394 lines
14 KiB
JavaScript
394 lines
14 KiB
JavaScript
//=============================================================================
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// Yanfly Engine Plugins - Smart Jump
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// YEP_SmartJump.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_SmartJump = true;
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var Yanfly = Yanfly || {};
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Yanfly.Jump = Yanfly.Jump || {};
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Yanfly.Jump.version = 1.03
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//=============================================================================
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/*:
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* @plugindesc v1.03 Adds a plugin command that enables smart jumping
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* where the player cannot jump into illegal areas.
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* @author Yanfly Engine Plugins
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*
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* @param Illegal Regions
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* @desc These are the region ID's the player cannot jump on
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* or past. Separate each region with a space.
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* @default 0
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*
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* @param Illegal Regions List
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* @type number[]
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* @desc These are the region ID's the player cannot jump on
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* or past. Use with MV 1.5.0+
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* @default []
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*
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* @param Equal Regions
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* @desc These are region ID's the player can only jump onto if
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* the tile they're standing on matches the target region.
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* @default 0
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*
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* @param Equal Regions List
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* @type number[]
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* @desc These are region ID's the player can only jump onto if
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* the tile they're standing matches the target. 1.5.0+
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* @default []
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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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* For those that may have made their own Jump system before with events, you
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* may have come across the problem of being able to jump off the map, into
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* places you're not supposed to go, or even on top of events that shouldn't be
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* allowed to go on top of. This plugin helps faciliate eventing a Jump system
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* for your RPG Maker game by introducing Smart Jumps.
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*
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* Smart Jumps will allow you to jump over areas, but will limit you from
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* jumping on top of places you can't go, on top of normal priority events, and
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* set up boundaries (such as walls) that you normally cannot jump past.
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*
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* ============================================================================
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* Instructions - Setting Up Smart Jumps
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* ============================================================================
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*
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* Use the Plugin Command 'SmartJump' to make the player character perform a
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* Smart Jump.
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*
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* Inside the plugin parameters, mark the Illegal Regions your player cannot
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* jump past or on and then draw them on the map. Alternatively, you can mark
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* certain tile types within the Database > Tileset tab and use Terrain Tags to
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* restrict where the player cannot jump.
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*
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* ============================================================================
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* Instructions - Equal Regions
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* ============================================================================
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*
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* For those of you who would like to make a height factor for your maps and
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* would like to maintain a jump system with that height factor, Equal Regions
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* will help out with that. List all the region ID's you'd like to use to mark
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* height within the 'Equal Regions' plugin parameter. You can insert multiple
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* regions. Separate them with a space.
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*
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* When the player is standing on a region that's listed in the Equal Regions
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* plugin parameter and attempts to smart jump onto an area blocked by tileset
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* passability, if the region the player is jumping from is the same region ID
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* as the region the player intends to go through, the jump becomes legal.
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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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* You can use these notetags to set up what Terrain Tags that the player can't
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* jump on or past.
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*
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* Tileset Notetags:
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*
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* <Illegal Jump: x>
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* <Illegal Jump: x, x, x>
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* <Illegal Jump: x to y>
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* Replace x with the terrain tags you want to forbid the player from going
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* past or landing on while doing Smart Jumps.
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*
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* Event Notetag:
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*
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* <Illegal Jump>
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* This will prevent the player from being able to jump on or over this
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* event while doing Smart Jumps. If the event is set to Through mode, then
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* the player can jump through or onto the event.
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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 1.03:
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* - Updated for RPG Maker MV version 1.5.0.
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* - Added 'Illegal Regions List' and 'Equal Regions List' parameters for 1.5.0
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* simplified usage.
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*
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* Version 1.02:
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* - Fixed a bug that allowed you to perform a smart jump from above a tile
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* that requires equal regions.
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*
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* Version 1.01:
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* - Added 'Equal Regions' plugin parameter. This is a unique region area. More
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* of it will be explained in the instructions.
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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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//=============================================================================
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// Parameter Variables
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//=============================================================================
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Yanfly.Parameters = PluginManager.parameters('YEP_SmartJump');
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.JumpIllegalRegion = String(Yanfly.Parameters['Illegal Regions']);
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Yanfly.Param.JumpEqualRegion = String(Yanfly.Parameters['Equal Regions']);
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Yanfly.createSmartJumpRegions = function() {
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var regions = Yanfly.Param.JumpIllegalRegion.split(' ');
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var length = regions.length;
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Yanfly.Param.JumpIllegalRegion = [];
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for (var i = 0; i < length; ++i) {
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Yanfly.Param.JumpIllegalRegion[i] = parseInt(regions[i]);
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}
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var data = JSON.parse(Yanfly.Parameters['Illegal Regions List'] || '[]');
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var length = data.length;
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for (var i = 0; i < length; ++i) {
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Yanfly.Param.JumpIllegalRegion.push(parseInt(data[i]));
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}
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var regions = Yanfly.Param.JumpEqualRegion.split(' ');
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var length = regions.length;
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Yanfly.Param.JumpEqualRegion = [];
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for (var i = 0; i < length; ++i) {
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Yanfly.Param.JumpEqualRegion[i] = parseInt(regions[i]);
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}
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var data = JSON.parse(Yanfly.Parameters['Equal Regions List'] || '[]');
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var length = data.length;
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for (var i = 0; i < length; ++i) {
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Yanfly.Param.JumpEqualRegion.push(parseInt(data[i]));
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}
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};
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Yanfly.createSmartJumpRegions();
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//=============================================================================
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// DataManager
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//=============================================================================
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Yanfly.Jump.DataManager_isDatabaseLoaded = DataManager.isDatabaseLoaded;
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DataManager.isDatabaseLoaded = function() {
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if (!Yanfly.Jump.DataManager_isDatabaseLoaded.call(this)) return false;
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this.processJumpNotetags1($dataTilesets);
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return true;
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};
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DataManager.processJumpNotetags1 = function(group) {
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var note1a = /<(?:ILLEGAL JUMP):[ ]*(\d+(?:\s*,\s*\d+)*)>/i;
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var note1b = /<(?:ILLEGAL JUMP):[ ](\d+)[ ](?:THROUGH|to)[ ](\d+)>/i;
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for (var n = 1; n < group.length; n++) {
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var obj = group[n];
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var notedata = obj.note.split(/[\r\n]+/);
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obj.illegalJumpTag = [];
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for (var i = 0; i < notedata.length; i++) {
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var line = notedata[i];
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if (line.match(note1a)) {
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var array = JSON.parse('[' + RegExp.$1.match(/\d+/g) + ']');
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obj.illegalJumpTag = obj.illegalJumpTag.concat(array);
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} else if (line.match(note1b)) {
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var range = Yanfly.Util.getRange(parseInt(RegExp.$1),
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parseInt(RegExp.$2));
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obj.illegalJumpTag = obj.illegalJumpTag.concat(range);
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}
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}
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}
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};
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DataManager.processJumpNotetags2 = function(obj) {
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var notedata = obj.note.split(/[\r\n]+/);
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obj.illegalJump = false;
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for (var i = 0; i < notedata.length; i++) {
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var line = notedata[i];
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if (line.match(/<(?:ILLEGAL JUMP)>/i)) {
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obj.illegalJump = true;
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}
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}
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};
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//=============================================================================
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// Game_CharacterBase
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//=============================================================================
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Game_CharacterBase.prototype.smartJump = function(distance) {
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if (distance === 0) return this.jump(0, 0);
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this.setupSmartJump(this.getSmartJumpDistance(distance));
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};
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Game_CharacterBase.prototype.setupSmartJump = function(distance) {
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if (this._direction === 2) {
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this.jump(0, distance);
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} else if (this._direction === 4) {
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this.jump(-distance, 0);
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} else if (this._direction === 6) {
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this.jump(distance, 0);
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} else if (this._direction === 8) {
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this.jump(0, -distance);
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}
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};
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Game_CharacterBase.prototype.getSmartJumpDistance = function(distance) {
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if (this._direction === 2) {
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for (var i = 0; i < distance; ++i) {
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if (this.isSmartJumpIllegalRegion(this.x, this.y + i + 1)) {
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distance = i;
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break;
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}
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}
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} else if (this._direction === 4) {
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for (var i = 0; i < distance; ++i) {
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if (this.isSmartJumpIllegalRegion(this.x - i - 1, this.y)) {
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distance = i;
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break;
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}
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}
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} else if (this._direction === 6) {
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for (var i = 0; i < distance; ++i) {
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if (this.isSmartJumpIllegalRegion(this.x + i + 1, this.y)) {
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distance = i;
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break;
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}
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}
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} else if (this._direction === 8) {
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for (var i = 0; i < distance; ++i) {
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if (this.isSmartJumpIllegalRegion(this.x, this.y - i - 1)) {
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distance = i;
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break;
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}
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}
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}
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return this.calcSmartJumpDistance(distance);
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};
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Game_CharacterBase.prototype.isSmartJumpIllegalRegion = function(x, y) {
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if (x < 0 || y < 0) return true;
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if (x > $gameMap.width() - 1 || y > $gameMap.height() - 1) return true;
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if (this.isThrough()) return false;
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var regionId = $gameMap.regionId(x, y);
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if (Yanfly.Param.JumpEqualRegion.contains(regionId)) {
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if (this.regionId() === regionId) return false;
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}
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if (regionId > 0 && Yanfly.Param.JumpIllegalRegion.contains(regionId)) {
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return true;
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}
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var tileset = $gameMap.tileset();
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if (tileset && tileset.illegalJumpTag.contains($gameMap.terrainTag(x, y))) {
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return true;
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}
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var events = $gameMap.eventsXy(x, y);
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var length = events.length;
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for (var i = 0; i < length; ++i) {
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var ev = events[i];
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if (!ev) continue;
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if (ev.isThrough()) continue;
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if (ev.isSmartJumpBlocked()) return true;
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}
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return false;
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};
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Game_CharacterBase.prototype.calcSmartJumpDistance = function(distance) {
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var max = distance;
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var value = 0;
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if (this._direction === 2) {
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for (var i = 0; i < max; ++i) {
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if (this.isSmartJumpValid(this.x, this.y + max - i)) {
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value = max - i;
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break;
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}
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}
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} else if (this._direction === 4) {
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for (var i = 0; i < max; ++i) {
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if (this.isSmartJumpValid(this.x - max + i, this.y)) {
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value = max - i;
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break;
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}
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}
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} else if (this._direction === 6) {
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for (var i = 0; i < max; ++i) {
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if (this.isSmartJumpValid(this.x + max - i, this.y)) {
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value = max - i;
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break;
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}
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}
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} else if (this._direction === 8) {
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for (var i = 0; i < max; ++i) {
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if (this.isSmartJumpValid(this.x, this.y - max + i)) {
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value = max - i;
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break;
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}
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}
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}
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return value;
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};
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Game_CharacterBase.prototype.isSmartJumpValid = function(x, y) {
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if (this.isThrough()) return true;
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var events = $gameMap.eventsXyNt(x, y);
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var length = events.length;
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var regionId = $gameMap.regionId(x, y);
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if (Yanfly.Param.JumpEqualRegion.contains(regionId)) {
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if (this.regionId() !== regionId) return false;
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}
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for (var i = 0; i < length; ++i) {
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var ev = events[i];
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if (!ev) continue;
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if (ev.isThrough()) continue;
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if (ev.isNormalPriority()) return false;
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if (ev.isSmartJumpBlocked()) return false;
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}
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var regionId = $gameMap.regionId(x, y);
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if (regionId > 0 && Yanfly.Param.JumpEqualRegion.contains(regionId)) {
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if (this.regionId() === regionId) return true;
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}
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return $gameMap.isPassable(x, y, this._direction);
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};
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//=============================================================================
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// Game_Event
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//=============================================================================
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Yanfly.Jump.Game_Event_setupPageSettings =
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Game_Event.prototype.setupPageSettings;
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Game_Event.prototype.setupPageSettings = function() {
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Yanfly.Jump.Game_Event_setupPageSettings.call(this);
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DataManager.processJumpNotetags2(this.event());
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};
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Game_Event.prototype.isSmartJumpBlocked = function() {
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if (this.event().illegalJump === undefined) {
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DataManager.processJumpNotetags2(this.event());
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}
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return this.event().illegalJump;
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};
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//=============================================================================
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// Game_Interpreter
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//=============================================================================
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Yanfly.Jump.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.Jump.Game_Interpreter_pluginCommand.call(this, command, args);
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if (command === 'SmartJump') {
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$gamePlayer.smartJump(parseInt(args[0]));
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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.getRange = function(n, m) {
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var result = [];
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for (var i = n; i <= m; ++i) result.push(i);
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return result;
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};
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//=============================================================================
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// End of File
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//=============================================================================
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