def self.make_events(map_id,event_id,item_x,item_y,save=false)
return unless self.is_map?
map = self.map_data_load(map_id)
temp = Marshal.load(Marshal.dump(map))
if !$game_system.map_events_number
$game_system.map_events_number = {}
end
sum = $game_system.map_events_number
m_id = $game_map.map_id
sum[m_id] == nil ? sum[m_id] = 2000 : sum[m_id] += 1
new_event_id = sum[m_id]
temp.events[event_id].id = new_event_id
temp.events[event_id].x,temp.events[event_id].y = item_x,item_y
$game_map.events[new_event_id] = Game_Event.new(m_id,temp.events[event_id])
if save
now_map = self.map_data_load(m_id)
now_map.events[new_event_id] = temp.events[event_id]
self.map_data_save(m_id,now_map)
end
refresh_map
end
def self.map_data_init
for i in 1..999
begin
map = load_data(sprintf("Data/Map%03d.rxdata", i))
rescue Errno::ENOENT
next
end
$game_system.map_data = Marshal.load(Marshal.dump(map))
end
end
def self.map_data_save(map_id,event)
$game_system.map_data[$game_map.map_id] = event
end
def self.map_data_load(map_id)
if !$game_system.map_data
$game_system.map_data = {}
self.map_data_init
end
end
def self.delete_events(event_id)
return unless self.is_map?
$game_map.events.delete(event_id)
self.refresh_map
end
def self.refresh_map
return unless self.is_map?
$scene.spriteset.dispose
$scene.spriteset = Spriteset_Map.new
end
def self.is_map?
(return true) if $scene.is_a?(Scene_Map)
return false
end
def command_end
@list = nil
if @main and @event_id > 0
if $game_map.events[@event_id].event.name[/delete/].nil?
$game_map.events[@event_id].unlock
else
if $scene.is_a?(Scene_Map)
Drop_Item.delete_events(@event_id)
now_map = Drop_Item.map_data_load($game_map.map_id)
now_map.events.delete(@event_id)
Drop_Item.map_data_save($game_map.map_id,now_map)
end
end
end
end
def self.make_events(map_id,event_id,item_x,item_y,save=false)
return unless self.is_map?
map = self.map_data_load(map_id)
temp = Marshal.load(Marshal.dump(map))
if !$game_system.map_events_number
$game_system.map_events_number = {}
end
sum = $game_system.map_events_number
m_id = $game_map.map_id
sum[m_id] == nil ? sum[m_id] = 2000 : sum[m_id] += 1
new_event_id = sum[m_id]
temp.events[event_id].id = new_event_id
temp.events[event_id].x,temp.events[event_id].y = item_x,item_y
$game_map.events[new_event_id] = Game_Event.new(m_id,temp.events[event_id])
if save
now_map = self.map_data_load(m_id)
now_map.events[new_event_id] = temp.events[event_id]
self.map_data_save(m_id,now_map)
end
refresh_map
end
def self.map_data_init
for i in 1..999
begin
map = load_data(sprintf("Data/Map%03d.rxdata", i))
rescue Errno::ENOENT
next
end
$game_system.map_data = Marshal.load(Marshal.dump(map))
end
end
def self.map_data_save(map_id,event)
$game_system.map_data[$game_map.map_id] = event
end
def self.map_data_load(map_id)
if !$game_system.map_data
$game_system.map_data = {}
self.map_data_init
end
end
def self.delete_events(event_id)
return unless self.is_map?
$game_map.events.delete(event_id)
self.refresh_map
end
def self.refresh_map
return unless self.is_map?
$scene.spriteset.dispose
$scene.spriteset = Spriteset_Map.new
end
def self.is_map?
(return true) if $scene.is_a?(Scene_Map)
return false
end
def command_end
@list = nil
if @main and @event_id > 0
if $game_map.events[@event_id].event.name[/delete/].nil?
$game_map.events[@event_id].unlock
else
if $scene.is_a?(Scene_Map)
Drop_Item.delete_events(@event_id)
now_map = Drop_Item.map_data_load($game_map.map_id)
now_map.events.delete(@event_id)
Drop_Item.map_data_save($game_map.map_id,now_map)
end
end
end
end