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