diff --git a/config.xml b/config.xml index cc4fcd3..543eeeb 100644 --- a/config.xml +++ b/config.xml @@ -1,5 +1,5 @@ - + diff --git a/www.sc/js/plugins/GTP_CoreUpdates.js b/www.sc/js/plugins/GTP_CoreUpdates.js deleted file mode 100644 index c257531..0000000 --- a/www.sc/js/plugins/GTP_CoreUpdates.js +++ /dev/null @@ -1,193 +0,0 @@ -//============================================================================= -// Gamefall Team Plugins - Optimization for Omori taking in account -// YEP_Core Updates; -// GTP_CoreUpdates.js VERSION 1.0.1 -//============================================================================= - -var Imported = Imported || {}; -Imported.GTP_CoreUpdates = true; - -var Gamefall = Gamefall || {}; -Gamefall.CoreUpdates = Gamefall.CoreUpdates || {}; - -//============================================================================= -/*: -* @plugindesc v1.0.1 Optimization for Omori taking in account YEP Core Updates -* @author Gamefall Team || Luca Mastroianni -* @help -* CHANGELOG: -* VERSION 1.0.0: Plugin Released! -* VERSION 1.0.1: Reduced lag filtering events; -*/ -//============================================================================= - -(function ($) { - - // Replaced ForEach - Sprite.prototype.update = function () { - var length = this.children.length; - for (var i = 0; i < length; ++i) { - var child = this.children[i]; - if (!child) { continue; } - if (child && child.update) child.update(); - }; - }; - - // Replaced ForEach - Tilemap.prototype.update = function () { - this.animationCount++; - this.animationFrame = Math.floor(this.animationCount / 30); - var length = this.children.length; - for (var i = 0; i < length; ++i) { - var child = this.children[i]; - if (!child) { continue; } - if (child && child.update) child.update(); - } - var length = this.bitmaps.length; - for (var i = 0; i < length; ++i) { - if (this.bitmaps[i]) this.bitmaps[i].touch(); - } - }; - - // Replaced ForEach - TilingSprite.prototype.update = function () { - var length = this.children.length; - for (var i = 0; i < length; ++i) { - var child = this.children[i]; - if (child && child.update) child.update(); - } - }; - - // Replaced ForEach - Window.prototype.update = function () { - if (this.active) this._animationCount++; - var length = this.children.length; - for (var i = 0; i < length; ++i) { - var child = this.children[i]; - if (child && child.update) child.update(); - } - }; - - // Replaced ForEach - WindowLayer.prototype.update = function () { - var length = this.children.length; - for (var i = 0; i < length; ++i) { - var child = this.children[i]; - if (child && child.update) child.update(); - } - }; - - // Replaced ForEach - Weather.prototype._updateAllSprites = function () { - var maxSprites = Math.floor(this.power * 10); - while (this._sprites.length < maxSprites) { - this._addSprite(); - } - while (this._sprites.length > maxSprites) { - this._removeSprite(); - } - var length = this._sprites.length; - for (var i = 0; i < length; ++i) { - var sprite = this._sprites[i]; - this._updateSprite(sprite); - sprite.x = sprite.ax - this.origin.x; - sprite.y = sprite.ay - this.origin.y; - } - }; - - Game_Interpreter.prototype.setup = function (list, eventId) { - this.clear(); - this._mapId = $gameMap.mapId(); - this._eventId = eventId || 0; - this._list = list; - }; - - // Change Tileset Event: load instead of reserve - Game_Interpreter.prototype.command282 = function () { - var tileset = $dataTilesets[this._params[0]]; - for (var i = 0; i < tileset.tilesetNames.length; i++) { - ImageManager.loadTileset(tileset.tilesetNames[i]); - } - if (ImageManager.isReady()) { - $gameMap.changeTileset(this._params[0]); - return true; - } else { - return false; - } - }; - - // Ready preparation now refers to fully loaded instead of reservation - Sprite_Animation.prototype.isReady = function () { - return ImageManager.isReady(); - }; - - // Replaced ForEach - Sprite_Animation.prototype.updateFrame = function () { - if (this._duration > 0) { - var frameIndex = this.currentFrameIndex(); - this.updateAllCellSprites(this._animation.frames[frameIndex]); - var length = this._animation.timings.length; - for (var i = 0; i < length; ++i) { - var timing = this._animation.timings[i]; - if (timing.frame === frameIndex) this.processTimingData(timing); - }; - } - }; - - // Cleaning algorithm up - Sprite_Animation.prototype.updateCellSprite = function (sprite, cell) { - var pattern = cell[0]; - if (pattern >= 0) { - var sx = pattern % 5 * 192; - var sy = Math.floor(pattern % 100 / 5) * 192; - var mirror = this._mirror; - sprite.bitmap = pattern < 100 ? this._bitmap1 : this._bitmap2; - sprite.setFrame(sx, sy, 192, 192); - sprite.x = cell[1]; - sprite.y = cell[2]; - if (this._mirror) { - sprite.x *= -1; - } - sprite.rotation = cell[4] * Math.PI / 180; - sprite.scale.x = cell[3] / 100; - if ((cell[5] && !mirror) || (!cell[5] && mirror)) { - sprite.scale.x *= -1; - } - sprite.scale.y = cell[3] / 100; - sprite.opacity = cell[6]; - sprite.blendMode = cell[7]; - sprite.visible = true; - } else { - sprite.visible = false; - } - }; - - Scene_Base.prototype.updateChildren = function () { - var length = this.children.length; - for (var i = 0; i < length; ++i) { - var child = this.children[i]; - if (!child) { continue; } - if (child.update) child.update(); - } - }; - - Scene_Boot.prototype.isGameFontLoaded = function () { - if (Graphics.isFontLoaded('GameFont')) { - return true; - } else { - var elapsed = Date.now() - this._startDate; - if (elapsed >= 600000) { - throw new Error('Failed to load GameFont'); - } - } - }; - - - Game_Map.prototype.eventsXy = function (x, y) { - return this._events.filter(event => { return !!event && event.pos(x, y) }) - } - - Game_Map.prototype.eventsXyNt = function (x, y) { - return this._events.filter(event => { return !!event && event.posNt(x, y) }) - } -})(Gamefall.CoreUpdates); \ No newline at end of file