//============================================================================= // 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 Route:Player (Wait) *: :◇Script:this.setCustomFrameXY(6, 1) *: :◇Wait:5 frames *: :◇Script:this.setCustomFrameXY(7, 1) *: :◇Wait:5 frames *: :◇Script:this.setCustomFrameXY(8, 1) *: :◇Wait:5 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); };