点我看简介⬇️

★这里耀孜!★

你好呀!

是个很容易负能爆炸的人。

很烦ky

喜欢久这种天使但是三次中非常厌恶有圣母心的傻逼

还有那些圣母婊。

久黑请离我1000000米远谢谢

我可能会忍不住想要把你的脑子捅开看看里面都装了什么呕吐物

如果看了我安利的东西比如HTF或者
脑叶以及SCP相关的感到不适的sorry我们可能没有这个缘分所以请绕道੭ ᐕ)੭*⁾⁾

上面那条不要让我说第二遍。

吃的安利很多!

每天都感恩着这世界上每一个用心产粮的太太( ´•̥̥̥ω•̥̥̥` )

我还能活着真是太好了。

日常催更阿昼的条漫翻译

近期沉迷星露谷&MysticMessenger

建造和装饰插件

最近想试着做一下RPG,记笔记

RPGmakerMV资料收集【RPG】MV制作:

转换我的EST建立ACE装饰品系列脚本。

主要是这个剧本让你可以具有装饰的项目,你 可以定制你的地图。如果你用我的科技事件的大小和触发 插件…你也可以做装饰的建筑。这个插件还包括 EST的装饰的运动转换ACE反而使单独的插件。 因此这个插件命名:EST -建造和装饰

EST -建造和装饰

你可以有“装饰”的项目,你可以定制你的地图


脚本如下:

/*:

@plugindesc This plugin can add new event / transform existing event based on other event. and finally can delete the event.

<EST_CLONE_TRANSFORM_DELETE_EVENT>

@author Estriole

@help

 ■ Information      ╒══════════════════════════╛

EST - Clone Transform Delete Event

Version: 1.2

By Estriole

File name: EST_Clone_Transform_Delete_Event.js

 

 ■ Introduction     ╒══════════════════════════╛

Want to Add New Event based on template event in current / other map

or Transform Existing Event in current map Based on template event in current / other Map.

then maybe you want to delete existing Event in current map? Now it's all

possible with this Plugin.

 

This plugin is second part of my Build and Decor Script conversion from ACE - MV

 

 ■ Features         ╒══════════════════════════╛

 - Add New Event in current map Based on other event in current/other Map.

 - Transform Existing Event in current map Based on other event in current / other Map.

 - Delete Existing Event in CURRENT Map.

 

 ■ Changelog       ╒══════════════════════════╛

v1.0 2015.10.29           Initial Release

v1.1 2015.11.02           Patch for delete_cur_map from EST_Save_Map_Event plugin

                    to reset selfswitches for event that changed. also method to reinit all map event.

v1.2 2015.11.09           fixed bugs when having event with higher index than max index of map in editor

                    removed imported and use other method to recognized this script installed or not.

                    some callibration to make it flow with EST BUILD AND DECOR EX plugins.

v1.3 2015.11.12           fix minor bug which 'sometimes' execute event command after tranforming event.

                    i change it so after event REPLACED using 'transform'. 

                    all event command after that will be stopped.

 

 ■ Plugin Download ╒══════════════════════════╛

  https://www.dropbox.com/s/euio02n6fyxr2l7/EST_Clone_Transform_Delete_Event.js?dl=0

   

 ■ How to use       ╒══════════════════════════╛

1) Add New Event

Plugin Command: 

  add_event source_map_id source_event_id x y

    example:

    add_event 8 2 3 7

    will add new event cloned from Map 8 EventId 2

    and will be placed in x = 3 and y = 7.

 

Script Call:

  $gameMap.add_event(source_map_id, source_event_id ,x , y);

    example:

    $gameMap.add_event(8,2,3,7);

    will add new event cloned from Map 8 EventId 2

    and will be placed in x = 3 and y = 7.

 

2) Transform Existing Event

Plugin Command: 

  transform_event target_event_id source_map_id source_event_id

    example:

    transform_event 24 8 1

    will transform event 24 in current map with event

    cloned from Map 8 EventId 1

    x and y will still use old event value.

 

  transform_this_event source_map_id source_event_id

    example:

    transform_this_event 8 1

    will transform event that called it with event

    cloned from Map 8 EventId 1

    x and y will still use old event value.

 

Script Call:

  $gameMap.transform_event(target_event_id, source_map_id, source_event_id);

    example:

    $gameMap.transform_event(24,8,1);

    will transform event 24 in current map with event

    cloned from Map 8 EventId 1

    x and y will still use old event value.

 

    some tips... if called from script call event command...

    $gameMap.transform_event(this._eventId,8,1);

    will transform event that calling it to event

    cloned from Map 8 EventId 1

    x and y will still use old event value.

 

3) Delete Existing Event

Plugin Command: 

  delete_event target_event_id

    example:

    delete_event 24

    will delete event 24 in current map

 

  delete_this_event

    will delete event that called it

 

 

Script Call:

  $gameMap.delete_event(target_event_id);

    example:

    $gameMap.delete_event(24);

    will delete event 24 in current map

 

    some tips... if called from script call event command...

    $gameMap.delete_event(this._eventId);

    will delete event that CALLED it.

 

4) FOR OTHER SCRIPTER that want to make compatibility patch for this plugin.

check EST.Clone_Transform_Delete_Event exist or not.

ex: if(EST && EST.Clone_Transform_Delete_Event) {

  place your code here.

 }

    

 ■ Dependencies     ╒══════════════════════════╛

EST_Save_Map_Event.js plugin MUST be INSTALLED for this plugin to work.

 

 ■ Compatibility    ╒══════════════════════════╛

I'm new in JS... and MV is new engine... so i cannot say for sure. 

but it should be compatible with most things. this even compatible with

Hudell - Custom Event. so you can use both script without conflicting.

 

 ■ Parameters       ╒══════════════════════════╛

this plugin did not have any parameter to set in plugin manager

 

 ■ License          ╒══════════════════════════╛

Free to use in all project (except the one containing pornography)

as long as i credited (ESTRIOLE). 

 

 ■ Support          ╒══════════════════════════╛

While I'm flattered and I'm glad that people have been sharing and

asking support for scripts in other RPG Maker communities, I would

like to ask that you please avoid posting my scripts outside of where

I frequent because it would make finding support and fixing bugs

difficult for both of you and me.

    

If you're ever looking for support, I can be reached at the following:

 [ http://www.rpgmakervxace.net/  ]

 [ http://forums.rpgmakerweb.com/ ]

pm me : estriole

 

 ■ Author's Notes   ╒══════════════════════════╛

This is part of the EST - DECOR AND BUILD SERIES.

 

this plugin is the second step to slowly convert my EST - BUILD AND DECOR

series from ACE to MV. the plugin needed to add / transform / delete event

*/

 

varEST = EST || {};

EST.Clone_Transform_Delete_Event = EST.Clone_Transform_Delete_Event || {};

 

// warning to requires EST_Save_Map_Event

varest_save_map_event_scene_boot_init = Scene_Boot.prototype.initialize

Scene_Boot.prototype.initialize = function() {

  est_save_map_event_scene_boot_init.call(this);

    if(EST && EST.Save_Map_Event === undefined) {

    alert_msg = "EST_Clone_Event.js plugin requires EST_Save_Map_Event.js plugin INSTALLED !!";

    alert_msg += "\nIf you don't install it... bugs can happen";

    window.alert(alert_msg);

    }

};

 

// Game Map new method to get the next event id

// smart search which will also look for blank event id in between

// ex: event [1,2,3,4,5] -> it will give 6

// ex: event [1,3,4,5,6] -> it will give 2 (event id missing in between)

Game_Map.prototype.next_ev_id = function() {

    varidlist = [];

    varbetween_id = [];

    varnext_id = 0;

    for(ev of events = this.events()) idlist.push(ev._eventId);

    varmax_id = Math.max.apply(null, idlist);

    for(vari = 1; i <= max_id; i++) if(!(idlist.indexOf(i) >= 0)) { between_id.push(i) };

    if(JSON.stringify(between_id) == JSON.stringify([]))    next_id = max_id + 1;

    if(JSON.stringify(between_id) != JSON.stringify([]))    next_id = between_id[0];

    returnnext_id;

};

 

// new Game_Map method to grab event data from other map

Game_Map.prototype.get_event_data_from = function(mapId, eventId, callback) {

  varvariableName = '$Map%1'.format(mapId.padZero(3));

  var filename = 'data/Map%1.json'.format(mapId.padZero(3));

  var onError = undefined

  var onLoad = function(xhr, filePath, name) {

    if (xhr.status < 400) {

      window[name] = JSON.parse(xhr.responseText);

      DataManager.onLoad(window[name]);

 

        var variableName = '$Map%1'.format(mapId.padZero(3));

        if (window[variableName] === undefined || window[variableName] === null) return;

         var event = window[variableName].events[eventId];

        if (event === undefined) return;

         var eventData = JsonEx.makeDeepCopy(event);

        callback.call(this, eventData);

    }

  };

 

  if (window[variableName] === undefined || window[variableName] === null) {

      var xhr = new XMLHttpRequest();

      var name = '$' + filename.replace(/^.*(\\|\/|\:)/, '').replace(/\..*/, '');

      xhr.open('GET', filename);

      xhr.overrideMimeType('application/json');

 

    if(onLoad === undefined){

      onLoad = function(xhr, filename, name) {

        if (xhr.status < 400) {

          window[name] = JSON.parse(xhr.responseText);

          DataManager.onLoad(window[name]);

        }

      };

    }

    if(onError === undefined) {

      onError = function() {

        DataManager._errorUrl = DataManager._errorUrl || filename;

      };

    }

    xhr.onload = function() {

      onLoad.call(this, xhr, filename, name);

    };

    xhr.onerror = onError;

    window[name] = null;

    xhr.send();

 

   } else {

    var variableName = '$Map%1'.format(mapId.padZero(3));

     if (window[variableName] === undefined || window[variableName] === null) return;

     var event = window[variableName].events[eventId];

     if (event === undefined) return;

     var eventData = JsonEx.makeDeepCopy(event);

     callback.call(this, eventData);

   }  

};

 

//alias Game_Event.event to use event data if exist

var est_clone_event_event = Game_Event.prototype.event;

Game_Event.prototype.event = function() {

   if (this._eventData) return this._eventData;

   est_clone_event_event.call();

};

 

//alias game event init event data to datamap event

var est_clone_event_initialize = Game_Event.prototype.initialize;

Game_Event.prototype.initialize = function(mapId, eventId) {

    this._eventData = this._eventData || $dataMap.events[eventId] || $dataMap.events[1];

    this._isNewEvent = false;

    est_clone_event_initialize.call(this, mapId, eventId);

};

 

// replace _eventData in the event and reinit event based on new data

Game_Event.prototype.replace_data = function(new_data) {

    this._eventData = new_data;

    this.initialize(this._mapId, this._eventId);

    this._isNewEvent = true;

};

 

// new method to add event from same map / other map

Game_Map.prototype.add_event = function(mapid, eventid, x, y) {

    var next_id = this.next_ev_id();

    var this_map_id = this._mapId;

    this.get_event_data_from(mapid,eventid,function(eventData){

      eventData.x = x;

      eventData.y = y;

      eventData._eventId = next_id;

      var new_event = new Game_Event(this_map_id, next_id);

      new_event.replace_data(eventData);

      new_event._sourceId = [mapid , eventid];

      new_event._eventId = next_id;

      new_event._isNewEvent = true;

      $gameMap._events[next_id] = new_event;

 

      if (SceneManager._scene instanceof Scene_Map) {

      var sprite = new Sprite_Character(new_event);

      SceneManager._scene._spriteset._characterSprites.push(sprite);

      SceneManager._scene._spriteset._tilemap.addChild(sprite);

      }

    });

    if (!(EST && EST.Save_Map_Event === undefined)) $gameMap.save_cur_map()

};

 

// new method to delete event and event sprite

Game_Map.prototype.delete_event = function (eventid){

  if ($gameMap._events[eventid]) var ev = $gameMap._events[eventid];

  if (ev === undefined) return;

  for (sprite of SceneManager._scene._spriteset._tilemap.children)    

  {

    if (sprite._character == ev) SceneManager._scene._spriteset._tilemap.removeChild(sprite);

  }

  $gameMap._events[eventid] = null;

  $gameSelfSwitches.setValue([this._mapId, eventid, 'A'], false);

  $gameSelfSwitches.setValue([this._mapId, eventid, 'B'], false);

  $gameSelfSwitches.setValue([this._mapId, eventid, 'C'], false);

  $gameSelfSwitches.setValue([this._mapId, eventid, 'D'], false);

  if (!(EST && EST.Save_Map_Event === undefined)) $gameMap.save_cur_map()

};

 

// new method to transform CURRENT map event to other / same map event.

Game_Map.prototype.transform_event = function (eventid, src_map, src_evid){

  if ($gameMap._events[eventid]) var target_event = $gameMap._events[eventid];

  if (target_event === undefined) return;

  var this_map_id = this._mapId;

  var event_replaced = false;

  this.get_event_data_from(src_map, src_evid, function(eventData){

    eventData.x = target_event.x;

    eventData.y = target_event.y;

    eventData.id = eventid;

    target_event.replace_data(eventData);

    $gameSelfSwitches.setValue([this_map_id, eventid, 'A'], false);

    $gameSelfSwitches.setValue([this_map_id, eventid, 'B'], false);

    $gameSelfSwitches.setValue([this_map_id, eventid, 'C'], false);

    $gameSelfSwitches.setValue([this_map_id, eventid, 'D'], false);

    event_replaced = true;

  });

  if (event_replaced) this._interpreter.clear();

  if (!(EST && EST.Save_Map_Event === undefined)) $gameMap.save_cur_map();

};

 

// method to delete saved map from the memory

var est_clone_event_Game_Map_delete_cur_map = Game_Map.prototype.delete_cur_map;

Game_Map.prototype.delete_cur_map = function (){

  if($gameSystem._est_resaved_map[this._mapId]){

    for (ev of $gameSystem._est_resaved_map[this._mapId]) {

     if (ev && ev._isNewEvent){

      $gameSelfSwitches.setValue([this._mapId, ev._eventId, 'A'], false);

      $gameSelfSwitches.setValue([this._mapId, ev._eventId, 'B'], false);

      $gameSelfSwitches.setValue([this._mapId, ev._eventId, 'C'], false);

      $gameSelfSwitches.setValue([this._mapId, ev._eventId, 'D'], false);      

      $gameMap.delete_event(ev._eventId);

     }

    }

  }

  est_clone_event_Game_Map_delete_cur_map.call(this);

};

 

//alias method to create plugin command

  var est_clone_event_GameInterpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;

  Game_Interpreter.prototype.pluginCommand = function(command, args) {

    est_clone_event_GameInterpreter_pluginCommand.call(this, command, args);

     if (command.toUpperCase() === 'ADD_EVENT') 

      {

       alert_msg = "wrong plugin command\ncorrect format> add_event source_map_id source_event_id x y"

       if (args.length != 4) return window.alert(alert_msg);

       source_map_id = Number(args[0]);

       source_event_id = Number(args[1]);

       x = Number(args[2]);

       y = Number(args[3]);

       $gameMap.add_event(source_map_id,source_event_id,x,y);

      };

     if (command.toUpperCase() === 'TRANSFORM_EVENT')

      {

       alert_msg = "wrong plugin command\ncorrect format> transform_event target_event_id source_map_id source_event_id"

       if (args.length != 3) return window.alert(alert_msg);

       target_event_id = Number(args[0]);

       source_map_id = Number(args[1]);

       source_event_id = Number(args[2]);

       $gameMap.transform_event(target_event_id, source_map_id, source_event_id);

      };

     if (command.toUpperCase() === 'TRANSFORM_THIS_EVENT')

      {

       alert_msg = "wrong plugin command\ncorrect format> transform_this_event source_map_id source_event_id"

       if (args.length != 2) return window.alert(alert_msg);

       target_event_id = this._eventId;

       source_map_id = Number(args[0]);

       source_event_id = Number(args[1]);

       $gameMap.transform_event(target_event_id, source_map_id, source_event_id);

      };

     if (command.toUpperCase() === 'DELETE_EVENT')

      {

       alert_msg = "wrong plugin command\ncorrect format> delete_event target_event_id"

       if (args.length != 1) return window.alert(alert_msg);

       target_event_id = Number(args[0]);

       $gameMap.delete_event(target_event_id);

      };

     if (command.toUpperCase() === 'DELETE_THIS_EVENT')

      {

       target_event_id = this._eventId;

       $gameMap.delete_event(target_event_id);

      };

  };




评论
热度(4)
  1. 是耀孜不是腰子更不是窑子RPGmakerMV资料收集【RPG】MV制作 转载了此文字
    最近想试着做一下RPG,记笔记

© 是耀孜不是腰子更不是窑子 | Powered by LOFTER