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//=============================================================================
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// Yanfly Engine Plugins - Event Encounter Aid
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// YEP_EventEncounterAid.js
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//=============================================================================
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var Imported = Imported || {};
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Imported.YEP_EventEncounter = true;
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var Yanfly = Yanfly || {};
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Yanfly.EEA = Yanfly.EEA || {};
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//=============================================================================
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/*:
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* @plugindesc v1.00 事件遭遇助手
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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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* 对于想要设置明雷的玩家,你也许发现很难设置偷袭事件。这个插件通过不同情
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* 况的脚步很方便的事件和玩家所处位置
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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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* 你可以把这些标签放在任何一个事件页顶部,这些事件将会开启事件遭遇的特殊
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* 效果.
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*
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* 事件标签:
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*
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* <Encounter Lock>
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* <Encounter Direction Lock>
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* - 这将让事件不会马上面对玩家,而是检查面对方向
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*
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* <Follower Touch>
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* <Follower Trigger>
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* -这将允许事件被跟随者触发
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*
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* ============================================================================
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* Event - Conditional Branch - Script Calls
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* ============================================================================
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*
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* 你可以使用下面的脚本:
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*
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* Script Calls
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*
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* this.checkEventFacingPlayerFront()
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* - 事件在玩家前面
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*
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* this.checkEventFacingPlayerBack()
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* - 事件在玩家后面
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*
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* this.checkEventFacingPlayerSide()
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* - 事件在玩家侧面
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*
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* this.checkPlayerFacingEventFront()
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* - 玩家在事件前面
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*
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* this.checkPlayerFacingEventBack()
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* - 玩家在事件后面
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*
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* this.checkPlayerFacingEventSide()
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* - 玩家在事件侧面
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* 请确保拼写正确,他们是很严格的语句。
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* Make sure these are spelled correctly. They are also case-sensitive. This
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* means that even if you were to misspell or put a single letter in the wrong
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* case, the effect will cease to work as this is code we're dealing with.
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*/
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//=============================================================================
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//=============================================================================
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// DataManager
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//=============================================================================
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DataManager.processEEANotetags1 = function (obj) {
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var notedata = obj.note.split(/[\r\n]+/);
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obj.encounterDirectionLock = false;
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obj.encounterFollowerTrigger = 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(/<(?:ENCOUNTER LOCK|ENCOUNTER DIRECTION LOCK)>/i)) {
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obj.encounterDirectionLock = true;
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}
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if (line.match(/<(?:FOLLOWER TRIGGER|FOLLOWER TOUCH)>/i)) {
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obj.encounterFollowerTrigger = 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.debugShowDirections = function (ev) {
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return;
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console.log(" This X: " + this.x + ", This Y: " + this.y);
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console.log("Event X: " + ev.x + ", Event Y: " + ev.y);
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};
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Game_CharacterBase.prototype.isFacingTowards = function (ev) {
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switch (this.direction()) {
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case 1: // Down Left
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return [8, 9, 6].contains(ev.direction());
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break;
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case 2: // Down
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return [7, 8, 9].contains(ev.direction());
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break;
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case 3: // Down Right
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return [4, 7, 8].contains(ev.direction());
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break;
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case 4: // Left
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return [9, 6, 3].contains(ev.direction());
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break;
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case 6: // Right
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return [7, 4, 1].contains(ev.direction());
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break;
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case 7: // Up Left
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return [2, 3, 6].contains(ev.direction());
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break;
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case 8: // Up
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return [1, 2, 3].contains(ev.direction());
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break;
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case 9: // Up Right
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return [4, 1, 2].contains(ev.direction());
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break;
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}
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return false;
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};
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Game_CharacterBase.prototype.isFacingAway = function (ev) {
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switch (this.direction()) {
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case 1: // Down Left
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return [4, 1, 2].contains(ev.direction());
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break;
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case 2: // Down
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return [1, 2, 3].contains(ev.direction());
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break;
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case 3: // Down Right
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return [2, 3, 6].contains(ev.direction());
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break;
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case 4: // Left
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return [7, 4, 1].contains(ev.direction());
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break;
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case 6: // Right
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return [9, 6, 3].contains(ev.direction());
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break;
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case 7: // Up Left
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return [4, 7, 8].contains(ev.direction());
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break;
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case 8: // Up
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return [7, 8, 9].contains(ev.direction());
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break;
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case 9: // Up Right
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return [8, 9, 6].contains(ev.direction());
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break;
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}
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return false;
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};
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Game_CharacterBase.prototype.isFacingSideways = function (ev) {
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switch (this.direction()) {
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case 1: // Down Left
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return [4, 7, 8, 2, 3, 6].contains(ev.direction());
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break;
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case 2: // Down
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return [7, 4, 1, 9, 6, 3].contains(ev.direction());
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break;
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case 3: // Down Right
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return [4, 1, 2, 8, 9, 6].contains(ev.direction());
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break;
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case 4: // Left
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return [7, 8, 9, 1, 2, 3].contains(ev.direction());
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break;
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case 6: // Right
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return [7, 8, 9, 1, 2, 3].contains(ev.direction());
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break;
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case 7: // Up Left
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return [4, 1, 2, 8, 9, 6].contains(ev.direction());
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break;
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case 8: // Up
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return [7, 4, 1, 9, 6, 3].contains(ev.direction());
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break;
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case 9: // Up Right
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return [4, 7, 8, 2, 3, 6].contains(ev.direction());
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break;
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}
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return false;
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};
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Game_CharacterBase.prototype.isPositionFrontOf = function (ev) {
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this.debugShowDirections(ev);
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switch (this.direction()) {
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case 1: // Down Left
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return ev.y > this.y;
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break;
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case 2: // Down
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return ev.y > this.y;
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break;
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case 3: // Down Right
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return ev.y > this.y;
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break;
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case 4: // Left
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return ev.x < this.x;
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break;
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case 6: // Right
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return ev.x > this.x;
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break;
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case 7: // Up Left
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return ev.y < this.y;
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break;
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case 8: // Up
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return ev.y < this.y;
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break;
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case 9: // Up Right
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return ev.y < this.y;
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break;
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}
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return false;
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};
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Game_CharacterBase.prototype.isPositionBackOf = function (ev) {
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this.debugShowDirections(ev);
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switch (this.direction()) {
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case 1: // Down Left
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return ev.y < this.y;
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break;
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case 2: // Down
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return ev.y < this.y;
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break;
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case 3: // Down Right
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return ev.y < this.y;
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break;
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case 4: // Left
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return ev.x > this.x;
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break;
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case 6: // Right
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return ev.x < this.x;
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break;
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case 7: // Up Left
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return ev.y > this.y;
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break;
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case 8: // Up
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return ev.y > this.y;
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break;
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case 9: // Up Right
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return ev.y > this.y;
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break;
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}
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return false;
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};
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Game_CharacterBase.prototype.isPositionSideOf = function (ev) {
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this.debugShowDirections(ev);
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switch (this.direction()) {
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case 1: // Down Left
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return (this.x < ev.x && this.y > ev.y) || (this.x > ev.x && this.y < ev.y);
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break;
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case 2: // Down
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return this.x !== ev.x;
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break;
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case 3: // Down Right
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return (this.x > ev.x && this.y > ev.y) || (this.x < ev.x && this.y < ev.y);
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break;
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case 4: // Left
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return this.y !== ev.y;
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break;
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case 6: // Right
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return this.y !== ev.y;
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break;
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case 7: // Up Left
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return (this.x > ev.x && this.y > ev.y) || (this.x < ev.x && this.y < ev.y);
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break;
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case 8: // Up
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return this.x !== ev.x;
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break;
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case 9: // Up Right
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return (this.x < ev.x && this.y > ev.y) || (this.x > ev.x && this.y < ev.y);
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break;
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}
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return false;
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};
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//=============================================================================
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// Game_Event
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//=============================================================================
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Yanfly.EEA.Game_Event_start = Game_Event.prototype.start;
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Game_Event.prototype.start = function () {
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if (this.isEncounterDirectionLocked()) {
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var list = this.list();
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if (list && list.length > 1) {
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this._starting = true;
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if (this.isTriggerIn([0, 1, 2])) this.encounterLock();
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}
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} else {
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Yanfly.EEA.Game_Event_start.call(this);
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}
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};
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Game_Event.prototype.encounterLock = function () {
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this._prelockDirection = this.direction();
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this._locked = true;
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};
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Game_Event.prototype.isEncounterDirectionLocked = function () {
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if (this.event().encounterDirectionLock === undefined) {
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DataManager.processEEANotetags1(this.event());
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}
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return this.event().encounterDirectionLock;
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};
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Yanfly.EEA.Game_Event_checkEventTriggerTouch = Game_Event.prototype.checkEventTriggerTouch;
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Game_Event.prototype.checkEventTriggerTouch = function (x, y) {
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Yanfly.EEA.Game_Event_checkEventTriggerTouch.call(this, x, y);
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if ($gameMap.isEventRunning()) return;
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if (this._trigger !== 2) return;
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if (!this.isFollowerTriggerTouch()) return;
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if (this.isJumping()) return;
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if (!this.isNormalPriority()) return;
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var followers = $gamePlayer.followers().visibleFollowers();
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var length = followers.length;
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for (var i = 0; i < length; ++i) {
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var follower = followers[i];
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if (follower && follower.pos(x, y)) this.start();
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}
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};
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Game_Event.prototype.isFollowerTriggerTouch = function () {
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if (this.event().encounterFollowerTrigger === undefined) {
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DataManager.processEEANotetags1(this.event());
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}
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return this.event().encounterFollowerTrigger;
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};
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//=============================================================================
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// Game_Interpreter
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//=============================================================================
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Game_Interpreter.prototype.checkEventFacingPlayerFront = function () {
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var ev = $gameMap.event(this.eventId());
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if (!ev) return false;
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var pl = $gamePlayer;
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return ev.isFacingTowards(pl) && pl.isPositionFrontOf(ev);
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};
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Game_Interpreter.prototype.checkEventFacingPlayerBack = function () {
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var ev = $gameMap.event(this.eventId());
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|
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if (!ev) return false;
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var pl = $gamePlayer;
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|
return ev.isFacingAway(pl) && pl.isPositionBackOf(ev);
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|
};
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Game_Interpreter.prototype.checkEventFacingPlayerSide = function () {
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|
|
var ev = $gameMap.event(this.eventId());
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|
|
if (!ev) return false;
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|
|
var pl = $gamePlayer;
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|
|
|
|
return ev.isFacingSideways(pl) && pl.isPositionSideOf(ev);
|
|
|
|
|
};
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|
|
|
|
Game_Interpreter.prototype.checkPlayerFacingEventFront = function () {
|
|
|
|
|
var ev = $gameMap.event(this.eventId());
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|
|
|
if (!ev) return false;
|
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|
|
|
var pl = $gamePlayer;
|
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|
|
return pl.isFacingTowards(ev) && ev.isPositionFrontOf(pl);
|
|
|
|
|
};
|
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|
|
|
|
|
|
|
|
Game_Interpreter.prototype.checkPlayerFacingEventBack = function () {
|
|
|
|
|
var ev = $gameMap.event(this.eventId());
|
|
|
|
|
if (!ev) return false;
|
|
|
|
|
var pl = $gamePlayer;
|
|
|
|
|
return pl.isFacingAway(ev) && ev.isPositionBackOf(pl);
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|
|
|
|
};
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|
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|
|
Game_Interpreter.prototype.checkPlayerFacingEventSide = function () {
|
|
|
|
|
var ev = $gameMap.event(this.eventId());
|
|
|
|
|
if (!ev) return false;
|
|
|
|
|
var pl = $gamePlayer;
|
|
|
|
|
return pl.isFacingSideways(ev) && ev.isPositionSideOf(pl);
|
|
|
|
|
};
|
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|
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//=============================================================================
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// End of File
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|
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//=============================================================================
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