#==============================================================================
# ** Modules.Event Spawner (2.2) By SephirothSpawn
#------------------------------------------------------------------------------
# * Description :
#
# This script was designed to allow you to create events via scripts. It
# will create events immeditately, and can save created events perm. on the
# map after creation, or appear once. You can also clone events, performing
# modifications via Event Spawner module, or immeditely end the clone
# event process and move the new event to a position.
#------------------------------------------------------------------------------
# * Instructions :
#
# THIS SCRIPT IS COMPLEX!!! I TOOK HOURS OF COMMENTING, RUNNING THROUGH
# ALL EVENT CODES & PARAMETERS (600+ LINES), AND MAKING THIS SCRIPT EASIER
# TO USE. PLEASE READ THE CREATION & EVENT COMMAND CODES & PARAMETERS
# BEFORE ASKING FOR SUPPORT!
#
# If you are ever unsure of a event layout, insert this at the top of event
# commands
#
# Call Script :
#
# for event_command in $game_map.events[event_id].list
# p [event_command.code, event_command.parameters, event_command.indent]
# end
#
# Write down the code, parameters & indention, and use the add event command
# function to create event commands.
#
# To see instructions on creating events, refer to creation instrucitons.
# To see event command codes & parameters, refer to event command c & p.
#------------------------------------------------------------------------------
# * Making Events Without Huge Call Scripts :
#
# This script has a built-in sub-module that will create events with a
# simple 1-line call script, rather than creating a 15 line call script.
#
# To create a simple event spawn, search for the Presets module, directly
# below the Event_Spawner module heading.
#
# Create a method name, which should match the event you are creating. For
# example; if you were creating a event on your map that will show a simple
# text message, you can use a name such as
#
# def self.sample_event_text
#
# Make sure to put the self. in from of your method name, or it will not
# read the method and you will have an error.
#
# Basic Syntax For Method Naming
#
# def self.<event_name>
#
# Feel free to use method arguments as well (If you don't understand this,
# do not worry about it)
#
#
# Once your method is defined, you can now put what you would put in your
# call script here in the method name.
#
# Finish you method by adding a end and you are finished.
#
#
# Example Preset Event:
#
# def self.sample_event_a
# Event_Spawner.create_event(3, 5, 'Sample Event A')
# Event_Spawner.set_page_graphic({'c_name' => '002-Fighter02'})
# Event_Spawner.add_event_command(101, ['I am a spawned event'])
# Event_Spawner.end_event
# end
#
# ~ Creates an event at 3, 5 named Sample Event A
# ~ Sets 1st Page Graphic Character Name to 002-Fighter02
# ~ Creates Event Command : Show Message (Code 101)
# ~ Ends Event
#
# To call your event preset, use
#
# Event_Spawner.Presets.<method_name>
#
# (This Basically Serves as nothing more than call scripts in the script
# itself, rather than the events.)
#------------------------------------------------------------------------------
# * Event Creation Instructions :
#
#
# **** Basic Event Creation Procedure ****
#
# 1) Create Event
# 2) Set Page Graphics & Conditions
# 3) Set Page Conditions
# 4) Add New Page (If Needed)
# 5) Repeat Steps 2-4 as needed
# 6) End Event
#
#
# **** Syntax Instructions *****
#
# Creating Event
# - Event_Spawner.create_event(x = 0, y = 0, name = '')
#
# Adding Event Command
# - Event_Spawner.add_event_command(code, parameters = [], indent = 0)
#
# Setting Page Condition
# - Event_Spawner.set_page_condition({<parameters>})
# 'switch1' => switch_id
# 'switch2' => switch_id
# 'selfswitch' => 'A', 'B', 'C' or 'D'
# 'variable' => [variable_id, value]
#
# Setting Page Graphic
# - Event_Spawner.set_page_graphic(
# 'tileid' => id
# 'c_name' => 'character_filename'
# 'c_hue' => 0..360
# 'dir' => 2 : Down, 4 : Left, 6 : Right, 8 : Up
# 'pattern' => 0..3
# 'opacity' => 0..255
# 'blend' => 0 : Normal, 1 : Addition, 2 : Subtraction
#
# Setting Page Trigger
# - Event_Spawner.set_page_trigger(trigger)
# 0 : Action Button, 1 : Contact With Player, 2 - Contact With Event
# 3 : Autorun, 4 : Parallel Processing
#
# Set Page Move Settings
# - Event_Spawner.set_page_move_settings({<parameters>})
# 'type' => 0 : fixed, 1 : random, 2 : approach, 3 : custom).
# 'speed' => 1 : slowest ... 6 : fastest
# 'freq' => 1 : lowest ... 6 : highest
# 'route' => RPG::MoveRoute (See Generate Move Route)
#
# Generate Move Route
# - Event_Spawner.generate_move_route(list = [], repeat, skippable)
# See Method Heading For List Parameters
#------------------------------------------------------------------------------
# * Cloning Events
#
# Cloning events from current map
# - Event_Spawner.clone_event(target_id, new_x, new_y, new_name,
# end_event = false, save_event = false)
#
# Cloning events from different map
# - Event_Spawner.clone_event(map_id, target_id, new_x, new_y, new_name,
# end_event = false, save_event = false)
#------------------------------------------------------------------------------
# * Event Command Code & Parameters
#
# ~~ Show Text
# - Code : 101 (Lines After First Line : 401)
# - Parameters : ['Text Line']
#
# ~~ Show Choices
# - Code : 102
# - Parameters : Did not comment on yet
#
# ~~ When [**]
# - Code : 402
# - Parameters : Did not comment on yet
#
# ~~ When Cancel
# - Code : 403
# - Parameters : Did not comment on yet
#
# ~~ Input Number
# - Code : 103
# - Parameters : Did not comment on yet
# ~~ Change Text Options
# - Code : 104
# - Parameters : [ <message_position>, <message_frame> ]
#
# <message_position> - (0 : Up, 1 : Middle, 2 : Down)
# <message_frame> - (0 : Visible, 1 : Invisible)
#
# ~~ Button Input Processing
# - Code : 105
# - Parameters : [ variable_id ]
#
# ~~ Wait
# - Code : 106
# - Parameters : [ frames ]
#
# ~~ Comment :
# - Code : 108 (Lines After First Line - 408)
# - Parameters : [ 'Comment Text' ]
#
# ~~ Conditional Branch
# - Code : 111
# - Parameters : Did not comment on yet
#
# ~~ Else
# - Code : 411
# - Parameters : Did not comment on yet
#
# ~~ Loop
# - Code : 112
# - Parameters : Did not comment on yet
#
# ~~ Repeat Above
# - Code : 413
# - Parameters : Did not comment on yet
#
# ~~ Break Loop
# - Code : 113
# - Parameters : Did not comment on yet
#
# ~~ Exit Event Processing
# - Code : 115
# - Parameters : []
#
# ~~ Erase Event
# - Code : 116
# - Parameters : []
#
# ~~ Call Common Event
# - Code : 117
# - Parameters : [ common_event_id ]
#
# ~~ Label
# - Code : 118
# - Parameters : [ 'label_name' ]
#
# ~~ Jump to Label
# - Code : 119
# - Parameters : [ 'label_name' ]
#
# ~~ Control Switches
# - Code : 121
# - Parameters : [ start_variable, end_variable, <boolean> ]
#
# <boolean> - (0 : On, 1 : Off)
#
# ~~ Control Variables
# - Code : 122
# - Parameters : [ start_var_id, end_var_id, <opperation>, <opperand>, <p> ]
#
# <opperation> - (0: Set, 1: +, 2: -, 3: *, 4: /, 5: %)
# <opperand> - (0: Constant, 1: Variable, 2: Random Number, 3: Item,
# 4: Hero, 5: Monster, 6: Sprite, 7: Other)
# <p>
# When <opperand> is Constant (0)
# - n
# When <opperand> is Variable (1)
# - variable_id
# When <opperand> is Random Number (2)
# - lower, higher
# When <opperand> is Item (3)
# - item_id
# When <opperand> is Hero (4)
# - hero_id, <stat> (See <stat> Below)
# When <opperand> is Monster (5)
# - monster_id, <stat> (See <stat> Below)
# When <opperand> is Sprite (6)
# - <event_id>, <tile>
#
# <event_id> - (-1: Player, 0: This Event, 1-X: Event ID)
# <tile> - (0: X Tile, 1: Y Tile, 2: Face, 3: Screen X, 4: Screen Y,
# 5:Terrain)
# When <opperand> is Other (7)
# - (0: Map ID, 1: Party Size, 2: Money, 3: # of Steps,
# 4: Timer in Secs, 5: # of Saves)
#
# <stat> - (0: HP, 1: SP, 2: Max HP, 3: Max SP, 4: Str,
# 5: Dex, 6: Agi, 7: Int, 8: Atk, 9: PDef, 10: MDef, 11: Eva)
# ~~ Control Self Switch
# - Code : 123
# - Parameters : [ 'switch_letter', <boolean> ]
#
# <boolean> - (0 : On, 1 : Off)
#
# ~~ Control Timer
# - Code : 124
# - Parameters : [ <boolean>, seconds ]
#
# <boolean> - (0 : On, 1 : Off)
#
# ~~ Change Gold
# - Code : 125
# - Parameters : [ <operation>, <type>, <operand> ]
#
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change Items
# - Code : 126
# - Parameters : [ item_id, <operation>, <type>, <operand> ]
#
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change Weapons
# - Code : 127
# - Parameters :[ weapon_id, <operation>, <type>, <operand> ]
#
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change Armor
# - Code : 128
# - Parameters :[ armor_id, <operation>, <type>, <operand> ]
#
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change Party Member
# - Code : 129
# - Parameters : [ actor_id, <operation>, <reset> ]
#
# <operation> - (0 : Add, 1 : Remove)
# <reset> - (0 : Leave As Is, 1 : Reset Actor Information)
#
# ~~ Change Windowskin
# - Code : 131
# - Parameters : [ 'windowskin_name' ]
#
# ~~ Change Battle BGM
# - Code : 132
# - Parameters : [ 'battle_bgm' ]
#
# ~~ Change Battle End ME
# - Code : 133
# - Parameters : [ 'battle_me' ]
#
# ~~ Change Save Access
# - Code : 134
# - Parameters : [ <boolean> ]
#
# <boolean> - (0 : On, 1 : Off)
#
# ~~ Change Menu Access
# - Code : 135
# - Parameters : [ <boolean> ]
#
# <boolean> - (0 : On, 1 : Off)
#
# ~~ Change Encounter
# - Code : 136
# - Parameters : [ <boolean> ]
#
# <boolean> - (0 : On, 1 : Off)
#
# ~~ Transfer Player
# - Code : 201
# - Parameters : [ <type>, <map_id>, <x>, <y>, <direction> ]
#
# <type> - (0 : Constant, 1 : Game Variable)
# <map_id> - number or variable_id
# <x> - number or variable_id
# <x> - number or variable_id
# <direction> - (2 : Down, 4 : Left, 6 : Right, 8 : Up)
#
# ~~ Set Event Location
# - Code : 202
# - Parameters : [ <target_event>, <type>, <params>, <direction> ]
#
# <target_event> - (-1 : Player, 0 : Current Event, N : Event ID)
# <type> - (0 : Constant, 1 : Variables, 2 : Switch With Event)
# <params>
# When type is Constant (0) - target_x, target_y
# When type is Variables (1) - x_variable, y_variable
# When type is Switch Event (2) - event_id
# <direction> - (2 : Down, 4 : Left, 6 : Right, 8 : Up)
#
# ~~ Scroll Map
# - Code : 203
# - Parameters : [ <direction>, distance, speed ]
#
# <direction> - (2 : Down, 4 : Left, 6 : Right, 8 : Up)
#
# ~~ Change Map Settings
# - Code : 204
# - Parameters : [ <type>, <params> ]
#
# <type> - (0 : Panorama, 1 : Fog, 2 : Battleback)
# <params>
# When type is Panorama (0) - name, hue
# When type is Fog (1) - name, hue, opacity, blend_type, zoom, sx, sy
# When type is Battleback (2) - name
#
# ~~ Change Fog Color Tone
# - Code : 205
# - Parameters : [ tone, duration ]
#
# ~~ Change Fog Opacity
# - Code : 206
# - Parameters : [ opacity, duration ]
#
# ~~ Show Animation
# - Code : 207
# - Parameters : [ <target_event>, animation_id ]
#
# <target_event> - (-1 : Player, 0 : Current Event, N : Event ID)
#
# ~~ Change Transparent Flag
# - Code : 208
# - Parameters : [ <boolean> ]
#
# <boolean> - (0 : Transparent, 1 : Non-Transparent)
#
# ~~ Set Move Route
# - Code : 209
# - Parameters : [ <target_event>, RPG::MoveRoute ]
#
# <target_event> - (-1 : Player, 0 : Current Event, N : Event ID)
#
# ~~ Wait for Move's Completion
# - Code : 210
# - Parameters : []
#
# ~~ Prepare for Transition
# - Code : 221
# - Parameters : []
#
# ~~ Execute Transition
# - Code : 222
# - Parameters : [ transition_name ]
#
# ~~ Change Screen Color Tone
# - Code : 223
# - Parameters : [ tone, duration ]
#
# ~~ Screen Flash
# - Code : 224
# - Parameters : [ color, duration ]
#
# ~~ Screen Shake
# - Code : 225
# - Parameters : [ power, speed, duration ]
#
# ~~ Show Picture
# - Code : 231
# - Parameters : [ pic_id, name orgin, <type>, <x>, <y>,
# zoom_x, zoom_y, opacity, blend_type ]
#
# <type> - (0 : Constant, 1 : Variables)
# <x> - number or variable_id
# <y> - number or variable_id
#
# ~~ Move Picture
# - Code : 232
# - Parameters : [ pic_id, name orgin, <type>, <x>, <y>,
# zoom_x, zoom_y, opacity, blend_type ]
#
# <type> - (0 : Constant, 1 : Variables)
# <x> - number or variable_id
# <y> - number or variable_id
#
# ~~ Rotate Picture
# - Code : 233
# - Parameters : [ pic_id, angel ]
#
# ~~ Change Picture Color Tone
# - Code : 234
# - Parameters : [ pic_id, tone, duration ]
#
# ~~ Erase Picture
# - Code : 235
# - Parameters : [ pic_id ]
#
# ~~ Set Weather Effects
# - Code : 236
# - Parameters : [ <type>, power, duration ]
#
# <type> - (0 : None, 1 : Rain, 2: Storm; 3: Snow)
#
# ~~ Play BGM
# - Code : 241
# - Parameters : [ RPG::AudioFile ]
#
# ~~ Fade Out BGM
# - Code : 242
# - Parameters : [ time ]
#
# ~~ Play BGS
# - Code : 245
# - Parameters : [ RPG::AudioFile ]
#
# ~~ Fade Out BGS
# - Code : 246
# - Parameters : [ time ]
#
# ~~ Memorize BGM/BGS
# - Code : 247
# - Parameters : []
#
# ~~ Restore BGM/BGS
# - Code : 248
# - Parameters : []
#
# ~~ Play ME
# - Code : 249
# - Parameters : [ RPG::AudioFile ]
#
# ~~ Play SE
# - Code : 250
# - Parameters : [ RPG::AudioFile ]
#
# ~~ Stop SE
# - Code : 251
# - Parameters : []
#
# ~~ Battle Processing
# - Code : 301
# - Parameters : [ troop_id, can_escape_boolean, can_lose_boolean ]
#
# ~~ If Win
# - Code : 601
# - Parameters : []
#
# ~~ If Escape
# - Code : 602
# - Parameters : []
#
# ~~ If Lose
# - Code : 603
# - Parameters : []
#
# ~~ Shop Processing
# - Code : 302 (For Additional Shop Item Setup - 605)
# - Parameters : [ [ <item_type>, item_id] ]
#
# <item_type> - (0 : Item, 1 : Weapon, 2 : Armor)
#
# ~~ Name Input Processing
# - Code : 303
# - Parameters : [ actor_id, max_characters ]
#
# ~~ Change HP
# - Code : 311
# - Parameters : [ <actors>, <operation>, <type>, <operand> ]
#
# <actors> - (0 : All Party Actors, N : Actor ID)
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change SP
# - Code : 312
# - Parameters : [ <actors>, <operation>, <type>, <operand> ]
#
# <actors> - (0 : All Party Actors, N : Actor ID)
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change State
# - Code : 313
# - Parameters : [ <actors>, <operation>, state_id ]
#
# <actors> - (0 : All Party Actors, N : Actor ID)
# <operation> - (0 : Add State, 1 : Remove State)
#
# ~~ Recover All
# - Code : 314
# - Parameters :[ <actors> ]
#
# <actors> - (0 : All Party Actors, N : Actor ID)
#
# ~~ Change EXP
# - Code : 315
# - Parameters : [ <actors>, <operation>, <type>, <operand> ]
#
# <actors> - (0 : All Party Actors, N : Actor ID)
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change Level
# - Code : 316
# - Parameters : [ <actors>, <operation>, <type>, <operand> ]
#
# <actors> - (0 : All Party Actors, N : Actor ID)
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change Parameters
# - Code : 317
# - Parameters : [ <actors>, <parameter>, <operation>, <type>, <operand> ]
#
# <actors> - (0 : All Party Actors, N : Actor ID)
# <parameter> - (0 : MaxHP, 1 : MaxSP, 2 : Str, 3 : Dex, 4 : Agi, 4 : Int)
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change Skills
# - Code : 318
# - Parameters : [ actor_id, <operation>, skill_id ]
#
# <operation> - (0 : Learn Skill, 1 : Forget Skill)
#
# ~~ Change Equipment
# - Code : 319
# - Parameters : [ actor_id, <equip_type>, equipment_id ]
#
# <equip_type> : (0 : Weapon, 1 : Shield, 2 : Head, 3 : Body, 4 : Acc)
#
# ~~ Change Actor Name
# - Code : 320
# - Parameters : [ actor_id, 'name' ]
#
# ~~ Change Actor Class
# - Code : 321
# - Parameters : [ actor_id, class_id ]
#
# ~~ Change Actor Graphic
# - Code : 322
# - Parameters : [ actor_id, character_name, character_hue,
# battler_name, battler_hue ]
#
# ~~ Change Enemy HP
# - Code : 331
# - Parameters : [ <enemies>, <operation>, <type>, <operand> ]
#
# <enemies> - (0 : All Enemies, N : Enemy Index)
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change Enemy SP
# - Code : 332
# - Parameters : [ <enemies>, <operation>, <type>, <operand> ]
#
# <enemies> - (0 : All Enemies, N : Enemy Index)
# <operation> - (0 : Increase, 1 : Decrease)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id
#
# ~~ Change Enemy State
# - Code : 333
# - Parameters : [ <enemies>, <operation>, state_id ]
#
# <enemies> - (0 : All Enemies, N : Enemy Index)
# <operation> - (0 : Add State, 1 : Remove State)
#
# ~~ Enemy Recover All
# - Code : 334
# - Parameters : [ <enemies> ]
#
# <enemies> - (0 : All Enemies, N : Enemy Index)
#
# ~~ Enemy Appearance
# - Code : 335
# - Parameters : [ <enemies> ]
#
# <enemies> - (0 : All Enemies, N : Enemy Index)
#
# ~~ Enemy Transform
# - Code : 336
# - Parameters : [ enemy_index, target_enemy_id ]
#
# ~~ Show Battle Animation
# - Code : 337
# - Parameters : [ <target_troop>, <battlers>, animation_id ]
#
# <target_troop> - (0 : Enemies, 1 : Actors)
# <battlers> - (0 : Entire Troop, N : Index)
#
# ~~ Deal Damage
# - Code : 338
# - Parameters : [ <target_troop>, <battlers>, <type>, <operand> ]
#
# <target_troop> - (0 : Enemies, 1 : Actors)
# <battlers> - (0 : Entire Troop, N : Index)
# <type> - (0: Constant 1: Variable)
# <operand> - number or variable_id]
#
# ~~ Force Action
# - Code : 339
# - Parameters : [ <target_group>, <battlers>, <kind>, <basic>,
# <target>, <forcing> ]
#
# <target_troop> - (0 : Enemies, 1 : Actors)
# <battlers> - (0 : Entire Troop, N : Index)
# <kind> - (0 : Attack/Guard, 1: Skill)
# <basic>
# When Kind is 0 - (0 : Attack, 1 : Guard)
# When Kind is 1 - skill_id
# <target> - (-2 : Last Target, -1 : Random Target, N : Target Index)
# <forcing> - (0 : Execute Instead Of Next Move, 1 : Force Now)
#
# ~~ Abort Battle
# - Code : 340
# - Parameters : []
#
# ~~ Call Menu Screen
# - Code : 351
# - Parameters : []
#
# ~~ Call Save Screen
# - Code : 352
# - Parameters : []
#
# ~~ Game Over
# - Code : 353
# - Parameters : []
#
# ~~ Return to Title Screen
# - Code : 354
# - Parameters : []
#
# ~~ Script
# - Code : 355 (Lines After First line - 655)
# - Parameters : [ 'script text' ]
#==============================================================================
MACL::Loaded << 'Modules.Event Spawner'
#==============================================================================
# ** Event_Spawner
#==============================================================================
module Event_Spawner
#--------------------------------------------------------------------------
# * Event
#--------------------------------------------------------------------------
def self.event
return @event
end
#--------------------------------------------------------------------------
# * Create Event
#--------------------------------------------------------------------------
def self.create_event(x = 0, y = 0, name = '')
# Creates New Event
@event = RPG::Event.new(x, y)
@event.name = name
# Generates ID
@event.id = $game_map.events.empty? ? 1 : $game_map.events.keys.max + 1
end
#--------------------------------------------------------------------------
# * Add Event Command (See Script Heading for Event Command Details)
#--------------------------------------------------------------------------
def self.add_event_command(code, parameters = [], indent = 0)
# Creates New Event Command
event_command = RPG::EventCommand.new
# Sets Code, Parameters & Indent
event_command.code = code
event_command.parameters = parameters
event_command.indent = indent
# Adds Event Command To Page List
self.get_current_page.list.insert(-2, event_command)
end
#--------------------------------------------------------------------------
# * Set Page Condition
#
# 'switch1' => switch_id
# 'switch2' => switch_id
# 'selfswitch' => 'A', 'B', 'C' or 'D'
# 'variable' => [variable_id, value]
#--------------------------------------------------------------------------
def self.set_page_condition(parameters = {})
# Gets Last Page Condition Settings
page_c = self.get_current_page.condition
# If 'switch1' Found
if parameters.has_key?('switch1')
# Turns Switch 1 On & Sets ID
page_c.switch1_valid = true
page_c.switch1_id = parameters['switch1']
end
# If 'switch2' Found
if parameters.has_key?('switch2')
# Turns Switch 2 On & Sets ID
page_c.switch2_valid = true
page_c.switch2_id = parameters['switch1']
end
# If 'selfswitch' Found
if parameters.has_key?('selfswitch')
# Turns Self Switch ON & Sets Switch Variable
page_c.self_switch_valid = true
page_c.self_switch_ch = parameters['selfswitch']
end
# If 'variable' Found
if parameters.has_key?('variable')
# Turns Variable On, Sets Variable ID & Sets Value
page_c.variable_valid = true
page_c.variable_id = parameters['variable'][0]
page_c.variable_value = parameters['variable'][1]
end
end
#--------------------------------------------------------------------------
# * Set Page Graphic
#
# 'tileid' => id
# 'c_name' => 'character_filename'
# 'c_hue' => 0..360
# 'dir' => 2 : Down, 4 : Left, 6 : Right, 8 : Up
# 'pattern' => 0..3
# 'opacity' => 0..255
# 'blend' => 0 : Normal, 1 : Addition, 2 : Subtraction
#--------------------------------------------------------------------------
def self.set_page_graphic(parameters = {})
# Gets Last Page Graphic Settings
page_g = self.get_current_page.graphic
# Tile ID
if parameters.has_key?('tileid')
page_g.tile_id = parameters['tileid']
end
# Character Name
if parameters.has_key?('c_name')
page_g.character_name = parameters['c_name']
end
# Character Hue
if parameters.has_key?('c_hue')
page_g.character_hue = parameters['c_hue']
end
# Direction
if parameters.has_key?('dir')
page_g.direction = parameters['dir']
end
# Pattern
if parameters.has_key?('pattern')
page_g.pattern = parameters['pattern']
end
# Opacity
if parameters.has_key?('opacity')
page_g.opacity = parameters['opacity']
end
# Blend Type
if parameters.has_key?('blend')
page_g.blend_type = parameters['blend']
end
end
#--------------------------------------------------------------------------
# * Set Page Trigger
#
# 0 - Action Button
# 1 - Contact With Player
# 2 - Contact With Event
# 3 - Autorun
# 4 - Parallel Processing
#--------------------------------------------------------------------------
def self.set_page_trigger(trigger = 0)
# Sets Last Page Trigger
self.get_current_page.trigger = trigger
end
#--------------------------------------------------------------------------
# * Set Page Move Settings
#
# 'type' => 0 : fixed, 1 : random, 2 : approach, 3 : custom).
# 'speed' => 1 : slowest ... 6 : fastest
# 'freq' => 1 : lowest ... 6 : highest
# 'route' => RPG::MoveRoute (See Generate Move Route)
#--------------------------------------------------------------------------
def self.set_page_move_settings(parameters = {})
# Gets Last Page
page = self.get_current_page
# Type
if parameters.has_key?('type')
page.move_type = parameters['type']
end
# Speed
if parameters.has_key?('speed')
page.move_speed = parameters['speed']
end
# Frequency
if parameters.has_key?('freq')
page.move_frequency = parameters['freq']
end
# Route
if parameters.has_key?('route')
if parameters['route'].is_a?(RPG::MoveRoute)
page.move_route = parameters['route']
end
end
end
#--------------------------------------------------------------------------
# * Set Page Options
#
# 'walk_anime' => true or false
# 'step_anime' => true or false
# 'direction_fix' => true or false
# 'through' => true or false
# 'always_on_top' => true or false
#--------------------------------------------------------------------------
def self.set_page_options(parameters = {})
# Gets Last Page
page = self.get_current_page
# Walk Animation
if parameters.has_key?('walk_anime')
page.walk_anime = parameters['walk_anime']
end
# Step Animation
if parameters.has_key?('step_anime')
page.step_anime = parameters['step_anime']
end
# Direction Fix
if parameters.has_key?('direction_fix')
page.direction_fix = parameters['direction_fix']
end
# Through
if parameters.has_key?('through')
page.through = parameters['through']
end
# Always On Top
if parameters.has_key?('always_on_top')
page.always_on_top = parameters['always_on_top']
end
end
#--------------------------------------------------------------------------
# * Add New Page
#--------------------------------------------------------------------------
def self.add_page
@event.pages << RPG::Event::Page.new
end
#--------------------------------------------------------------------------
# * Generate Move Route
#
# list = [ <move_command>, ... ]
#
# <move_command> : [code, parameters]
#
# If no parameters required :
#
# <move_command> : code
#--------------------------------------------------------------------------
def self.generate_move_route(list = [], repeat = true, skippable = false)
# Creates New Move Route
move_route = RPG::MoveRoute.new
# Sets Repeat & Skipable
move_route.repeat = repeat
move_route.skippable = skippable
# Passes Through List
for move_command in list
if move_command.is_a?(Array)
code, parameters = move_command[0], move_command[1]
else
code, parameters = move_command, []
end
# Crates New MoveCommand
move_command = RPG::MoveCommand.new
# Adds MoveCommand to List
move_route << move_command
# Sets MoveCommand Properties
move_command.parameters = parameters
move_command.code = code
end
# Add Blank Move Command
move_route << RPG::MoveCommand.new
# Return Move Route
return move_route
end
#--------------------------------------------------------------------------
# * End Event
#--------------------------------------------------------------------------
def self.end_event(save_event = false)
# Stop If nil Event Created
return if @event.nil?
# Fix ID
@event.id = $game_map.events.empty? ? 1 : $game_map.events.keys.max + 1
# Add Event to Map & Spriteset Data
$game_map.add_event(@event)
# If Save Event Data
if save_event
# Creates Map Event Data (If none Present)
unless @saved_events.has_key?((map_id = $game_map.map_id))
@saved_events[map_id] = []
end
# Saves Event Data
@saved_events[map_id] << @event.id
end
# Clear Event Data
@event = nil
end
#--------------------------------------------------------------------------
# * Clone Event
#--------------------------------------------------------------------------
def self.clone_event(target_id, new_x, new_y, new_name,
end_event = false, save_event = false)
# Stops If Event Not Found
return unless $game_map.events.has_key?(target_id)
# Gets Event Data
@event = $game_map.events[target_id].event
# Changes X, Y & name
@event.x = new_x
@event.y = new_y
@event.name = new_name
# Generates New ID
@event.id = $game_map.events.empty? ? 1 : $game_map.events.keys.max + 1
# If End Event
if end_event
# Ends Event Creation
self.end_event(save_event)
end
end
#--------------------------------------------------------------------------
# * Clone Event (From different map)
#--------------------------------------------------------------------------
def self.clone_event2(map_id, target_id, new_x, new_y, new_name,
end_event = false, save_event = false)
# Loads map events
events = load_data(sprintf("Data/Map%03d.rxdata", map_id)).events
# Add saved events
saved_events = self.saved_events(map_id)
saved_events.each {|event_id, event| events[event_id] = event}
# Return if events list doesn't contain target_id
return unless events.has_key?(target_id)
# Gets event
@event = events[target_id]
# Changes X, Y & name
@event.x = new_x
@event.y = new_y
@event.name = new_name
# Generates New ID
@event.id = $game_map.events.empty? ? 1 : $game_map.events.keys.max + 1
# If End Event
if end_event
# Ends Event Creation
self.end_event(save_event)
end
end
#--------------------------------------------------------------------------
# * Saved Events { map_id => { event_id => name }, ... }
#--------------------------------------------------------------------------
@saved_events = {}
#--------------------------------------------------------------------------
# * Saved Events (Read)
#--------------------------------------------------------------------------
def self.saved_events(map_id = nil)
# If Map ID not Defined
if map_id.nil?
# Return All Saved Event Data
return @saved_events
end
# If Map Data Saved
if @saved_events.has_key?(map_id)
# Return Map Saved Event Data
return @saved_events[map_id]
end
# Return Blank Array
return []
end
#--------------------------------------------------------------------------
# * Saved Events (Write)
#--------------------------------------------------------------------------
def self.saved_events=(saved_events)
@saved_events = saved_events
end
#--------------------------------------------------------------------------
# * Current Page
#--------------------------------------------------------------------------
def self.get_current_page
return @event.pages.last
end
end
#==============================================================================
# ** Game_Map
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :seph_eventspawner_gmap_init, :initialize
alias_method :seph_eventspawner_gmap_setup, :setup
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Original Initialization
seph_eventspawner_gmap_init
# Create Saved Events
@saved_events = {}
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(map_id)
# Gets Saved Events
saved_events = Event_Spawner.saved_events(@map_id)
# If Not Empty
unless saved_events.empty?
# Create List (If none exist)
@saved_events[@map_id] = {} unless @saved_events.has_key?(@map_id)
# Saves spawned events
saved_events.each do |event_id|
@saved_events[@map_id][event_id] = @events[event_id]
end
end
# Original Map Setup
seph_eventspawner_gmap_setup(map_id)
# If Map Has Saved Events
if @saved_events.has_key?(@map_id)
# Add saved events to events list
@saved_events[@map_id].each do |event_id, event|
@events[event_id] = event
end
end
end
end
#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :seph_eventspawner_scnsave_wsd, :write_save_data
#--------------------------------------------------------------------------
# * Write Save Data
#--------------------------------------------------------------------------
def write_save_data(file)
# Original Write Data
seph_eventspawner_scnsave_wsd(file)
# Saves Saved Event Data
Marshal.dump(Event_Spawner.saved_events, file)
end
end
#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias_method :seph_eventspawner_scnload_rsd, :read_save_data
#--------------------------------------------------------------------------
# * Read Save Data
#--------------------------------------------------------------------------
def read_save_data(file)
# Original Write Data
seph_eventspawner_scnload_rsd(file)
# Load Saved Event Data
Event_Spawner.saved_events = Marshal.load(file)
end
end