();
|
||||
if (list && list.length > 1) {
|
||||
this._starting = true;
|
||||
if (this.isTriggerIn([0,1,2])) this.encounterLock();
|
||||
}
|
||||
} else {
|
||||
Yanfly.EEA.Game_Event_start.call(this);
|
||||
}
|
||||
};
|
||||
|
||||
Game_Event.prototype.encounterLock = function() {
|
||||
this._prelockDirection = this.direction();
|
||||
this._locked = true;
|
||||
};
|
||||
|
||||
Game_Event.prototype.isEncounterDirectionLocked = function() {
|
||||
if (this.event().encounterDirectionLock === undefined) {
|
||||
DataManager.processEEANotetags1(this.event());
|
||||
}
|
||||
return this.event().encounterDirectionLock;
|
||||
};
|
||||
|
||||
Yanfly.EEA.Game_Event_checkEventTriggerTouch =
|
||||
Game_Event.prototype.checkEventTriggerTouch;
|
||||
Game_Event.prototype.checkEventTriggerTouch = function(x, y) {
|
||||
Yanfly.EEA.Game_Event_checkEventTriggerTouch.call(this, x, y);
|
||||
if ($gameMap.isEventRunning()) return;
|
||||
if (this._trigger !== 2) return;
|
||||
if (!this.isFollowerTriggerTouch()) return;
|
||||
if (this.isJumping()) return;
|
||||
if (!this.isNormalPriority()) return;
|
||||
var followers = $gamePlayer.followers().visibleFollowers();
|
||||
var length = followers.length;
|
||||
for (var i = 0; i < length; ++i) {
|
||||
var follower = followers[i];
|
||||
if (follower && follower.pos(x, y)) this.start();
|
||||
}
|
||||
};
|
||||
|
||||
Game_Event.prototype.isFollowerTriggerTouch = function() {
|
||||
if (this.event().encounterFollowerTrigger === undefined) {
|
||||
DataManager.processEEANotetags1(this.event());
|
||||
}
|
||||
return this.event().encounterFollowerTrigger;
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
// Game_Interpreter
|
||||
//=============================================================================
|
||||
|
||||
Game_Interpreter.prototype.checkEventFacingPlayerFront = function() {
|
||||
var ev = $gameMap.event(this.eventId());
|
||||
if (!ev) return false;
|
||||
var pl = $gamePlayer;
|
||||
return ev.isFacingTowards(pl) && pl.isPositionFrontOf(ev);
|
||||
};
|
||||
|
||||
Game_Interpreter.prototype.checkEventFacingPlayerBack = function() {
|
||||
var ev = $gameMap.event(this.eventId());
|
||||
if (!ev) return false;
|
||||
var pl = $gamePlayer;
|
||||
return ev.isFacingAway(pl) && pl.isPositionBackOf(ev);
|
||||
};
|
||||
|
||||
Game_Interpreter.prototype.checkEventFacingPlayerSide = function() {
|
||||
var ev = $gameMap.event(this.eventId());
|
||||
if (!ev) return false;
|
||||
var pl = $gamePlayer;
|
||||
return ev.isFacingSideways(pl) && pl.isPositionSideOf(ev);
|
||||
};
|
||||
|
||||
Game_Interpreter.prototype.checkPlayerFacingEventFront = function() {
|
||||
var ev = $gameMap.event(this.eventId());
|
||||
if (!ev) return false;
|
||||
var pl = $gamePlayer;
|
||||
return pl.isFacingTowards(ev) && ev.isPositionFrontOf(pl);
|
||||
};
|
||||
|
||||
Game_Interpreter.prototype.checkPlayerFacingEventBack = function() {
|
||||
var ev = $gameMap.event(this.eventId());
|
||||
if (!ev) return false;
|
||||
var pl = $gamePlayer;
|
||||
return pl.isFacingAway(ev) && ev.isPositionBackOf(pl);
|
||||
};
|
||||
|
||||
Game_Interpreter.prototype.checkPlayerFacingEventSide = function() {
|
||||
var ev = $gameMap.event(this.eventId());
|
||||
if (!ev) return false;
|
||||
var pl = $gamePlayer;
|
||||
return pl.isFacingSideways(ev) && ev.isPositionSideOf(pl);
|
||||
};
|
||||
|
||||
//=============================================================================
|
||||
// End of File
|
||||
//=============================================================================
|
Loading…
Add table
Add a link
Reference in a new issue