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www/js/plugins/YEP_EventStepAniOpt.js
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www/js/plugins/YEP_EventStepAniOpt.js
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//=============================================================================
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// Yanfly Engine Plugins - Event Step Animation Options
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// YEP_EventStepAniOpt.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_EventStepAniOpt = true;
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var Yanfly = Yanfly || {};
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Yanfly.EvStAni = Yanfly.EvStAni || {};
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Yanfly.EvStAni.version = 1.00;
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//=============================================================================
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/*:
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* @plugindesc v1.00
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* @author Yanfly Engine Plugins
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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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* Stuff
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*
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* ============================================================================
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* Notetags
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* ============================================================================
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*
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* To offset sprites using the event notetags, using the following below:
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*
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* Event Notetags:
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*
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* <Step Animation: Left to Right>
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* - Makes the event sprite's step behavior go from frame 0 to 1 to 2, then
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* back to 0 instead of looping backwards.
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*
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* <Step Animation: Right to Left>
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* - Makes the event sprite's step behavior go from frame 2 to 1 to 0, then
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* back to 2 instead of looping forwards.
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*
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* <Step Animation: Spin Clockwise>
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* <Step Animation: Spin CW>
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* - Makes the event sprite's step behavior spin itself clockwise.
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*
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* <Step Animation: Spin CounterClockwise>
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* <Step Animation: Spin CCW>
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* <Step Animation: Spin AntiClockwise>
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* <Step Animation: Spin ACW>
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* - Makes the event sprite's step behavior spin itself counterclockwise.
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*
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* ============================================================================
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* Comment Tags
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* ============================================================================
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*
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* To offset sprites using comments, make comments for each event page you want
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* the sprite to be offset in using the comment tags below:
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*
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* Comment Tags:
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*
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* <Step Animation: Left to Right>
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* - Makes the event sprite's step behavior go from frame 0 to 1 to 2, then
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* back to 0 instead of looping backwards.
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* *NOTE*: This will take priority over event notetag step animations.
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*
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* <Step Animation: Right to Left>
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* - Makes the event sprite's step behavior go from frame 2 to 1 to 0, then
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* back to 2 instead of looping forwards.
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* *NOTE*: This will take priority over event notetag step animations.
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*
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* <Step Animation: Spin Clockwise>
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* <Step Animation: Spin CW>
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* - Makes the event sprite's step behavior spin itself clockwise.
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* *NOTE*: This will take priority over event notetag step animations.
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*
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* <Step Animation: Spin CounterClockwise>
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* <Step Animation: Spin CCW>
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* <Step Animation: Spin AntiClockwise>
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* <Step Animation: Spin ACW>
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* - Makes the event sprite's step behavior spin itself counterclockwise.
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* *NOTE*: This will take priority over event notetag step animations.
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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 1.00:
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* - Finished Plugin!
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*
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* ============================================================================
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* End of Helpfile
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* ============================================================================
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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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Yanfly.EvStAni.Game_CharacterBase_updatePattern =
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Game_CharacterBase.prototype.updatePattern;
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Game_CharacterBase.prototype.updatePattern = function() {
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if (this._stepAnimationBehavior && this._stepAnimationBehavior !== 'LOOP') {
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if (this.hasStepAnime()) {
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return this.updateStepAnimationBehavior();
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}
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}
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Yanfly.EvStAni.Game_CharacterBase_updatePattern.call(this);
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};
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Game_CharacterBase.prototype.updateStepAnimationBehavior = function() {
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// Left to Right
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if (this._stepAnimationBehavior === 'LEFT TO RIGHT') {
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this._pattern += 1;
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if (this._pattern > 2) this._pattern = 0;
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// Right to Left
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} else if (this._stepAnimationBehavior === 'RIGHT TO LEFT') {
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this._pattern -= 1;
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if (this._pattern < 0) this._pattern = 2;
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// Spin Clockwise
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} else if (this._stepAnimationBehavior === 'SPIN CLOCKWISE') {
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this.turnRight90();
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// Spin Clockwise
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} else if (this._stepAnimationBehavior === 'SPIN CW') {
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this.turnRight90();
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// Spin CounterClockwise
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} else if (this._stepAnimationBehavior === 'SPIN COUNTERCLOCKWISE') {
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this.turnLeft90();
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// Spin CounterClockwise
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} else if (this._stepAnimationBehavior === 'SPIN CCW') {
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this.turnLeft90();
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// Spin CounterClockwise
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} else if (this._stepAnimationBehavior === 'SPIN ANTICLOCKWISE') {
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this.turnLeft90();
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// Spin CounterClockwise
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} else if (this._stepAnimationBehavior === 'SPIN ACW') {
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this.turnLeft90();
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}
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};
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//=============================================================================
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// Game_Event
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//=============================================================================
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Yanfly.EvStAni.Game_Event_setupPageSettings =
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Game_Event.prototype.setupPageSettings;
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Game_Event.prototype.setupPageSettings = function() {
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Yanfly.EvStAni.Game_Event_setupPageSettings.call(this);
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this.setupSpriteStepAnimationOptions();
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};
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Game_Event.prototype.setupSpriteStepAnimationOptions = function() {
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this._stepAnimationBehavior = 'LOOP';
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this.setupStepAnimationOptionNotetags();
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this.setupStepAnimationOptionCommentTags();
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};
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Game_Event.prototype.setupStepAnimationOptionNotetags = function() {
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if (this.event().note === '') return;
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var note1 = /<STEP ANIMATION:[ ](.*)>/i;
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if (this.event().note.match(note1)) {
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this._stepAnimationBehavior = String(RegExp.$1).toUpperCase().trim();
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}
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};
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Game_Event.prototype.setupStepAnimationOptionCommentTags = function() {
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if (!this.page()) return;
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var note1 = /<STEP ANIMATION:[ ](.*)>/i;
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var list = this.list();
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var length = list.length;
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for (var i = 0; i < length; ++i) {
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var ev = list[i];
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if ([108, 408].contains(ev.code)) {
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if (ev.parameters[0].match(note1)) {
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this._stepAnimationBehavior = String(RegExp.$1).toUpperCase().trim();
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}
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}
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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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