bumingqiangb 2 years ago
parent c8242f4272
commit bbd11e4852

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异常生物见闻录 rpg 第二版 仓库
## 使用者锁
不明枪兵
## 使用流程

@ -0,0 +1,391 @@
//=============================================================================
// Yanfly Engine Plugins - Event Encounter Aid
// YEP_EventEncounterAid.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_EventEncounter = true;
var Yanfly = Yanfly || {};
Yanfly.EEA = Yanfly.EEA || {};
//=============================================================================
/*:
* @plugindesc v1.00 事件遭遇助手
* @author Yanfly Engine Plugins
*
* @help
* ============================================================================
* Introduction
* ============================================================================
*
* 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
* 况的脚步很方便的事件和玩家所处位置
*
* ============================================================================
* Notetags
* ============================================================================
*
* 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
* 效果.
*
* 事件标签:
*
* <Encounter Lock>
* <Encounter Direction Lock>
* - 这将让事件不会马上面对玩家而是检查面对方向
*
* <Follower Touch>
* <Follower Trigger>
* -这将允许事件被跟随者触发
*
* ============================================================================
* Event - Conditional Branch - Script Calls
* ============================================================================
*
* 你可以使用下面的脚本:
*
* Script Calls
*
* this.checkEventFacingPlayerFront()
* - 事件在玩家前面
*
* this.checkEventFacingPlayerBack()
* - 事件在玩家后面
*
* this.checkEventFacingPlayerSide()
* - 事件在玩家侧面
*
* this.checkPlayerFacingEventFront()
* - 玩家在事件前面
*
* this.checkPlayerFacingEventBack()
* - 玩家在事件后面
*
* this.checkPlayerFacingEventSide()
* - 玩家在事件侧面
* 请确保拼写正确他们是很严格的语句
* Make sure these are spelled correctly. They are also case-sensitive. This
* means that even if you were to misspell or put a single letter in the wrong
* case, the effect will cease to work as this is code we're dealing with.
*/
//=============================================================================
//=============================================================================
// DataManager
//=============================================================================
DataManager.processEEANotetags1 = function(obj) {
var notedata = obj.note.split(/[\r\n]+/);
obj.encounterDirectionLock = false;
obj.encounterFollowerTrigger = false;
for (var i = 0; i < notedata.length; i++) {
var line = notedata[i];
if (line.match(/<(?:ENCOUNTER LOCK|ENCOUNTER DIRECTION LOCK)>/i)) {
obj.encounterDirectionLock = true;
}
if (line.match(/<(?:FOLLOWER TRIGGER|FOLLOWER TOUCH)>/i)) {
obj.encounterFollowerTrigger = true;
}
}
};
//=============================================================================
// Game_CharacterBase
//=============================================================================
Game_CharacterBase.prototype.debugShowDirections = function(ev) {
return;
console.log(' This X: ' + this.x + ', This Y: ' + this.y);
console.log('Event X: ' + ev.x + ', Event Y: ' + ev.y);
};
Game_CharacterBase.prototype.isFacingTowards = function(ev) {
switch (this.direction()) {
case 1: // Down Left
return [8, 9, 6].contains(ev.direction());
break;
case 2: // Down
return [7, 8, 9].contains(ev.direction());
break;
case 3: // Down Right
return [4, 7, 8].contains(ev.direction());
break;
case 4: // Left
return [9, 6, 3].contains(ev.direction());
break;
case 6: // Right
return [7, 4, 1].contains(ev.direction());
break;
case 7: // Up Left
return [2, 3, 6].contains(ev.direction());
break;
case 8: // Up
return [1, 2, 3].contains(ev.direction());
break;
case 9: // Up Right
return [4, 1, 2].contains(ev.direction());
break;
}
return false;
};
Game_CharacterBase.prototype.isFacingAway = function(ev) {
switch (this.direction()) {
case 1: // Down Left
return [4, 1, 2].contains(ev.direction());
break;
case 2: // Down
return [1, 2, 3].contains(ev.direction());
break;
case 3: // Down Right
return [2, 3, 6].contains(ev.direction());
break;
case 4: // Left
return [7, 4, 1].contains(ev.direction());
break;
case 6: // Right
return [9, 6, 3].contains(ev.direction());
break;
case 7: // Up Left
return [4, 7, 8].contains(ev.direction());
break;
case 8: // Up
return [7, 8, 9].contains(ev.direction());
break;
case 9: // Up Right
return [8, 9, 6].contains(ev.direction());
break;
}
return false;
};
Game_CharacterBase.prototype.isFacingSideways = function(ev) {
switch (this.direction()) {
case 1: // Down Left
return [4, 7, 8, 2, 3, 6].contains(ev.direction());
break;
case 2: // Down
return [7, 4, 1, 9, 6, 3].contains(ev.direction());
break;
case 3: // Down Right
return [4, 1, 2, 8, 9, 6].contains(ev.direction());
break;
case 4: // Left
return [7, 8, 9, 1, 2, 3].contains(ev.direction());
break;
case 6: // Right
return [7, 8, 9, 1, 2, 3].contains(ev.direction());
break;
case 7: // Up Left
return [4, 1, 2, 8, 9, 6].contains(ev.direction());
break;
case 8: // Up
return [7, 4, 1, 9, 6, 3].contains(ev.direction());
break;
case 9: // Up Right
return [4, 7, 8, 2, 3, 6].contains(ev.direction());
break;
}
return false;
};
Game_CharacterBase.prototype.isPositionFrontOf = function(ev) {
this.debugShowDirections(ev);
switch (this.direction()) {
case 1: // Down Left
return ev.y > this.y;
break;
case 2: // Down
return ev.y > this.y;
break;
case 3: // Down Right
return ev.y > this.y;
break;
case 4: // Left
return ev.x < this.x;
break;
case 6: // Right
return ev.x > this.x;
break;
case 7: // Up Left
return ev.y < this.y;
break;
case 8: // Up
return ev.y < this.y;
break;
case 9: // Up Right
return ev.y < this.y;
break;
}
return false;
};
Game_CharacterBase.prototype.isPositionBackOf = function(ev) {
this.debugShowDirections(ev);
switch (this.direction()) {
case 1: // Down Left
return ev.y < this.y;
break;
case 2: // Down
return ev.y < this.y;
break;
case 3: // Down Right
return ev.y < this.y;
break;
case 4: // Left
return ev.x > this.x;
break;
case 6: // Right
return ev.x < this.x;
break;
case 7: // Up Left
return ev.y > this.y;
break;
case 8: // Up
return ev.y > this.y;
break;
case 9: // Up Right
return ev.y > this.y;
break;
}
return false;
};
Game_CharacterBase.prototype.isPositionSideOf = function(ev) {
this.debugShowDirections(ev);
switch (this.direction()) {
case 1: // Down Left
return (this.x < ev.x && this.y > ev.y) ||
(this.x > ev.x && this.y < ev.y)
break;
case 2: // Down
return this.x !== ev.x;
break;
case 3: // Down Right
return (this.x > ev.x && this.y > ev.y) ||
(this.x < ev.x && this.y < ev.y)
break;
case 4: // Left
return this.y !== ev.y;
break;
case 6: // Right
return this.y !== ev.y;
break;
case 7: // Up Left
return (this.x > ev.x && this.y > ev.y) ||
(this.x < ev.x && this.y < ev.y)
break;
case 8: // Up
return this.x !== ev.x;
break;
case 9: // Up Right
return (this.x < ev.x && this.y > ev.y) ||
(this.x > ev.x && this.y < ev.y)
break;
}
return false;
};
//=============================================================================
// Game_Event
//=============================================================================
Yanfly.EEA.Game_Event_start = Game_Event.prototype.start;
Game_Event.prototype.start = function() {
if (this.isEncounterDirectionLocked()) {
var list = this.list();
if (list && list.length > 1) {
this._starting = true;
if (this.isTriggerIn([0,1,2])) this.encounterLock();
}
} else {
Yanfly.EEA.Game_Event_start.call(this);
}
};
Game_Event.prototype.encounterLock = function() {
this._prelockDirection = this.direction();
this._locked = true;
};
Game_Event.prototype.isEncounterDirectionLocked = function() {
if (this.event().encounterDirectionLock === undefined) {
DataManager.processEEANotetags1(this.event());
}
return this.event().encounterDirectionLock;
};
Yanfly.EEA.Game_Event_checkEventTriggerTouch =
Game_Event.prototype.checkEventTriggerTouch;
Game_Event.prototype.checkEventTriggerTouch = function(x, y) {
Yanfly.EEA.Game_Event_checkEventTriggerTouch.call(this, x, y);
if ($gameMap.isEventRunning()) return;
if (this._trigger !== 2) return;
if (!this.isFollowerTriggerTouch()) return;
if (this.isJumping()) return;
if (!this.isNormalPriority()) return;
var followers = $gamePlayer.followers().visibleFollowers();
var length = followers.length;
for (var i = 0; i < length; ++i) {
var follower = followers[i];
if (follower && follower.pos(x, y)) this.start();
}
};
Game_Event.prototype.isFollowerTriggerTouch = function() {
if (this.event().encounterFollowerTrigger === undefined) {
DataManager.processEEANotetags1(this.event());
}
return this.event().encounterFollowerTrigger;
};
//=============================================================================
// Game_Interpreter
//=============================================================================
Game_Interpreter.prototype.checkEventFacingPlayerFront = function() {
var ev = $gameMap.event(this.eventId());
if (!ev) return false;
var pl = $gamePlayer;
return ev.isFacingTowards(pl) && pl.isPositionFrontOf(ev);
};
Game_Interpreter.prototype.checkEventFacingPlayerBack = function() {
var ev = $gameMap.event(this.eventId());
if (!ev) return false;
var pl = $gamePlayer;
return ev.isFacingAway(pl) && pl.isPositionBackOf(ev);
};
Game_Interpreter.prototype.checkEventFacingPlayerSide = function() {
var ev = $gameMap.event(this.eventId());
if (!ev) return false;
var pl = $gamePlayer;
return ev.isFacingSideways(pl) && pl.isPositionSideOf(ev);
};
Game_Interpreter.prototype.checkPlayerFacingEventFront = function() {
var ev = $gameMap.event(this.eventId());
if (!ev) return false;
var pl = $gamePlayer;
return pl.isFacingTowards(ev) && ev.isPositionFrontOf(pl);
};
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);
};
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);
};
//=============================================================================
// End of File
//=============================================================================
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