OMORI_Android/www.eng/js/plugins/YEP_EventCopier.js
2024-01-15 18:44:53 +03:00

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16 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Event Copier
// YEP_EventCopier.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_EventCopier = true;
var Yanfly = Yanfly || {};
Yanfly.EventCopier = Yanfly.EventCopier || {};
Yanfly.EventCopier.version = 1.01;
//=============================================================================
/*:
* @plugindesc v1.01 Copy premade events from a template including all of the
* possible data stored from a different map!
* @author Yanfly Engine Plugins
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* WARNING: This plugin is best used with RPG Maker MV 1.5.0 or above! This is
* because the MV 1.5.0 editor allows for this plugin to be made in an orderly
* and efficient manner. Please make sure your RPG Maker MV software is up to
* date before using this plugin to make the most out of it.
*
* Have you ever made an event template to copy and paste from? Good. That's
* an efficient way to go about reproducing events that are repeatedly found in
* your game. But have you ever decided that you suddenly want to make a change
* to that event... after you've copied and pasted it a bunch of times already?
* Now you've gotta go hunt down every single one you've copied and replace it.
* What a pain, right?
*
* Well, the Event Copier will allow you to streamline that process. You make a
* template event, and any events that will use this plugin's notetag will copy
* everything from that event in the most up to date version in-game. This will
* include the sprite graphics, the self switches (and self variables if you
* are using those), the conditions, the pages, the event commands, and even
* the new Notetags. The only things that won't be copied over will be the ID,
* X position, and Y position for obvious reasons.
*
* This way, you can streamline your eventing process without having the need
* to finalize an event before mass producing it.
*
* More information will be explained in the Instructions section of this
* plugin's help file.
*
* ============================================================================
* Instructions
* ============================================================================
*
* First, set aside a dedicated map (or maps) that will be preloaded each time
* the game starts. Each preloaded map should contain various events that you
* wish to completely copy. These can range from templates to trigger events to
* autorun events to parallel events. Once you've made the map(s) you want to
* preload, open up the Plugin Manager and this plugin. Insert inside this
* plugin's 'Template Maps' parameter the ID(s) of the map(s) you wish to use.
*
* If you are using RPG Maker MV 1.5.0+ and wish to make use of template names,
* add them through the 'Template Names' plugin parameter. The data from the
* Template Names parameters can be changed and all events in-game that use
* notetags with the respective Template Name will be updated accordingly.
*
* ============================================================================
* Notetags
* ============================================================================
*
* To decide if an event will copy from a template map, please follow these
* instructions below and insert the desired notetag into the event's notebox.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* Event Notetags:
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* <Copy Event: Map x, Event y>
* - Replace 'x' with the ID of the map to copy the event from.
* - Replace 'y' with the ID of the event to copy from that map.
*
* - - -
*
* <Copy Event: mapId, eventId>
* - Replace 'mapId' with the ID of the map to copy the event from.
* - Replace 'eventId' with the ID of the event to copy from that map.
*
* - - -
*
* <Copy Event: template>
* - Replace 'template' with a name from the 'Template Names' plugin param.
* This will require you to have version 1.5.0+ of RPG Maker MV. All of the
* Map ID and event ID data from the stored template will be used for this
* event. This notetag will also have the bonus of having custom Lunatic
* Code unique only to this template name.
*
* - - -
*
* When an event is copied, all data will be carried over, from the name of the
* map, to the graphics used, to the pages, their conditions, and all of the
* event commands. The only things that will NOT be copied over will be the
* original event's ID, x positon, and y position.
*
* ============================================================================
* Lunatic Mode - Pre and Post Copy Codes
* ============================================================================
*
* Lunatic Mode requires version 1.5.0+ of RPG Maker MV.
*
* For those with JavaScript experience, you can throw in your own custom code
* to run upon the loading of a copied event. This can be found in the plugin's
* parameters 'PreCopy Code' and 'PostCopy Code'.
*
* If you are using Template Names, you can add in 'PreCopy Code' and
* 'PostCopy Code' unique to that template.
*
* For Lunatic Mode, there are some unique variables that you can alter.
* They are the following:
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* PreCopy Codes
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Variables Description
*
* mapId ID of the map to be loaded.
* eventId ID of the event to be loaded.
* target The event before it's copied over.
* player The player character.
*
* Making changes to 'mapId' or 'eventId' will change the data that will be
* loaded for the target. However, if 'mapId' is changed, you must make sure
* that the map it's being changed to is already preloaded or else the event
* will fail to be copied properly.
*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
* PostCopy Codes
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*
* Variables Description
*
* target The loaded event after copied over.
* player The player character.
*
* While the 'mapId' and 'eventId' variables are available, they cannot be
* changed and make an impact. You can, however, use them as a conditional
* check to determine what to do with the target event or player.
*
* ============================================================================
* Changelog
* ============================================================================
*
* Version 1.01:
* - Bypass the isDevToolsOpen() error when bad code is inserted into a script
* call or custom Lunatic Mode code segment due to updating to MV 1.6.1.
*
* Version 1.00:
* - Finished Plugin!
*
* ============================================================================
* End of Helpfile
* ============================================================================
*
* @param ---General---
* @default
*
* @param TemplateMaps
* @text Template Maps
* @parent ---General---
* @type number[]
* @min 1
* @max 999
* @desc A list of all the ID's of the maps that will be preloaded to
* serve as template maps for this plugin.
* @default ["1"]
*
* @param TemplateNames
* @text Template Names
* @parent ---General---
* @type struct<Template>[]
* @desc A list of templates made by name so you can use names
* instead of mapID and eventID combinations with notetags.
* @default []
*
* @param ---Lunatic Mode---
* @default
*
* @param PreCopyCode
* @text PreCopy Code
* @parent ---Lunatic Mode---
* @type note
* @desc The code used before copying over an event.
* This is global for all Copied Events.
* @default "// Variables Description\n//\n// mapId ID of the map to be loaded.\n// eventId ID of the event to be loaded.\n// target The event before it's copied over.\n// player The player character."
*
* @param PostCopyCode
* @text PostCopy Code
* @parent ---Lunatic Mode---
* @type note
* @desc The code used after copying over an event.
* This is global for all Copied Events.
* @default "// Variables Description\n//\n// target The loaded event after copied over.\n// player The player character."
*
*/
/* ----------------------------------------------------------------------------
* Template Parameter Structure
* ---------------------------------------------------------------------------
*/
/*~struct~Template:
*
* @param Name
* @desc Name of the template. The notetag used will be
* <Copy Event: name> Replace 'name' with this value.
* @default Untitled
*
* @param MapID
* @text Map ID
* @min 1
* @max 999
* @desc The ID of the map to be loaded when using this template.
* Note: Will automatically add this ID to preloaded maps list.
* @default 1
*
* @param EventID
* @text Event ID
* @min 1
* @max 999
* @desc The ID of the event to be copied when using this template.
* @default 1
*
* @param PreCopyCode
* @text PreCopy Code
* @type note
* @desc The code used before copying over an event.
* This is local for only this template.
* @default "// Variables Description\n//\n// mapId ID of the map to be loaded.\n// eventId ID of the event to be loaded.\n// target The event before it's copied over.\n// player The player character."
*
* @param PostCopyCode
* @text PostCopy Code
* @type note
* @desc The code used after copying over an event.
* This is local for only this template.
* @default "// Variables Description\n//\n// target The loaded event after copied over.\n// player The player character."
*
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_EventCopier');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.EventCopierData = eval(Yanfly.Parameters['TemplateMaps']);
Yanfly.Param.EventCopierList = JSON.parse(Yanfly.Parameters['TemplateNames']);
Yanfly.Param.EventCopierPreCopy = JSON.parse(Yanfly.Parameters['PreCopyCode']);
Yanfly.Param.EventCopierPostCopy = JSON.parse(Yanfly.Parameters['PreCopyCode']);
Yanfly.PreloadedMaps = Yanfly.PreloadedMaps || [];
Yanfly.ClearComments = function (str) {
return str.replace(/\/\*[\s\S]*?\*\/|([^\\:]|^)\/\/.*$/gm, '$1').trim();
};
Yanfly.Param.EventCopierPreCopy =
Yanfly.ClearComments(Yanfly.Param.EventCopierPreCopy);
Yanfly.Param.EventCopierPostCopy =
Yanfly.ClearComments(Yanfly.Param.EventCopierPostCopy);
Yanfly.loadMapData = function (mapId) {
mapId = mapId.clamp(1, 999);
if (Yanfly.PreloadedMaps[mapId]) return;
if (!!Utils.isOptionValid("test")) {
var src = 'Map%1.json'.format(mapId.padZero(3));
var xhr = new XMLHttpRequest();
var url = 'data/' + src;
xhr.open('GET', url);
xhr.overrideMimeType('application/json');
xhr.onload = function () {
if (xhr.status < 400) {
Yanfly.PreloadedMaps[mapId] = JSON.parse(xhr.responseText);
}
};
xhr.onerror = this._mapLoader || function () {
DataManager._errorUrl = DataManager._errorUrl || url;
};
Yanfly.PreloadedMaps[mapId] = null;
xhr.send();
}
else {
const path = require('path');
const fs = require('fs');
var base = path.dirname(process.mainModule.filename);
let filename = 'Map%1.json'.format(mapId.padZero(3));
Yanfly.PreloadedMaps[mapId] = null;
fs.readFile(base + "/data/" + filename, (err, data) => {
Yanfly.PreloadedMaps[mapId] = JSON.parse(data.toString());
})
}
};
Yanfly.SetupParameters = function () {
// Process Template Names
Yanfly.EventCopier.Template = {};
var length = Yanfly.Param.EventCopierList.length;
for (var i = 0; i < length; ++i) {
var data = JSON.parse(Yanfly.Param.EventCopierList[i]);
var name = data.Name.toUpperCase();
Yanfly.loadMapData(parseInt(data.MapID));
Yanfly.EventCopier.Template[name] = {
mapId: data.MapID,
eventId: data.EventID,
PreCopyCode: Yanfly.ClearComments(JSON.parse(data.PreCopyCode)),
PostCopyCode: Yanfly.ClearComments(JSON.parse(data.PostCopyCode))
}
}
// Preload Map Data List
var data = Yanfly.Param.EventCopierData;
var length = data.length;
for (var i = 0; i < length; ++i) {
var mapId = parseInt(data[i]);
Yanfly.loadMapData(mapId)
}
};
Yanfly.SetupParameters();
//=============================================================================
// Game_Event
//=============================================================================
Yanfly.EventCopier.Game_Event_initialize = Game_Event.prototype.initialize;
Game_Event.prototype.initialize = function (mapId, eventId) {
Yanfly.EventCopier.Game_Event_initialize.call(this, mapId, eventId);
this.setupCopyEvent();
};
Game_Event.prototype.setupCopyEvent = function () {
var ev = this.event();
if (ev.note.length <= 0) return;
// Check Notetags
var template = undefined;
if (ev.note.match(/<(?:COPY EVENT):[ ]MAP[ ](\d+),[ ]EVENT[ ](\d+)>/i)) {
var mapId = parseInt(RegExp.$1);
var eventId = parseInt(RegExp.$2);
} else if (ev.note.match(/<(?:COPY EVENT):[ ](\d+),[ ](\d+)>/i)) {
var mapId = parseInt(RegExp.$1);
var eventId = parseInt(RegExp.$2);
} else if (ev.note.match(/<(?:COPY EVENT):[ ](.*)>/i)) {
var name = String(RegExp.$1).toUpperCase();
if (Yanfly.EventCopier.Template[name]) {
var template = Yanfly.EventCopier.Template[name];
} else {
return;
}
var mapId = parseInt(template.mapId);
var eventId = parseInt(template.eventId);
} else {
return;
}
mapId = mapId.clamp(1, 999);
// Pre Copy Code
var target = this;
var player = $gamePlayer;
var code = Yanfly.Param.EventCopierPreCopy;
if (code.length > 0) {
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'EVENT COPIER PRECOPY EVAL ERROR');
}
}
if (template) {
var code = template.PreCopyCode;
if (code.length > 0) {
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'EVENT COPIER PRECOPY EVAL ERROR');
}
}
}
// Check Template
mapId = mapId.clamp(1, 999);
if (Yanfly.PreloadedMaps[mapId]) {
var map = Yanfly.PreloadedMaps[mapId];
if (!map.events[eventId]) {
if ($gameTemp.isPlaytest()) {
console.log('Map ' + mapId + ', Event ' + eventId + ' does not ' +
'exist so a copy cannot be made of it.');
}
return;
}
// SUCCESS, Set Up the Copy Information
this._copiedEvent = true;
this._copiedMapId = mapId;
this._copiedEventId = eventId;
this._pageIndex = -2;
this.findProperPageIndex();
this.setupPage();
this.refresh();
// If no map, reveal error message if debug mode is detected.
} else if ($gameTemp.isPlaytest() && mapId !== 0) {
console.log('Map ' + mapId + ' is not listed in the YEP_EventCopier ' +
'plugin parameters to use "Copy Event" notetag.');
return;
}
// Post Copy Code
var target = this;
var player = $gamePlayer;
var code = Yanfly.Param.EventCopierPostCopy;
if (code.length > 0) {
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'EVENT COPIER POSTCOPY EVAL ERROR');
}
}
if (template) {
var code = template.PostCopyCode;
if (code.length > 0) {
try {
eval(code);
} catch (e) {
Yanfly.Util.displayError(e, code, 'EVENT COPIER POSTCOPY EVAL ERROR');
}
}
}
};
Yanfly.EventCopier.event = Game_Event.prototype.event;
Game_Event.prototype.event = function () {
if (this._copiedEvent) {
return Yanfly.PreloadedMaps[this._copiedMapId].events[this._copiedEventId];
} else {
return Yanfly.EventCopier.event.call(this);
}
};
//=============================================================================
// Utilities
//=============================================================================
Yanfly.Util = Yanfly.Util || {};
Yanfly.Util.displayError = function (e, code, message) {
console.log(message);
console.log(code || 'NON-EXISTENT');
console.error(e);
if (Utils.RPGMAKER_VERSION && Utils.RPGMAKER_VERSION >= "1.6.0") return;
if (Utils.isNwjs() && Utils.isOptionValid('test')) {
if (!require('nw.gui').window.isDevToolsOpen()) {
require('nw.gui').window.showDevTools();
}
}
};
//=============================================================================
// End of File
//=============================================================================