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RS_EventCreate.js
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RS_EventCreate.js
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//================================================================
// RS_EventCreate.js
// ---------------------------------------------------------------
// The MIT License
// Copyright (c) 2015 biud436
// ---------------------------------------------------------------
// Free for commercial and non commercial use.
//================================================================
/*:
* @target MV
* @plugindesc (v1.0.10) This plugin allows you to create or copy or delete an event. <RS_EventCreate>
*
* @author biud436
*
* @param Default Event Data
* @type struct<EventData>
* @desc Specify the default event data
* @default {"id":"1","name":"","note":"\"\"","pages":"[\"{\\\"conditions\\\":\\\"{\\\\\\\"actorId\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"actorValid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"itemId\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"itemValid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"selfSwitchCh\\\\\\\":\\\\\\\"A\\\\\\\",\\\\\\\"selfSwitchValid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"switch1Id\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"switch1Valid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"switch2Id\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"switch2Valid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"variableId\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"variableValid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"variableValue\\\\\\\":\\\\\\\"0\\\\\\\"}\\\",\\\"directionFix\\\":\\\"false\\\",\\\"image\\\":\\\"{\\\\\\\"tileId\\\\\\\":\\\\\\\"0\\\\\\\",\\\\\\\"characterName\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"direction\\\\\\\":\\\\\\\"2\\\\\\\",\\\\\\\"pattern\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"characterIndex\\\\\\\":\\\\\\\"0\\\\\\\"}\\\",\\\"list\\\":\\\"[\\\\\\\"{\\\\\\\\\\\\\\\"code\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"0\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"indent\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"0\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"parameters\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"[]\\\\\\\\\\\\\\\"}\\\\\\\"]\\\",\\\"moveFrequency\\\":\\\"3\\\",\\\"moveRoute\\\":\\\"{\\\\\\\"list\\\\\\\":\\\\\\\"[\\\\\\\\\\\\\\\"{\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"code\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"0\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"parameters\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"[]\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"}\\\\\\\\\\\\\\\"]\\\\\\\",\\\\\\\"repeat\\\\\\\":\\\\\\\"true\\\\\\\",\\\\\\\"skippable\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"wait\\\\\\\":\\\\\\\"false\\\\\\\"}\\\",\\\"moveSpeed\\\":\\\"3\\\",\\\"moveType\\\":\\\"0\\\",\\\"priorityType\\\":\\\"1\\\",\\\"stepAnime\\\":\\\"false\\\",\\\"through\\\":\\\"false\\\",\\\"trigger\\\":\\\"0\\\",\\\"walkAnime\\\":\\\"true\\\"}\"]","x":"0","y":"0"}
*
* @param Template
* @type struct<Template>[]
* @desc This allows you to make a special event data
* @default 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*
* @help
* =============================================================================
* Plugin Command
* =============================================================================
* To copy the event from other map or currently map and create it,
* you can use at the following plugin command.
*
* Event Copy X Y MapID EventID
* - X : Number.
* - Y : Number.
* - MapID : Number. if the value is zero or - 1, the mapId will set up an id of currently map.
* - EventId : Specify the id of the event that will copy.
*
* To delete certain event in the currently map, please use this plugin command.
*
* Event Delete EventID
* - EventId : Specify the id of the event that is going to remove.
*
* This plugin command allows you to create a new event on currently map.
*
* Event Create X Y CharacterName CharacterIndex
* - X : Number
* - Y : Number
* - CharacterName : Specify the image name of the character.
* - CharacterIndex : Specify the image index of the character.
*
* To create a certain event that you created directly to currently map,
* You can use this plugin command.
*
* Event Template Key X Y
* - Key : Specify the key of the event data that created from the event template.
* - X : Number
* - Y : Number
*
* =============================================================================
* Script Calls
* =============================================================================
* To copy the event from other map or currently map and create it,
* you can use at the following script command.
*
* RS.Event.instanceCopy(x, y, mapID, eventId, customData);
* - x : Set the x coordinate value.
* - y : Specify the y coordinate value.
* - mapID : Specify the id of the map that existed the real event data.
* - eventID : Specify the id of the event that will create.
* - customData : if null, it'll specify a existing event data.
*
* To delete certain event in the currently map, please use this script command.
*
* RS.Event.instanceDestroy($gameMap.events().last);
*
* To create a certain event that you created directly to currently map,
* You can use these two script commands,
*
* RS.Event.instanceCreate(x, y, charName, charIdx);
* RS.Event.instanceCreate2(key, x, y);
*
* This plugin command you to create a event from the plugin parameter called default event data
* and change name or index values of the character image.
*
* RS.Event.instanceCreate(x, y, charName, charIdx);
* - x : Specify the x-coordinate.
* - y : Specify the y-coordinate.
* - charName : Specify a character image's name.
* - charIdx : Specify the index value of character image.
* This is pattern value. it starts with 0, so its value is range between 0 and 7.
*
* RS.Event.instanceCreate2(key, x, y);
* - key : Specify the key of the template data that you created in the plugin parameter called 'Template'
* - x : Specify the x-coordinate.
* - y : Specify the y-coordinate.
*
* =============================================================================
* Change Log
* =============================================================================
* 2015.10.17 (v1.0.0) - First Release Date
* 2016.02.19 (v1.0.1) - Fixed a bug that causes a serious problem.
* 2016.02.23 (v1.0.2) - Fixed a bug.
* 2016.02.24 (v1.0.3) - Fixed a bug that is initialized to the default value when the parameters were set to zero.
* 2016.10.30 (v1.0.4) - Optimized.
* 2016.10.30 (v1.0.5) - Optimized.
* 2017.07.07 (v1.0.6) :
* - Added a feature that changes a default event data.
* - Fixed the bug with the image file extension in a creating function.
* 2017.12.05 (v1.0.7) :
* - Added the default value in the plugin parameter called 'Default Event Data'.
* - Removed the code that is creating a testing message in an event create command.
* 2018.08.09 (v1.0.8) :
* - Now the eventId is set to equal the index of $gameMap._events.
* 2019.06.09 (v1.0.9) :
* - Fixed the issue that causes the custom data error when removing the event and creating event.
* 2020.01.27 (v1.0.10) :
* - Added a new feature that can create a event from the template data.
*/
/*~struct~EventData:
*
* @param id
* @type number
* @desc IDs will be automatically set for each map in the order that they are created.
* @min 1
* @default 1
*
* @param name
* @desc The name of the map event.
* @default
*
* @param note
* @type note
* @desc A text area where you can freely enter notes.
* @default ""
*
* @param pages
* @type struct<Page>[]
* @desc The event page that you want to edit.
* @default ["{\"conditions\":\"{\\\"actorId\\\":\\\"1\\\",\\\"actorValid\\\":\\\"false\\\",\\\"itemId\\\":\\\"1\\\",\\\"itemValid\\\":\\\"false\\\",\\\"selfSwitchCh\\\":\\\"A\\\",\\\"selfSwitchValid\\\":\\\"false\\\",\\\"switch1Id\\\":\\\"1\\\",\\\"switch1Valid\\\":\\\"false\\\",\\\"switch2Id\\\":\\\"1\\\",\\\"switch2Valid\\\":\\\"false\\\",\\\"variableId\\\":\\\"1\\\",\\\"variableValid\\\":\\\"false\\\",\\\"variableValue\\\":\\\"0\\\"}\",\"directionFix\":\"false\",\"image\":\"{\\\"tileId\\\":\\\"0\\\",\\\"characterName\\\":\\\"\\\",\\\"direction\\\":\\\"2\\\",\\\"pattern\\\":\\\"1\\\",\\\"characterIndex\\\":\\\"0\\\"}\",\"list\":\"[\\\"{\\\\\\\"code\\\\\\\":\\\\\\\"0\\\\\\\",\\\\\\\"indent\\\\\\\":\\\\\\\"0\\\\\\\",\\\\\\\"parameters\\\\\\\":\\\\\\\"[]\\\\\\\"}\\\"]\",\"moveFrequency\":\"3\",\"moveRoute\":\"{\\\"list\\\":\\\"[\\\\\\\"{\\\\\\\\\\\\\\\"code\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"0\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"parameters\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"[]\\\\\\\\\\\\\\\"}\\\\\\\"]\\\",\\\"repeat\\\":\\\"true\\\",\\\"skippable\\\":\\\"false\\\",\\\"wait\\\":\\\"false\\\"}\",\"moveSpeed\":\"3\",\"moveType\":\"0\",\"priorityType\":\"1\",\"stepAnime\":\"false\",\"through\":\"false\",\"trigger\":\"0\",\"walkAnime\":\"true\"}"]
*
* @param x
* @type number
* @desc the x where indicates the map x-position of the event.
* @default 0
* @min 0
*
* @param y
* @type number
* @desc the y where indicates the map y-position of the event.
* @default 0
* @min 0
*
*/
/*~struct~Page:
*
* @param conditions
* @type struct<Conditions>
* @desc Conditions for the map event to appear on the map based on the settings of this event page.
* @default {"actorId":"1","actorValid":"false","itemId":"1","itemValid":"false","selfSwitchCh":"A","selfSwitchValid":"false","switch1Id":"1","switch1Valid":"false","switch2Id":"1","switch2Valid":"false","variableId":"1","variableValid":"false","variableValue":"0"}
*
* @param directionFix
* @type boolean
* @desc Prevents the direction that the image is facing from changing while moving.
* @default false
*
* @param image
* @type struct<Image>
* @desc Images that are displayed when an event occurs on a map (does not affect the game).
* @default {"tileId":"0","characterName":"","direction":"2","pattern":"1","characterIndex":"0"}
*
* @param list
* @type struct<List>[]
* @default ["{\"code\":\"0\",\"indent\":\"0\",\"parameters\":\"[]\"}"]
*
* @param moveFrequency
* @type select
* @desc select the move frequency
* @default 3
* @option Lowest
* @value 1
* @option Lower
* @value 2
* @option Normal
* @value 3
* @option Higher
* @value 4
* @option Highest
* @value 5
*
* @param moveRoute
* @type struct<MoveRoute>
* @default {"list":"[\"{\\\"code\\\":\\\"0\\\",\\\"parameters\\\":\\\"[]\\\"}\"]","repeat":"true","skippable":"false","wait":"false"}
*
* @param moveSpeed
* @type select
* @desc select the move speed
* @default 3
* @option x8 Slower
* @value 1
* @option x4 Slower
* @value 2
* @option x2 Slower
* @value 3
* @option Normal
* @value 4
* @option x2 Faster
* @value 5
* @option x4 Faster
* @value 6
*
* @param moveType
* @type select
* @desc Specifies how the map event will move
* @default 0
* @option Fixed
* @value 0
* @option Random
* @value 1
* @option Approach
* @value 2
* @option Custom
* @value 3
*
* @param priorityType
* @type select
* @desc Choose from the below in order to specify the priority of how players and other events are displayed on top of one another.
* @default 1
* @option Below characters
* @value 0
* @option Same as characters
* @value 1
* @option Above characters
* @value 2
*
* @param stepAnime
* @type boolean
* @desc Displays the stepping animation while the character is stopped.
* @default false
*
* @param through
* @type boolean
* @desc Allows to pass through terrain and events that cannot be passed through.
* @default false
*
* @param trigger
* @type select
* @desc Choose the timing for when the processing of the [Contents] of an event that occurs on the map will be.
* @default 0
* @option Action Button
* @value 0
* @option Player Touch
* @value 1
* @option Event Touch
* @value 2
* @option Autorun
* @value 3
* @option Parallel
* @value 4
*
* @param walkAnime
* @type boolean
* @desc Displays animation when moving.
* @default true
*
*/
/*~struct~Conditions:
* @param actorId
* @type actor
* @default 1
*
* @param actorValid
* @type boolean
* @default false
*
* @param itemId
* @type item
* @default 1
*
* @param itemValid
* @type boolean
* @default false
*
* @param selfSwitchCh
* @type select
* @default A
* @option A
* @option B
* @option C
* @option D
*
* @param selfSwitchValid
* @type boolean
* @default false
*
* @param switch1Id
* @type switch
* @default 1
*
* @param switch1Valid
* @type boolean
* @default false
*
* @param switch2Id
* @type switch
* @default 1
*
* @param switch2Valid
* @type boolean
* @default false
*
* @param variableId
* @type variable
* @default 1
*
* @param variableValid
* @type boolean
* @default false
*
* @param variableValue
* @type number
* @default 0
*
*/
/*~struct~Image:
*
* @param tileId
* @type number
* @default 0
*
* @param characterName
* @type file
* @dir img/characters/
* @default
*
* @param direction
* @type select
* @default 2
* @option Up
* @value 8
* @option Down
* @value 2
* @option Left
* @value 4
* @option Right
* @value 6
*
* @param pattern
* @type number
* @default 1
* @min 0
* @max 3
*
* @param characterIndex
* @type number
* @default 0
* @min 0
* @max 7
*
*/
/*~struct~List:
* @param code
* @type number
* @default 0
*
* @param indent
* @type number
* @default 0
*
* @param parameters
* @type string[]
* @default []
*
*/
/*~struct~MoveRoute:
* @param list
* @type struct<MoveRouteList>[]
* @default ["{\"code\":\"0\",\"parameters\":\"[]\"}"]
*
* @param repeat
* @type boolean
* @default true
*
* @param skippable
* @type boolean
* @default false
*
* @param wait
* @type boolean
* @default false
*
*/
/*~struct~MoveRouteList:
* @param code
* @type number
* @default 0
*
* @param parameters
* @type string[]
* @default []
*
*/
/*~struct~Template:
*
* @param key
* @type string
* @desc Please specify the name to find a specific event data from the template data.
* @default
*
* @param data
* @type struct<EventData>
* @default
*
*/
/*:ko
* @plugindesc (v1.0.10) 커스텀 이벤트 생성 및 복제 플러그인 <RS_EventCreate>
* @author 러닝은빛(biud436)
*
* @param Default Event Data
* @text 기본 이벤트 데이터
* @type struct<EventData>
* @desc 기본 이벤트 데이터를 생성할 수 있습니다 (JSON)
* @default {"id":"1","name":"","note":"\"\"","pages":"[\"{\\\"conditions\\\":\\\"{\\\\\\\"actorId\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"actorValid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"itemId\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"itemValid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"selfSwitchCh\\\\\\\":\\\\\\\"A\\\\\\\",\\\\\\\"selfSwitchValid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"switch1Id\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"switch1Valid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"switch2Id\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"switch2Valid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"variableId\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"variableValid\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"variableValue\\\\\\\":\\\\\\\"0\\\\\\\"}\\\",\\\"directionFix\\\":\\\"false\\\",\\\"image\\\":\\\"{\\\\\\\"tileId\\\\\\\":\\\\\\\"0\\\\\\\",\\\\\\\"characterName\\\\\\\":\\\\\\\"\\\\\\\",\\\\\\\"direction\\\\\\\":\\\\\\\"2\\\\\\\",\\\\\\\"pattern\\\\\\\":\\\\\\\"1\\\\\\\",\\\\\\\"characterIndex\\\\\\\":\\\\\\\"0\\\\\\\"}\\\",\\\"list\\\":\\\"[\\\\\\\"{\\\\\\\\\\\\\\\"code\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"0\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"indent\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"0\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"parameters\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"[]\\\\\\\\\\\\\\\"}\\\\\\\"]\\\",\\\"moveFrequency\\\":\\\"3\\\",\\\"moveRoute\\\":\\\"{\\\\\\\"list\\\\\\\":\\\\\\\"[\\\\\\\\\\\\\\\"{\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"code\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"0\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"parameters\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"[]\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"}\\\\\\\\\\\\\\\"]\\\\\\\",\\\\\\\"repeat\\\\\\\":\\\\\\\"true\\\\\\\",\\\\\\\"skippable\\\\\\\":\\\\\\\"false\\\\\\\",\\\\\\\"wait\\\\\\\":\\\\\\\"false\\\\\\\"}\\\",\\\"moveSpeed\\\":\\\"3\\\",\\\"moveType\\\":\\\"0\\\",\\\"priorityType\\\":\\\"1\\\",\\\"stepAnime\\\":\\\"false\\\",\\\"through\\\":\\\"false\\\",\\\"trigger\\\":\\\"0\\\",\\\"walkAnime\\\":\\\"true\\\"}\"]","x":"0","y":"0"}
*
* @param Template
* @text 템플릿
* @type struct<Template>[]
* @desc This allows you to make a special event data
* @default 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\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\"name\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\": 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*
* @help
* =============================================================================
* 플러그인 명령에 대해
* =============================================================================
* 이벤트를 특정 맵에서 복사해오는 플러그인 명령입니다.
* Event Copy X Y MapID EventID
* - MapID : 0이나 -1로 적으면 현재 맵의 ID 값과 동일하게 설정됩니다.
* - EventID : 이벤트의 ID 값.
*
* 현재 맵에 존재하는 이벤트를 삭제하는 명령입니다.
* Event Delete EventID
* - EventID : 이벤트의 ID 값.
*
* 현재 맵에 새로운 이벤트를 생성합니다.
* 이벤트 데이터는 기본 이벤트 데이터에서 가져옵니다.
* Event Create X Y CharacterName CharacterIndex
* - X : 이벤트의 X 좌표 (맵의 폭 크기 내로 기입 바랍니다)
* - Y : 이벤트의 Y 좌표 (맵의 높이 크기 내로 기입 바랍니다)
* - CharacterName : 캐릭터 이름
* - CharacterIndex : 캐릭터 인덱스
*
* 이벤트 템플릿으로부터 이벤트 데이터를 가져와서 이벤트를 생성하는 플러그인 명령입니다.
* Event Template Key X Y
* - Key : 템플릿의 키 값입니다 (모두 붙어있어야 하며 공백을 사용할 수 없습니다)
* - X : 이벤트의 X 좌표 (맵의 폭 크기 내로 기입 바랍니다)
* - Y : 이벤트의 Y 좌표 (맵의 높이 크기 내로 기입 바랍니다)
*
* =============================================================================
* 스크립트 호출에 대해
* =============================================================================
*
* 이벤트를 복사 생성하는 메서드입니다.
*
* RS.Event.instanceCopy(x, y, mapID, eventId, customData);
*
* - customData : RPG Maker MV에는 이벤트 클래스가 따로 없어서 커스텀 데이터를 정의
* 하기가 힘듭니다. 기존 데이터를 복제하여 적당히 바꾸는 방법을 사용해야 합니다.
* 기존 데이터는 $dataMap.events[eventId]로 가져올 수 있으며 복제해서 내부 속성을
* 적당히 바꿀 수 있습니다. 객체화할 수도 있지만 기존 데이터를 복제하는 게 더 효율적
* 입니다. 이 부분을 생략하면 기존 맵 데이터에서 가져오게 됩니다.
*
* 이벤트를 삭제하는 메서드입니다. 예제에서 인자로 사용된 $gameMap.events().last는
* 이벤트 배열의 마지막 원소(이벤트)를 가져옵니다.
*
* RS.Event.instanceDestroy($gameMap.events().last);
*
* 이벤트를 생성하는 메서드는 두 가지가 있습니다.
*
* 다음 메서드는 "기본 이벤트 데이터" 매개변수에 지정된 JSON 데이터 값을 기반으로
* 이벤트를 생성합니다.
*
* RS.Event.instanceCreate(x, y, charName, charIdx);
*
* 다음 메서드는 템플릿 데이터에서 키와 일치하는 이벤트 데이터를 찾아서 특정 좌표에
* 생성합니다.
*
* RS.Event.instanceCreate2(key, x, y);
*
* 예를 들면, 아래와 같이 하면 특정 좌표에 금전이 든 상자를 생성할 수 있습니다.
*
* RS.Event.instanceCreate2('myChest', $gamePlayer.x + 1, $gamePlayer.y);
*
* =============================================================================
* 변동 사항
* =============================================================================
* 2015.10.17 (v1.0.0) - First Release Date
* 2016.02.19 (v1.0.1) - Fixed a bug that causes a serious problem.
* 2016.02.23 (v1.0.2) - Fixed a bug.
* 2016.02.24 (v1.0.3) - Fixed a bug that is initialized to the default value when the parameters were set to zero.
* 2016.10.30 (v1.0.4) - Optimized.
* 2016.10.30 (v1.0.5) - Optimized.
* 2017.07.07 (v1.0.6) :
* - Added a feature that changes a default event data.
* - Fixed the bug with the image file extension in a creating function.
* 2017.12.05 (v1.0.7) :
* - Added the default value in the plugin parameter called 'Default Event Data'.
* - Removed the code that is creating a testing message in an event create command.
* 2018.08.09 (v1.0.8) :
* - Now the eventId is set to equal the index of $gameMap._events.
* 2019.06.09 (v1.0.9) :
* - 이벤트가 계속 생성되고 삭제될 때 커스텀 데이터 오류가 나는 문제 수정.
* 2020.01.27 (v1.0.10) :
* - 이벤트를 템플릿 데이터에서 찾아 생성할 수 있는 기능을 추가하였습니다.
*/
/*~struct~EventData:ko
*
* @param id
* @type number
* @desc 기본적으로 알만툴에서는 이벤트가 생성된 순서대로 ID 값이 증가합니다. 다만 그렇지 않은 경우도 있습니다.
* @min 1
* @default 1
*
* @param name
* @desc 이벤트 이름
* @default
*
* @param note
* @type note
* @desc 이벤트 노트 태그를 기입하는 이벤트 메모 영역
* @default ""
*
* @param pages
* @type struct<Page>[]
* @desc 이벤트 페이지 설정입니다.
* @default ["{\"conditions\":\"{\\\"actorId\\\":\\\"1\\\",\\\"actorValid\\\":\\\"false\\\",\\\"itemId\\\":\\\"1\\\",\\\"itemValid\\\":\\\"false\\\",\\\"selfSwitchCh\\\":\\\"A\\\",\\\"selfSwitchValid\\\":\\\"false\\\",\\\"switch1Id\\\":\\\"1\\\",\\\"switch1Valid\\\":\\\"false\\\",\\\"switch2Id\\\":\\\"1\\\",\\\"switch2Valid\\\":\\\"false\\\",\\\"variableId\\\":\\\"1\\\",\\\"variableValid\\\":\\\"false\\\",\\\"variableValue\\\":\\\"0\\\"}\",\"directionFix\":\"false\",\"image\":\"{\\\"tileId\\\":\\\"0\\\",\\\"characterName\\\":\\\"\\\",\\\"direction\\\":\\\"2\\\",\\\"pattern\\\":\\\"1\\\",\\\"characterIndex\\\":\\\"0\\\"}\",\"list\":\"[\\\"{\\\\\\\"code\\\\\\\":\\\\\\\"0\\\\\\\",\\\\\\\"indent\\\\\\\":\\\\\\\"0\\\\\\\",\\\\\\\"parameters\\\\\\\":\\\\\\\"[]\\\\\\\"}\\\"]\",\"moveFrequency\":\"3\",\"moveRoute\":\"{\\\"list\\\":\\\"[\\\\\\\"{\\\\\\\\\\\\\\\"code\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"0\\\\\\\\\\\\\\\",\\\\\\\\\\\\\\\"parameters\\\\\\\\\\\\\\\":\\\\\\\\\\\\\\\"[]\\\\\\\\\\\\\\\"}\\\\\\\"]\\\",\\\"repeat\\\":\\\"true\\\",\\\"skippable\\\":\\\"false\\\",\\\"wait\\\":\\\"false\\\"}\",\"moveSpeed\":\"3\",\"moveType\":\"0\",\"priorityType\":\"1\",\"stepAnime\":\"false\",\"through\":\"false\",\"trigger\":\"0\",\"walkAnime\":\"true\"}"]
*
* @param x
* @type number
* @desc 맵 X좌표
* @default 0
* @min 0
*
* @param y
* @type number
* @desc 맵 Y좌표
* @default 0
* @min 0
*
*/
/*~struct~Page:ko
*
* @param conditions
* @text 이벤트 출현 조건
* @type struct<Conditions>
* @desc 어떤 상황에서 이벤트가 맵에 등장하는 지 실행 조건을 설정합니다.
* @default {"actorId":"1","actorValid":"false","itemId":"1","itemValid":"false","selfSwitchCh":"A","selfSwitchValid":"false","switch1Id":"1","switch1Valid":"false","switch2Id":"1","switch2Valid":"false","variableId":"1","variableValid":"false","variableValue":"0"}
*
* @param directionFix
* @text 방향 고정
* @type boolean
* @desc 캐릭터의 방향을 변경할 수 없도록 만듭니다.
* @default false
*
* @param image
* @text 이미지
* @type struct<Image>
* @desc 이미지 설정
* @default {"tileId":"0","characterName":"","direction":"2","pattern":"1","characterIndex":"0"}
*
* @param list
* @type struct<List>[]
* @desc 이벤트 리스트
* @default ["{\"code\":\"0\",\"indent\":\"0\",\"parameters\":\"[]\"}"]
*
* @param moveFrequency
* @text 이동 빈도
* @type select
* @desc 캐릭터의 이동 빈도를 설정합니다.
* @default 3
* @option Lowest
* @value 1
* @option Lower
* @value 2
* @option Normal
* @value 3
* @option Higher
* @value 4
* @option Highest
* @value 5
*
* @param moveRoute
* @text 커스텀 이동 루트...
* @type struct<MoveRoute>
* @desc 커스텀 이동 루트를 설정합니다.
* @default {"list":"[\"{\\\"code\\\":\\\"0\\\",\\\"parameters\\\":\\\"[]\\\"}\"]","repeat":"true","skippable":"false","wait":"false"}
*
* @param moveSpeed
* @text 이동 속도
* @type select
* @desc 캐릭터의 이동 속도를 설정합니다.
* @default 3
* @option x8 Slower
* @value 1
* @option x4 Slower
* @value 2
* @option x2 Slower
* @value 3
* @option Normal
* @value 4
* @option x2 Faster
* @value 5
* @option x4 Faster
* @value 6
*
* @param moveType
* @text 이동 유형
* @type select
* @desc 이동 유형을 설정하세요.
* @default 0
* @option Fixed
* @value 0
* @option Random
* @value 1
* @option Approach
* @value 2
* @option Custom
* @value 3
*
* @param priorityType
* @text 이벤트 우선 순위(우선권)
* @type select
* @desc 이벤트 우선 순위를 설정하세요.
* @default 1
* @option 캐릭터 아래
* @value 0
* @option 캐릭터와 같음
* @value 1
* @option 캐릭터 위
* @value 2
*
* @param stepAnime
* @text 제자리걸음 움직임
* @type boolean
* @desc 캐릭터가 이동하지 않을 때에도 이동하는 애니메이션을 사용합니다.
* @default false
*
* @param through
* @text 통과
* @type boolean
* @desc 통행이 불가능한 타일도 통과가 가능합니다.
* @default false
*
* @param trigger
* @text 이벤트 실행 방식(발동)
* @type select
* @desc 이벤트 실행 방식을 설정합니다.
* @default 0
* @option 결정 버튼
* @value 0
* @option 플레이어 접근
* @value 1
* @option 이벤트 접근
* @value 2
* @option 자동 실행
* @value 3
* @option 병렬 처리
* @value 4
*
* @param walkAnime
* @text 보행 움직임
* @type boolean
* @desc 캐릭터가 이동할 때 애니메이션을 사용합니다.
* @default true
*
*/
/*~struct~Conditions:ko
* @param actorId
* @text 액터의 ID 값
* @type actor
* @desc 지정된 액터의 ID 값입니다.
* @default 1
*
* @param actorValid
* @type boolean
* @desc 지정된 액터가 파티에 있는 지 여부.
* @default false
*
* @param itemId
* @type item
* @default 1
*
* @param itemValid
* @type boolean
* @default false
*
* @param selfSwitchCh
* @type select
* @default A
* @option A
* @option B
* @option C
* @option D
*
* @param selfSwitchValid
* @type boolean
* @default false
*
* @param switch1Id
* @type switch
* @default 1
*
* @param switch1Valid
* @type boolean
* @default false
*
* @param switch2Id
* @type switch
* @default 1
*
* @param switch2Valid
* @type boolean
* @default false
*
* @param variableId
* @type variable
* @default 1
*
* @param variableValid
* @type boolean
* @default false
*
* @param variableValue
* @type number
* @default 0
*
*/
/*~struct~Image:ko
*
* @param tileId
* @type number
* @default 0
*
* @param characterName
* @type file
* @dir img/characters/
* @default
*
* @param direction
* @type select
* @default 2
* @option Up
* @value 8
* @option Down
* @value 2
* @option Left
* @value 4
* @option Right
* @value 6
*
* @param pattern
* @type number
* @default 1
* @min 0
* @max 3
*
* @param characterIndex
* @type number
* @default 0
* @min 0
* @max 7
*
*/
/*~struct~List:ko
* @param code
* @type number
* @default 0
*
* @param indent
* @type number
* @default 0
*
* @param parameters
* @type string[]
* @default []
*
*/
/*~struct~MoveRoute:ko
* @param list
* @type struct<MoveRouteList>[]
* @default ["{\"code\":\"0\",\"parameters\":\"[]\"}"]
*
* @param repeat
* @type boolean
* @default true
*
* @param skippable
* @type boolean
* @default false
*
* @param wait
* @type boolean
* @default false
*
*/
/*~struct~MoveRouteList:ko
* @param code
* @type number
* @default 0
*
* @param parameters
* @type string[]
* @default []
*
*/
/*~struct~Template:ko
*
* @param key
* @type string
* @desc 템플릿 데이터에서 특정 이벤트 에디터를 찾으려면 이 데이터의 이름을 지정해야 합니다.
* @default
*
* @param data
* @type struct<EventData>
* @default
*
*/
(() => {
const RS = window.RS || {};
RS.Event = RS.Event || {};
let parameters = $plugins.filter(function (i) {
return i.description.contains('<RS_EventCreate>');
});
parameters = parameters.length > 0 && parameters[0].parameters;
const defaultFolder = 'data/Map';
RS.Event.Params = {};
//============================================================================
// Array
//============================================================================
// eslint-disable-next-line no-extend-native
Object.defineProperty(Array.prototype, 'first', {
get() {
return this[0];
},
});
// eslint-disable-next-line no-extend-native
Object.defineProperty(Array.prototype, 'last', {
get() {
const idx = this.length - 1;
return this[idx];
},
});
// eslint-disable-next-line no-extend-native
Array.prototype.delete = function (deleteItem) {
const tmp = this.filter(function (findValue) {
return findValue !== deleteItem;
});
return tmp;
};
//============================================================================
// RS.Event
//============================================================================
RS.Event.makeEventId = function () {
return $gameMap.events().length + 1;
};
RS.Event.makeEventName = function (eventId) {
return `EV${String(eventId).padZero(3)}`;
};
RS.Event.jsonParse = function (str) {
const retData = JSON.parse(str, (k, v) => {
try {
return RS.Event.jsonParse(v);
} catch (e) {
return v;
}
});
return retData;
};
RS.Event.Params.template = RS.Event.jsonParse(parameters.Template);
RS.Event.getTemplate = function () {
const matches = RS.Event.Params.template.filter(e => {
return e.key;
});
if (matches && Array.isArray(matches)) {
return matches[0].data;
}
return RS.Event.jsonParse(parameters['Default Event Data']);
};
RS.Event.makeEventData = function (
x,
y,
charName,
charIdx,
eventId,
eventName
) {
const defaultEventData = RS.Event.jsonParse(
parameters['Default Event Data']
);
defaultEventData.id = eventId;
defaultEventData.name = eventName;
defaultEventData.x = x;
defaultEventData.y = y;
defaultEventData.pages[0].image.characterName = charName;
defaultEventData.pages[0].image.characterIndex = charIdx;
return defaultEventData;
};
RS.Event.makeEventData2 = function (key, x, y, eventId, eventName) {
const defaultEventData = RS.Event.getTemplate(key);
defaultEventData.id = eventId;
defaultEventData.name = eventName;
defaultEventData.x = x;
defaultEventData.y = y;
return defaultEventData;
};
RS.Event.applyEventOnMap = function (ev) {
if (ev && ev.id) {
$dataMap.events[ev.id] = ev;
}
};
RS.Event.instanceCreate = function (x, y, charName, charIdx) {
const eventId = RS.Event.makeEventId();
const eventName = RS.Event.makeEventName(eventId);
const newEvent = RS.Event.makeEventData(
x,
y,
charName,
charIdx,
eventId,
eventName
);
RS.Event.applyEventOnMap(newEvent);
return RS.Event.instanceCopy(x, y, $gameMap.mapId(), eventId, newEvent);
};
RS.Event.instanceCreate2 = function (key, x, y) {
const eventId = RS.Event.makeEventId();
const eventName = RS.Event.makeEventName(eventId);
const newEvent = RS.Event.makeEventData2(key, x, y, eventId, eventName);
RS.Event.applyEventOnMap(newEvent);
return RS.Event.instanceCopy(x, y, $gameMap.mapId(), eventId, newEvent);
};
RS.Event.instanceCopy = function (x, y, mapID, eventId, ...args) {
// Check that the map ID is the same.
if ($gameMap.mapId() === mapID) {
// Create a new event.
const eventData = new Game_Event(
mapID || $gameMap.mapId(),
eventId || 1
);
// Set up the position of the event itself.
eventData.locate(x, y);
// Check whether the fourth argument is used.
if (args[0]) eventData.setCustomData(args[0]);
// Set up the event page.
eventData.refresh();
// Added the event to event elements.
$gameMap._events[eventId] = eventData;