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

480 lines
No EOL
16 KiB
JavaScript

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