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//=============================================================================
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// Yanfly Engine Plugins - Event Chase Player
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// YEP_EventChasePlayer.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_EventChasePlayer = true;
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var Yanfly = Yanfly || {};
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Yanfly.ECP = Yanfly.ECP || {};
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Yanfly.ECP.version = 1.05;
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//=============================================================================
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/*:
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* @plugindesc v1.05 事件追逐☁️
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* @author Yanfly Engine Plugins
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*
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* @param Sight Lock
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* @text 瞄准器
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* @desc This is the number of frames for how long an event chases
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* the player if 'this._seePlayer = true' is used.
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* @default 300
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*
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* @param See Player
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* @text 见玩家
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* @desc Does the event have to be able to see the player by default?
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* NO - false YES - true
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* @default true
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*
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* @param Alert Timer
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* @text 警报计时器
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* @desc This is the number of frames that must occur before the
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* alert balloon will show up on the same event.
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* @default 120
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*
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* @param Alert Balloon
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* @text 警示气球
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* @desc This is the default balloon used when the player is seen.
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* Refer to balloon ID's.
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* @default 1
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*
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* @param Alert Sound
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* @text 警报声
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* @desc This is the default sound played when the player is seen.
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* @default Attack1
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*
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* @param Alert Common Event
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* @text 警报常见事件
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* @desc The default common event played when the player is seen.
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* Use 0 if you do not wish to use a Common Event.
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* @default 0
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*
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* @param Return After
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* @text 之后返回
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* @desc After chasing/fleeing from a player, the event returns
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* to its original spot. NO - false YES - true
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* @default true
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*
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* @param Return Wait
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* @text 返回等待
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* @desc The frames to wait after finishing a chase/flee.
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* @default 180
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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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* 目前事件只拥有传统乏味的移动行为。他们站在一个地方,追寻你,远离你,随
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* 机移动,或者在一个设定路径行走。这个插件让你的事件可以迅速切换靠近角色
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* 和远离角色.
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* 在你靠近事件范围或者事件看到角色时,这个插件可以让你的事件追寻或者逃离
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* 角色。
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*
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* ============================================================================
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* How to Use
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* ============================================================================
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*
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* 把下面这些脚本语句插入事件移动路线里,让其生效。
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*
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* Note: This doesn’t work with players.注意:这些对角色不生效。
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*
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* Script Call lines
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* this._chaseRange = x 如果角色距离事件x,事件追逐角色。
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* this._fleeRange = x 如果角色距离事件x,事件逃离角色。
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* this._chaseSpeed = x 事件追逐速度
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* this._fleeSpeed = x 事件逃离速度
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* this._sightLock = x 事件追逐或者逃离角色时间
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* this._seePlayer = true 需要事件能够看到角色
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* this._seePlayer = false 不需要事件能够看到角色
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* this._alertBalloon = x 当看到角色时弹出对白框
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* this._alertSound = x 当看到角色时播放音乐
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* this._alertSoundVol = x 当看到角色时播放音乐的音量
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* this._alertSoundPitch = x The pitch used by the alert sound.
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* this._alertSoundPan = x The pan used by the alert sound.
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* this._alertCommonEvent = x 当看到角色时执行公共事件
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* this._returnAfter = true Returns the event back to its original spot.
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* this._returnAfter = false Event stays where it is when finished chasing.
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* this._returnWait = x How long event waits after finishing chase/flee.
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*
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* 这个最适合用来自定义移动路线的速度。记住这个效果需要事件被设置为移动
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* 这意味着载入地图时,如果事件没有被载入命令,这个事件永远不会追逐角色。
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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 1.05:
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* - Optimization update.
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*
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* Version 1.04:
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* - Fixed a bug with this._seePlayer causing them to see stealthed players.
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*
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* Version 1.03:
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* - Improved pathfinding for chasing events. They will get stuck less by walls
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* and/or events that may be blocking the event.
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* - Added random factor for fleeing events. Fleeing events won't simply just
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* run away 180 degrees away from the player. They will sometimes move in a
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* random direction.
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*
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* Version 1.02:
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* - Added 'Return After' parameter where events will return to their original
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* spot after chasing/fleeing from a player.
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* - Added 'Return Wait' parameter to determine how long an event will wait in
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* place before returning after a finished chase/flee.
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* - Added 'this._returnAfter' and 'this._returnWait' to the list of available
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* movement route script calls.
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*
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* Version 1.01:
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* - Added 'this._alertSoundPitch' 'this._alertSoundVol' 'this._alertSoundPan'
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* to the settings you can alter to adjust the alert sound.
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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_EventChasePlayer");
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Yanfly.Param = Yanfly.Param || {};
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Yanfly.Param.ECPSightLock = Number(Yanfly.Parameters["Sight Lock"]);
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Yanfly.Param.ECPSeePlayer = String(Yanfly.Parameters["See Player"]);
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Yanfly.Param.ECPSeePlayer = eval(Yanfly.Param.ECPSeePlayer);
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Yanfly.Param.ECPAlertTimer = Number(Yanfly.Parameters["Alert Timer"]);
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Yanfly.Param.ECPAlertBalloon = Number(Yanfly.Parameters["Alert Balloon"]);
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Yanfly.Param.ECPAlertSound = String(Yanfly.Parameters["Alert Sound"]);
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Yanfly.Param.ECPAlertEvent = Number(Yanfly.Parameters["Alert Common Event"]);
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Yanfly.Param.ECPReturn = eval(String(Yanfly.Parameters["Return After"]));
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Yanfly.Param.ECPReturnWait = Number(Yanfly.Parameters["Return Wait"]);
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//=============================================================================
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// Main Code
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//=============================================================================
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Yanfly.ECP.Game_Event_setupPage = Game_Event.prototype.setupPage;
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Game_Event.prototype.setupPage = function () {
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Yanfly.ECP.Game_Event_setupPage.call(this);
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this.clearChaseSettings();
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};
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Game_Event.prototype.clearChaseSettings = function () {
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this._alertBalloon = Yanfly.Param.ECPAlertBalloon;
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this._alertCommonEvent = Yanfly.Param.ECPAlertEvent;
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this._alertLock = 0;
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this._alertPlayer = false;
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this._alertSound = Yanfly.Param.ECPAlertSound;
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this._alertSoundVol = 100;
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this._alertSoundPitch = 100;
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this._alertSoundPan = 0;
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this._alertTimer = 0;
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this._chasePlayer = false;
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this._chaseRange = 0;
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this._chaseSpeed = this._moveSpeed;
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this._defaultSpeed = this._moveSpeed;
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this._fleePlayer = false;
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this._fleeRange = 0;
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this._fleeSpeed = this._moveSpeed;
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this._seePlayer = Yanfly.Param.ECPSeePlayer;
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this._sightLock = Yanfly.Param.ECPSightLock;
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this._returnAfter = Yanfly.Param.ECPReturn;
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this._returnWait = Yanfly.Param.ECPReturnWait;
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this._returnPhase = false;
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this._returnFrames = 0;
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this._startLocationX = this.x;
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this._startLocationY = this.y;
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this._startLocationDir = this._direction;
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};
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Yanfly.ECP.Game_Event_updateSelfMovement = Game_Event.prototype.updateSelfMovement;
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Game_Event.prototype.updateSelfMovement = function () {
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if (Imported.YEP_StopAllMove && $gameSystem.isEventMoveStopped()) return;
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this.updateChaseDistance();
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this.updateFleeDistance();
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this.updateChaseMovement();
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};
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Yanfly.ECP.Game_Event_update = Game_Event.prototype.update;
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Game_Event.prototype.update = function () {
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Yanfly.ECP.Game_Event_update.call(this);
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this.updateAlert();
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this.updateReturnPhase();
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};
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Game_Event.prototype.canSeePlayer = function () {
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if (!this._seePlayer) return false;
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var sx = this.deltaXFrom($gamePlayer.x);
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var sy = this.deltaYFrom($gamePlayer.y);
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if (Math.abs(sx) > Math.abs(sy)) {
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var direction = sx > 0 ? 4 : 6;
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} else {
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var direction = sy > 0 ? 8 : 2;
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}
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if (direction === this.direction()) {
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this._alertLock = this._sightLock;
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return true;
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}
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return false;
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};
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Game_Event.prototype.updateChaseDistance = function () {
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if (this._erased) return;
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if (this._chaseRange <= 0) return;
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var dis = Math.abs(this.deltaXFrom($gamePlayer.x));
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dis += Math.abs(this.deltaYFrom($gamePlayer.y));
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if (this.chaseConditions(dis)) {
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this.startEventChase();
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} else if (this._chasePlayer) {
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this.endEventChase();
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}
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};
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Game_Event.prototype.chaseConditions = function (dis) {
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if (dis <= this._chaseRange && this.nonSeePlayer()) {
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this._alertLock = this._sightLock;
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return true;
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}
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if (this._alertLock > 0) return true;
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if (dis <= this._chaseRange && this.canSeePlayer()) return true;
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return false;
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};
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Game_Event.prototype.nonSeePlayer = function () {
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if (Imported.YEP_X_EventChaseStealth) {
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if (this.meetStealthModeConditions()) {
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this.stealthClearChaseSettings();
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this._stopCount = 0;
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return false;
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}
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}
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return !this._seePlayer;
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};
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Game_Event.prototype.startEventChase = function () {
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this._chasePlayer = true;
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this.setMoveSpeed(this._chaseSpeed);
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};
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Game_Event.prototype.endEventChase = function () {
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this._chasePlayer = false;
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this.setMoveSpeed(this._defaultSpeed);
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if (this._alertTimer <= 0) this._alertPlayer = false;
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this.startReturnPhase();
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};
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Game_Event.prototype.updateFleeDistance = function () {
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if (this._erased) return;
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if (this._fleeRange <= 0) return;
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var dis = Math.abs(this.deltaXFrom($gamePlayer.x));
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dis += Math.abs(this.deltaYFrom($gamePlayer.y));
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if (this.fleeConditions(dis)) {
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this.startEventFlee();
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} else if (this._fleePlayer) {
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this.endEventFlee();
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}
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};
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Game_Event.prototype.fleeConditions = function (dis) {
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if (this._alertLock > 0) return true;
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if (dis <= this._fleeRange && this.canSeePlayer()) return true;
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if (dis <= this._fleeRange && !this._seePlayer) {
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this._alertLock = this._sightLock;
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return true;
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}
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return false;
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};
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Game_Event.prototype.startEventFlee = function () {
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this._fleePlayer = true;
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this.setMoveSpeed(this._fleeSpeed);
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};
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Game_Event.prototype.endEventFlee = function () {
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this._fleePlayer = false;
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this.setMoveSpeed(this._defaultSpeed);
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if (this._alertTimer <= 0) this._alertPlayer = false;
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this.startReturnPhase();
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};
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Game_Event.prototype.updateChaseMovement = function () {
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if (this._stopCount > 0 && this._chasePlayer) {
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var direction = this.findDirectionTo($gamePlayer.x, $gamePlayer.y);
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if (direction > 0) this.moveStraight(direction);
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} else if (this._stopCount > 0 && this._fleePlayer) {
|
|
|
|
|
this.updateFleeMovement();
|
|
|
|
|
} else if (this._returnPhase) {
|
|
|
|
|
this.updateMoveReturnAfter();
|
|
|
|
|
} else {
|
|
|
|
|
Yanfly.ECP.Game_Event_updateSelfMovement.call(this);
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.updateFleeMovement = function () {
|
|
|
|
|
switch (Math.randomInt(6)) {
|
|
|
|
|
case 0:
|
|
|
|
|
case 1:
|
|
|
|
|
case 2:
|
|
|
|
|
case 3:
|
|
|
|
|
case 4:
|
|
|
|
|
this.moveAwayFromPlayer();
|
|
|
|
|
break;
|
|
|
|
|
case 5:
|
|
|
|
|
this.moveRandom();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.updateAlert = function () {
|
|
|
|
|
if (this._erased) return;
|
|
|
|
|
this._alertLock--;
|
|
|
|
|
if (this.alertConditions()) this.activateAlert();
|
|
|
|
|
if (this._alertPlayer) this._alertTimer--;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.alertConditions = function () {
|
|
|
|
|
return (this._chasePlayer || this._fleePlayer) && !this._alertPlayer;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.activateAlert = function () {
|
|
|
|
|
if (this._alertBalloon >= 0) this.requestBalloon(this._alertBalloon);
|
|
|
|
|
this._alertPlayer = true;
|
|
|
|
|
this._alertTimer = Yanfly.Param.ECPAlertTimer;
|
|
|
|
|
this.playAlertSound();
|
|
|
|
|
this.playAlertCommonEvent();
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.playAlertSound = function () {
|
|
|
|
|
if (this._alertSound === "") return;
|
|
|
|
|
var sound = {
|
|
|
|
|
name: this._alertSound,
|
|
|
|
|
volume: this._alertSoundVol,
|
|
|
|
|
pitch: this._alertSoundPitch,
|
|
|
|
|
pan: this._alertSoundPan,
|
|
|
|
|
};
|
|
|
|
|
AudioManager.playSe(sound);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.playAlertCommonEvent = function () {
|
|
|
|
|
if (this._alertCommonEvent <= 0) return;
|
|
|
|
|
$gameTemp.reserveCommonEvent(this._alertCommonEvent);
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.startReturnPhase = function () {
|
|
|
|
|
if (!this._returnAfter) return;
|
|
|
|
|
this._returnPhase = true;
|
|
|
|
|
this._returnFrames = this._returnWait;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.updateReturnPhase = function () {
|
|
|
|
|
if (this._returnPhase) this._returnFrames--;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
Game_Event.prototype.updateMoveReturnAfter = function () {
|
|
|
|
|
if (this._returnFrames > 0) return;
|
|
|
|
|
var sx = this.deltaXFrom(this._startLocationX);
|
|
|
|
|
var sy = this.deltaYFrom(this._startLocationY);
|
|
|
|
|
if (Math.abs(sx) > Math.abs(sy)) {
|
|
|
|
|
if (Math.randomInt(6) <= 4) {
|
|
|
|
|
this.moveStraight(sx > 0 ? 4 : 6);
|
|
|
|
|
if (!this.isMovementSucceeded() && sy !== 0) {
|
|
|
|
|
this.moveStraight(sy > 0 ? 8 : 2);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this.moveRandom();
|
|
|
|
|
}
|
|
|
|
|
} else if (sy !== 0) {
|
|
|
|
|
if (Math.randomInt(6) <= 4) {
|
|
|
|
|
this.moveStraight(sy > 0 ? 8 : 2);
|
|
|
|
|
if (!this.isMovementSucceeded() && sx !== 0) {
|
|
|
|
|
this.moveStraight(sx > 0 ? 4 : 6);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
this.moveRandom();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (sx === 0 && sy === 0) {
|
|
|
|
|
this._returnPhase = false;
|
|
|
|
|
this._returnFrames = 0;
|
|
|
|
|
this._direction = this._startLocationDir;
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
// End of File
|
|
|
|
|
//=============================================================================
|