480 lines
No EOL
16 KiB
JavaScript
480 lines
No EOL
16 KiB
JavaScript
//=============================================================================
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// Yanfly Engine Plugins - Event Timer Control
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// YEP_EventTimerControl.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_EventTimerControl = true;
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var Yanfly = Yanfly || {};
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Yanfly.Timer = Yanfly.Timer || {};
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Yanfly.Timer.version = 1.01;
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//=============================================================================
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/*:
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* @plugindesc v1.01 Gain more control over the event timer function
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* for your game.
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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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* The event timer is often used for countdown purposes. However, sometimes you
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* would like to have a bit more control over it, such as being able to pause
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* and resume the timer, increase or decrease the seconds, minutes, or even
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* hours on the timer. Don't want a countdown timer? Why not have it count
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* upwards instead? Experienced Lunatic Mode coders will be able to add in
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* their own plugin commands, too!
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*
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* Notable Changes Made:
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* - Ability to separate timer sprite from the spriteset
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* - Timer is now capable of displaying hours
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* - Pause/resume functions for timer
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* - Increasing/decreasing seconds from timer
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* - Counting up instead of just count down
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*
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* ============================================================================
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* Plugin Commands
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* ============================================================================
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*
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* Use the following plugin commands to make use of the new features added by
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* this plugin to control the event timer.
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*
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* Plugin Commands:
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*
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* --- PAUSE/RESUME ---
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*
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* EventTimer Pause
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* - Pauses the event timer.
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*
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* EventTimer Resume
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* - Resumes the event timer if it has been paused.
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*
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* --- COUNT DOWN/UP ---
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*
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* EventTimer Countdown
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* - Changes the direction of the event timer to decrease and count down
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* towards 0 seconds.
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*
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* EventTimer Count Up
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* - Changes the direction of the event timer to increase and count upwards
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* endlessly until manually stopped
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*
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* EventTimer Count Toggle
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* - Switches the current direction of the event timer to either increase or
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* decrease each second it is active.
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*
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* --- INCREASE/DECREASE ---
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*
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* EventTimer Increase x Frames
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* EventTimer Decrease x Frames
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* - Replace 'x' with a number value to determine how many frames to
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* increase or decrease the event timer by.
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*
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* EventTimer Increase x Seconds
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* EventTimer Decrease x Seconds
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* - Replace 'x' with a number value to determine how many seconds to
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* increase or decrease the event timer by.
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*
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* EventTimer Increase x Minutes
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* EventTimer Decrease x Minutes
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* - Replace 'x' with a number value to determine how many minutes to
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* increase or decrease the event timer by.
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*
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* EventTimer Increase x Hours
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* EventTimer Decrease x Hours
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* - Replace 'x' with a number value to determine how many hours to
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* increase or decrease the event timer by.
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*
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* You can also combine them together as such:
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*
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* EventTimer Increase x Hours, y Seconds
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* EventTimer Increase x Hours, y Minutes
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* EventTimer Increase x Minutes, y Seconds
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* EventTimer Increase x Hours, y Minutes, z Seconds
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*
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* ============================================================================
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* Lunatic Mode - Effect Code
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* ============================================================================
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*
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* For experienced users that know JavaScript and have RPG Maker MV 1.5.0+, you
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* can add new plugin commands for this plugin or alter the code of currently
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* existing plugin commands from the plugin parameters entry: Effect Code.
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* It should look something like this:
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*
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* ---
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*
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* // ------------
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* // Pause/Resume
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* // ------------
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* if (data.match(/PAUSE/i)) {
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* $gameTimer.pause();
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*
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* } else if (data.match(/RESUME/i)) {
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* $gameTimer.resume();
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*
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* ...
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*
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* // --------------------------------
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* // Add new commands above this data
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* // --------------------------------
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* } else {
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* // Do nothing
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* }
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*
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* ---
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*
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* The 'data' variable refers to the rest of the Plugin Command after the
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* 'EventTimer' keyword. For example:
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*
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* EventTimer Increase 2 Hours, 30 Minutes, 15 Seconds
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*
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* The 'data' would be 'Increase 2 Hours, 30 Minutes, 15 Seconds' and thus, the
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* string 'data' is used when checking lines in the 'Effect Code' parameter.
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*
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* ---
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*
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* If you need to revert the Effect Code back to its original state, delete the
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* plugin from your plugin manager list and then add it again. The code will be
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* back to default.
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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 ---Mechanical---
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*
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* @param SpritesetSplit
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* @text Separate from Spriteset
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* @parent ---Mechanical---
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* @type boolean
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* @on YES
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* @off NO
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* @desc Separates the game timer from the spriteset.
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* YES - true NO - false DEFAULT: true
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* @default true
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*
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* @param TextAlign
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* @text Timer Text Alignment
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* @parent ---Mechanical---
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* @type combo
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* @option left
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* @option center
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* @option right
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* @desc How do you want the text to be aligned?
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* Default: center
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* @default right
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*
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* @param ---Lunatic Mode---
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*
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* @param Effect Code
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* @parent ---Lunatic Mode---
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* @type note
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* @desc LUNATIC MODE: This is the code used for each of the
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* plugin commands.
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* @default "// ------------\n// Pause/Resume\n// ------------\nif (data.match(/PAUSE/i)) {\n $gameTimer.pause();\n\n} else if (data.match(/RESUME/i)) {\n $gameTimer.resume();\n\n// -------------\n// Count Down/Up\n// -------------\n} else if (data.match(/(?:COUNTDOWN|COUNT DOWN)/i)) {\n $gameTimer.changeDirection(-1);\n\n} else if (data.match(/(?:COUNTUP|COUNT UP)/i)) {\n $gameTimer.changeDirection(1);\n\n} else if (data.match(/(?:COUNTOGGLE|COUNT TOGGLE)/i)) {\n $gameTimer.changeDirection(-1 * $gameTimer._direction);\n\n// -----------------\n// Increase/Decrease\n// -----------------\n} else if (data.match(/(?:INCREASE|DECREASE)/i)) {\n if (data.match(/DECREASE/i)) {\n var direction = -1;\n } else {\n var direction = 1;\n }\n var frames = 0;\n if (data.match(/(\\d+)[ ]FRAME/i)) {\n frames += parseInt(RegExp.$1);\n }\n if (data.match(/(\\d+)[ ]SEC/i)) {\n frames += parseInt(RegExp.$1) * 60;\n }\n if (data.match(/(\\d+)[ ]MIN/i)) {\n frames += parseInt(RegExp.$1) * 60 * 60;\n }\n if (data.match(/(\\d+)[ ](?:HR|HOUR)/i)) {\n frames += parseInt(RegExp.$1) * 60 * 60 * 60;\n }\n if (data.match(/(\\d+)[ ]DAY/i)) {\n frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24;\n }\n if (data.match(/(\\d+)[ ]WEEK/i)) {\n frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 7;\n }\n if (data.match(/(\\d+)[ ]MONTH/i)) {\n frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 30;\n }\n if (data.match(/(\\d+)[ ](?:YR|YEAR)/i)) {\n frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365;\n }\n if (data.match(/(\\d+)[ ]DECADE/i)) {\n frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 10;\n }\n if (data.match(/(\\d+)[ ]CENTUR/i)) {\n frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 100;\n }\n if (data.match(/(\\d+)[ ]MILLEN/i)) {\n frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 1000;\n }\n frames *= direction;\n $gameTimer.gainFrames(frames);\n\n// --------------------------------\n// Add new commands above this data\n// --------------------------------\n} else {\n // Do nothing\n}"
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*
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* @param Expire Code
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* @parent ---Lunatic Mode---
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* @type note
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* @desc LUNATIC MODE: Unique code that can be run when the
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* countdown timer expires.
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* @default "BattleManager.abort();"
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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_EventTimerControl');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.TimerSeparate = String(Yanfly.Parameters['SpritesetSplit']);
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Yanfly.Param.TimerSeparate = eval(Yanfly.Param.TimerSeparate);
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Yanfly.Param.TimerAlign = String(Yanfly.Parameters['TextAlign']);
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Yanfly.Param.TimerCode = JSON.parse(Yanfly.Parameters['Effect Code']);
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Yanfly.Param.TimerExpire = JSON.parse(Yanfly.Parameters['Expire Code']);
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//=============================================================================
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// Separate from Spriteset
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//=============================================================================
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if (Yanfly.Param.TimerSeparate) {
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Spriteset_Base.prototype.createTimer = function () {
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this._timerSprite = new Sprite_Timer();
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};
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Yanfly.Timer.Scene_Map_createDisplayObjects =
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Scene_Map.prototype.createDisplayObjects;
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Scene_Map.prototype.createDisplayObjects = function () {
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Yanfly.Timer.Scene_Map_createDisplayObjects.call(this);
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this.addChild(this._spriteset._timerSprite);
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};
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Yanfly.Timer.Scene_Battle_createDisplayObjects =
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Scene_Battle.prototype.createDisplayObjects;
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Scene_Battle.prototype.createDisplayObjects = function () {
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Yanfly.Timer.Scene_Battle_createDisplayObjects.call(this);
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this.addChild(this._spriteset._timerSprite);
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};
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}; // Yanfly.Param.TimerSeparate
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//=============================================================================
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// Game_Timer
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//=============================================================================
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Yanfly.Timer.Game_Timer_initialize = Game_Timer.prototype.initialize;
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Game_Timer.prototype.initialize = function () {
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Yanfly.Timer.Game_Timer_initialize.call(this);
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this._paused = false;
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this._direction = -1;
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};
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Game_Timer.prototype.update = function (sceneActive) {
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if (!sceneActive) return;
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if (!this._working) return;
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if (this._paused) return;
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if (this._frames <= 0) return;
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this._frames += this._direction;
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if (this._frames <= 0) this.onExpire();
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};
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Yanfly.Timer.Game_Timer_start = Game_Timer.prototype.start;
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Game_Timer.prototype.start = function (count) {
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Yanfly.Timer.Game_Timer_start.call(this, count);
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this._paused = false;
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};
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Yanfly.Timer.Game_Timer_stop = Game_Timer.prototype.stop;
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Game_Timer.prototype.stop = function () {
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Yanfly.Timer.Game_Timer_stop.call(this);
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this._paused = false;
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};
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Game_Timer.prototype.pause = function () {
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if (this._frames <= 0) return;
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this._paused = true;
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this._working = true;
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};
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Game_Timer.prototype.resume = function () {
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if (this._frames <= 0) return;
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this._paused = false;
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this._working = true;
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};
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Game_Timer.prototype.gainFrames = function (value) {
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this._frames = this._frames || 0;
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this._frames += value;
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this._working = true;
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};
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Game_Timer.prototype.changeDirection = function (value) {
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this._direction = value;
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this._working = true;
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if (value > 0) {
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this._frames = Math.max(this._frames, 1);
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}
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};
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Game_Timer.prototype.onExpire = function () {
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var code = Yanfly.Param.TimerExpire;
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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 TIMER CONTROL EXPIRE CODE ERROR');
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}
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};
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//=============================================================================
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// Sprite_Timer
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//=============================================================================
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Sprite_Timer.prototype.createBitmap = function () {
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this.bitmap = new Bitmap(144, 48);
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this.bitmap.fontSize = 32;
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};
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Sprite_Timer.prototype.timerText = function () {
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var hour = Math.floor(this._seconds / 60 / 60);
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var min = Math.floor(this._seconds / 60) % 60;
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var sec = this._seconds % 60;
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var text = min.padZero(2) + ':' + sec.padZero(2);
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if (hour > 0) text = Yanfly.Util.toGroup(hour) + ':' + text;
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return text;
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};
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Sprite_Timer.prototype.redraw = function () {
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var text = this.timerText();
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var width = this.bitmap.width;
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var height = this.bitmap.height;
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this.bitmap.clear();
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this.bitmap.drawText(text, 0, 0, width, height, Yanfly.Param.TimerAlign);
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};
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if (Yanfly.Param.TimerAlign === 'right') {
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Sprite_Timer.prototype.updatePosition = function () {
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this.x = Graphics.width - this.bitmap.width - 12;
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this.y = 0;
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};
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}; // Yanfly.Param.TimerAlign === 'right'
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//=============================================================================
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// Game_Interpreter
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//=============================================================================
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Yanfly.Timer.Game_Interpreter_pluginCommand =
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Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function (command, args) {
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Yanfly.Timer.Game_Interpreter_pluginCommand.call(this, command, args);
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if (command.match(/EVENTTIMER/i)) {
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var data = this.argsToString(args);
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var code = Yanfly.Param.TimerCode;
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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 TIMER CONTROL EFFECT CODE ERROR');
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}
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}
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};
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Game_Interpreter.prototype.argsToString = function (args) {
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var str = '';
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var length = args.length;
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for (var i = 0; i < length; ++i) {
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str += args[i] + ' ';
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}
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return str.trim();
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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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if (!Yanfly.Util.toGroup) {
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Yanfly.Util.toGroup = function (inVal) {
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return inVal;
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}
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}; // Yanfly.Util.toGroup
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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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// Default Effect Code
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//=============================================================================
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if (false) {
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// ------------
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// Pause/Resume
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// ------------
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if (data.match(/PAUSE/i)) {
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$gameTimer.pause();
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} else if (data.match(/RESUME/i)) {
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$gameTimer.resume();
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// -------------
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// Count Down/Up
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// -------------
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} else if (data.match(/(?:COUNTDOWN|COUNT DOWN)/i)) {
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$gameTimer.changeDirection(-1);
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} else if (data.match(/(?:COUNTUP|COUNT UP)/i)) {
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$gameTimer.changeDirection(1);
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} else if (data.match(/(?:COUNTOGGLE|COUNT TOGGLE)/i)) {
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$gameTimer.changeDirection(-1 * $gameTimer._direction);
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// -----------------
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// Increase/Decrease
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// -----------------
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} else if (data.match(/(?:INCREASE|DECREASE)/i)) {
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if (data.match(/DECREASE/i)) {
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var direction = -1;
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} else {
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var direction = 1;
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}
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var frames = 0;
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if (data.match(/(\d+)[ ]FRAME/i)) {
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frames += parseInt(RegExp.$1);
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}
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if (data.match(/(\d+)[ ]SEC/i)) {
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frames += parseInt(RegExp.$1) * 60;
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}
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if (data.match(/(\d+)[ ]MIN/i)) {
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frames += parseInt(RegExp.$1) * 60 * 60;
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}
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if (data.match(/(\d+)[ ](?:HR|HOUR)/i)) {
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frames += parseInt(RegExp.$1) * 60 * 60 * 60;
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}
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if (data.match(/(\d+)[ ]DAY/i)) {
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frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24;
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}
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if (data.match(/(\d+)[ ]WEEK/i)) {
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frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 7;
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}
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if (data.match(/(\d+)[ ]MONTH/i)) {
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frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 30;
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}
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if (data.match(/(\d+)[ ](?:YR|YEAR)/i)) {
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frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365;
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}
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if (data.match(/(\d+)[ ]DECADE/i)) {
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frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 10;
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}
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if (data.match(/(\d+)[ ]CENTUR/i)) {
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frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 100;
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}
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if (data.match(/(\d+)[ ]MILLEN/i)) {
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frames += parseInt(RegExp.$1) * 60 * 60 * 60 * 24 * 365 * 1000;
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}
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frames *= direction;
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$gameTimer.gainFrames(frames);
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// --------------------------------
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// Add new commands above this data
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// --------------------------------
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} else {
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// Do nothing
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}
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}; // Default Effect Code
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//=============================================================================
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// End of File
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//=============================================================================
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