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楼主 |
发表于 2016-4-21 00:57:20
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本帖最后由 十分绅士 于 2016-4-22 00:35 编辑
额,没看到点评以为都没人回复。- //=============================================================================
- // Yanfly Engine Plugins - Picture Common Events
- // YEP_PictureCommonEvents.js
- //=============================================================================
- var Imported = Imported || {};
- Imported.YEP_Template = true;
- var Yanfly = Yanfly || {};
- Yanfly.PCE = Yanfly.PCE || {};
- //=============================================================================
- /*:
- * @plugindesc v1.00 Causes common events to run when certain pictures
- * are clicked while on the map.
- * @author Yanfly Engine Plugins
- *
- * @param ---General---
- * @default
- *
- * @param Enable Touch Move
- * @desc Is touch movement enabled by default?
- * NO - false YES - true Default: true
- * @default true
- *
- * @param Hide Message
- * @desc Hide Pictures with common events during messages?
- * NO - false YES - true Default: true
- * @default true
- *
- * @param ---Picture 1---
- * @default
- *
- * @param Picture 1 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 1 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 1 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 1 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param ---Picture 2---
- * @default
- *
- * @param Picture 2 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 2 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 2 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 2 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param ---Picture 3---
- * @default
- *
- * @param Picture 3 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 3 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 3 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 3 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param ---Picture 4---
- * @default
- *
- * @param Picture 4 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 4 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 4 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 4 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param ---Picture 5---
- * @default
- *
- * @param Picture 5 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 5 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 5 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 5 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param ---Picture 6---
- * @default
- *
- * @param Picture 6 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 6 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 6 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 6 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param ---Picture 7---
- * @default
- *
- * @param Picture 7 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 7 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 7 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 7 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param ---Picture 8---
- * @default
- *
- * @param Picture 8 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 8 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 8 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 8 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param ---Picture 9---
- * @default
- *
- * @param Picture 9 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 9 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 9 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 9 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param ---Picture 10---
- * @default
- *
- * @param Picture 10 Click
- * @desc Runs this common event when a picture with this ID is
- * clicked. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 10 Repeat
- * @desc Runs this common event when a picture with this ID is held
- * every 6 frames. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 10 Hold
- * @desc Runs this common event when a picture with this ID is
- * clicked and held. Leave this value at 0 for no common event.
- * @default 0
- *
- * @param Picture 10 Release
- * @desc Runs this common event when a picture with this ID is
- * released. Leave this value at 0 for no common event.
- * @default 0
- *
- * @help
- * ============================================================================
- * Introduction
- * ============================================================================
- *
- * Pictures can function as something other than just a visual for your game.
- * They can sometimes serve as UI elements or more! However, what they don't
- * have the ability to inherently do is to call upon common events when clicked
- * on by the mouse. With this plugin, the pictures bound to a common event will
- * become usable when clicked or touched!
- *
- * ============================================================================
- * Instructions
- * ============================================================================
- *
- * In the plugin's parameters, you can set common event ID's to each picture ID
- * listed from 1 to 100 (max number of pictures used in RPG Maker MV is 100).
- * If the picture is has even a value of 1 opacity, that picture can be used
- * for a common event. There are four condition types that can be bound with
- * the common events:
- *
- * ---
- *
- * - CLICK -
- * If the picture is clicked upon, this will prompt the common event to trigger
- * if the common event value listed is above 0. This will trigger only once
- * until the player releases the mouse (or stops touching the screen).
- *
- * - REPEAT -
- * If the mouse is clicked and then held (or if the touch screen is pushed and
- * held), as long as the mouse is above the picture area and the common event
- * value listed is above 0, then this will trigger once every 6 frames until
- * the player releases the mouse (or stops touching the screen) or moves the
- * mouse outside of the picture boundaries.
- *
- * - HOLD -
- * If the mouse is clicked and then held (or if the touch screen is pushed and
- * held), as long as the mouse is above the picture area and the common event
- * value listed is above 0, then this will trigger every frame until the player
- * releases the mouse (or stops touching the screen) or moves the mouse outside
- * of the picture boundaries.
- *
- * - RELEASE -
- * Upon releasing the clicked mouse (or the moment the player stops touching
- * the screen) and releases the mouse above this picture and if the picture's
- * common event value listed is above 0, then this will trigger upon release.
- *
- * ---
- *
- * Note that there are some behavioral changes in regards to pictures bound to
- * that of common events. Any picture that's bound to a common event will be
- * separate from the map's spriteset, and instead, bound to the scene. This is
- * so that in the event the screen is scrolled, zoomed in, shakes, etc., it
- * will NOT affect the bound pictures.
- *
- * This is because the pictures are generally to be used as UI elements and UI
- * elements best work under the practice that they do not change position.
- *
- * ============================================================================
- * Plugin Commands
- * ============================================================================
- *
- * The following are some plugin commands you can use should you want to add a
- * bit of control with the Picture Common Events.
- *
- * Plugin Command
- *
- * EnableTouchMove
- * DisableTouchMove
- * - Allows the player to press a destination on the screen and move there or
- * disables the player from using touch movement.
- *
- * HidePictureCommonEvents
- * ShowPictureCommonEvents
- * - Manually hide all pictures bound to common events or show them. If shown
- * then pictures will return to their previous opacity value. Hidden pictures
- * cannot be triggered to activate common events.
- *
- * MovePlayer Down
- * MovePlayer Left
- * MovePlayer Right
- * MovePlayer Up
- * - Will cause the player character to move as if moving by using a 4-dir
- * input (either via keyboard or controller). This is best used with 'Press'.
- *
- * TriggerButton Ok
- * TriggerButton Cancel
- * TriggerButton Dash
- * TriggerButton PageUp
- * TriggerButton PageDown
- * TriggerButton Left
- * TriggerButton Up
- * TriggerButton Right
- * TriggerButton Down
- * - This will cause the game to simulate triggering the button command of
- * one of those original functions even if there is a common event bound to
- * all of the keys of that original function.
- */
- //=============================================================================
- //=============================================================================
- // Parameter Variables
- //=============================================================================
- Yanfly.makePictureCommonEventSettings = function(a, b) {
- Yanfly.PCE.Trigger = [null];
- Yanfly.PCE.Repeated = [null];
- Yanfly.PCE.Pressed = [null];
- Yanfly.PCE.Released = [null];
- for (var i = a; i < b + 1; ++i) {
- var param = 'Picture ' + i + ' Click';
- var value = Number(Yanfly.Parameters[param]);
- Yanfly.PCE.Trigger.push(value);
- var param = 'Picture ' + i + ' Repeat';
- var value = Number(Yanfly.Parameters[param]);
- Yanfly.PCE.Repeated.push(value);
- var param = 'Picture ' + i + ' Hold';
- var value = Number(Yanfly.Parameters[param]);
- Yanfly.PCE.Pressed.push(value);
- var param = 'Picture ' + i + ' Release';
- var value = Number(Yanfly.Parameters[param]);
- Yanfly.PCE.Released.push(value);
- }
- };
- Yanfly.Parameters = PluginManager.parameters('YEP_PictureCommonEvents');
- Yanfly.Param = Yanfly.Param || {};
- Yanfly.Param.PCEMove = eval(String(Yanfly.Parameters['Enable Touch Move']));
- Yanfly.Param.PCEHideMsg = eval(String(Yanfly.Parameters['Hide Message']));
- Yanfly.makePictureCommonEventSettings(1, 100);
- //=============================================================================
- // Game_System
- //=============================================================================
- Yanfly.PCE.Game_System_initialize = Game_System.prototype.initialize;
- Game_System.prototype.initialize = function() {
- Yanfly.PCE.Game_System_initialize.call(this);
- this.initPCESettings();
- };
- Game_System.prototype.initPCESettings = function() {
- this._touchMovement = Yanfly.Param.PCEMove;
- this._hidePceMsg = Yanfly.Param.PCEHideMsg;
- this._hidePceAll = false;
- };
- Game_System.prototype.isTouchMoveEnabled = function() {
- if (this._touchMovement === undefined) this.initPCESettings();
- return this._touchMovement;
- };
- Game_System.prototype.setTouchMoveEnabled = function(value) {
- if (this._touchMovement === undefined) this.initPCESettings();
- this._touchMovement = value;
- };
- Game_System.prototype.isPictureHiddenDuringMessage = function() {
- if (this._hidePceMsg === undefined) this.initPCESettings();
- return this._hidePceMsg;
- };
- Game_System.prototype.setPictureHiddenDuringMessage = function(value) {
- if (this._hidePceMsg === undefined) this.initPCESettings();
- this._hidePceMsg = value;
- };
- Game_System.prototype.isPictureHidden = function() {
- if (this._hidePceAll === undefined) this.initPCESettings();
- return this._hidePceAll;
- };
- Game_System.prototype.setPictureHidden = function(value) {
- if (this._hidePceAll === undefined) this.initPCESettings();
- this._hidePceAll = value;
- };
- //=============================================================================
- // Game_Interpreter
- //=============================================================================
- Yanfly.PCE.Game_Interpreter_pluginCommand =
- Game_Interpreter.prototype.pluginCommand;
- Game_Interpreter.prototype.pluginCommand = function(command, args) {
- Yanfly.PCE.Game_Interpreter_pluginCommand.call(this, command, args);
- if (command === 'EnableTouchMove') {
- $gameSystem.setTouchMoveEnabled(true);
- } else if (command === 'DisableTouchMove') {
- $gameSystem.setTouchMoveEnabled(false);
- } else if (command === 'MovePlayer') {
- this.pictureCommonEventsMove(args);
- } else if (command === 'HidePictureCommonEvents') {
- $gameSystem.setPictureHidden(true);
- } else if (command === 'ShowPictureCommonEvents') {
- $gameSystem.setPictureHidden(false);
- } else if (command === 'TriggerButton') {
- this.triggerButton(args)
- }
- };
- Game_Interpreter.prototype.pictureCommonEventsMove = function(args) {
- var dir = args[0];
- if (dir.match(/down/i)) {
- $gamePlayer.moveByPictureCommonEvent(2);
- } else if (dir.match(/left/i)) {
- $gamePlayer.moveByPictureCommonEvent(4);
- } else if (dir.match(/right/i)) {
- $gamePlayer.moveByPictureCommonEvent(6);
- } else if (dir.match(/up/i)) {
- $gamePlayer.moveByPictureCommonEvent(8);
- }
- };
- Game_Interpreter.prototype.triggerButton = function(args) {
- if (!args) return;
- var button = args[0].toLowerCase();
- if (button === 'cancel') button = 'escape';
- if (button === 'dash') button = 'shift';
- Input._latestButton = button;
- Input._pressedTime = 0;
- };
- //=============================================================================
- // Game_Player
- //=============================================================================
- Game_Player.prototype.moveByPictureCommonEvent = function(direction) {
- if (!this.isMoving() && this.canMove() && direction > 0) {
- Input._dir4 = direction;
- }
- };
- //=============================================================================
- // Game_Map
- //=============================================================================
- Yanfly.PCE.Game_Map_isEventRunning = Game_Map.prototype.isEventRunning;
- Game_Map.prototype.isEventRunning = function() {
- if ($gameTemp._commonEventId > 0) return true;
- return Yanfly.PCE.Game_Map_isEventRunning.call(this);
- };
- //=============================================================================
- // Game_Picture
- //=============================================================================
- Game_Picture.prototype.isTriggered = function() {
- if (!SceneManager._scene instanceof Scene_Map) return false;
- if (this.opacity() <= 0) return false;
- var sp = SceneManager._scene.getPictureSprite(this);
- if (!sp) return false;
- var mx = this.getLocalTouchInputX();
- var my = this.getLocalTouchInputY();
- //console.log('click: ' + mx + ', ' + my);
- var rect = this.getSpriteRect(sp);
- return mx >= rect.x &&
- my >= rect.y &&
- mx < (rect.x + rect.width) &&
- my < (rect.y + rect.height);
- };
- Game_Picture.prototype.pictureId = function() {
- return $gameScreen._pictures.indexOf(this);
- };
- Game_Picture.prototype.getLocalTouchInputX = function() {
- value = TouchInput.x;
- return value;
- };
- Game_Picture.prototype.getLocalTouchInputY = function() {
- value = TouchInput.y;
- return value;
- };
- Game_Picture.prototype.getSpriteRect = function(sp) {
- var width = sp.width * Math.abs(sp.scale.x);
- var height = sp.height * Math.abs(sp.scale.y);
- var x = sp.x - (sp.anchor.x * width);
- var y = sp.y - (sp.anchor.y * height);
- if (sp.anchor.x === 0 && sp.scale.x < 0) x += sp.width * sp.scale.x;
- if (sp.anchor.y === 0 && sp.scale.y < 0) y += sp.height * sp.scale.y;
- //console.log('rect: ' + x + ', ' + y + ', ' + width + ', ' + height);
- return new Rectangle(x, y, width, height);
- };
- Game_Picture.prototype.isRelatedPictureCommonEvent = function() {
- $gameTemp._pictureCommonEvents = $gameTemp._pictureCommonEvents || [];
- if ($gameTemp._pictureCommonEvents[this.pictureId()]) {
- return $gameTemp._pictureCommonEvents[this.pictureId()];
- }
- if (Yanfly.PCE.Trigger[this.pictureId()]) {
- $gameTemp._pictureCommonEvents[this.pictureId()] = true;
- } else if (Yanfly.PCE.Repeated[this.pictureId()]) {
- $gameTemp._pictureCommonEvents[this.pictureId()] = true;
- } else if (Yanfly.PCE.Pressed[this.pictureId()]) {
- $gameTemp._pictureCommonEvents[this.pictureId()] = true;
- } else if (Yanfly.PCE.Released[this.pictureId()]) {
- $gameTemp._pictureCommonEvents[this.pictureId()] = true;
- } else {
- $gameTemp._pictureCommonEvents[this.pictureId()] = false;
- }
- return $gameTemp._pictureCommonEvents[this.pictureId()];
- };
- Yanfly.PCE.Game_Picture_opacity = Game_Picture.prototype.opacity;
- Game_Picture.prototype.opacity = function() {
- if ($gameMessage.isBusy() && this.isRelatedPictureCommonEvent()) {
- if ($gameSystem.isPictureHidden()) return 0;
- if ($gameSystem.isPictureHiddenDuringMessage()) return 0;
- }
- return Yanfly.PCE.Game_Picture_opacity.call(this);
- };
- //=============================================================================
- // Spriteset_Base
- //=============================================================================
- Yanfly.PCE.Spriteset_Base_createPictures =
- Spriteset_Base.prototype.createPictures;
- Spriteset_Base.prototype.createPictures = function() {
- var scene = SceneManager._scene;
- if (scene instanceof Scene_Map) {
- this.createSceneMapPictures();
- } else {
- Yanfly.PCE.Spriteset_Base_createPictures.call(this);
- }
- };
- Spriteset_Base.prototype.createSceneMapPictures = function() {
- var width = Graphics.boxWidth;
- var height = Graphics.boxHeight;
- var x = (Graphics.width - width) / 2;
- var y = (Graphics.height - height) / 2;
- this._pictureContainer = new Sprite();
- this._pictureContainer.setFrame(x, y, width, height);
- for (var i = 1; i <= $gameScreen.maxPictures(); i++) {
- var picture = new Sprite_Picture(i);
- if (picture.isRelatedPictureCommonEvent()) {
- SceneManager._scene.addPictureCommonEvent(picture);
- } else {
- this._pictureContainer.addChild(picture);
- }
- }
- this.addChild(this._pictureContainer);
- };
- //=============================================================================
- // Sprite_Picture
- //=============================================================================
- Yanfly.PCE.Sprite_Picture_loadBitmap = Sprite_Picture.prototype.loadBitmap;
- Sprite_Picture.prototype.loadBitmap = function() {
- Yanfly.PCE.Sprite_Picture_loadBitmap.call(this);
- SceneManager._scene.bindPictureSprite(this._pictureId, this);
- };
- Sprite_Picture.prototype.isRelatedPictureCommonEvent = function() {
- if (Yanfly.PCE.Trigger[this._pictureId]) return true;
- if (Yanfly.PCE.Repeated[this._pictureId]) return true;
- if (Yanfly.PCE.Pressed[this._pictureId]) return true;
- if (Yanfly.PCE.Released[this._pictureId]) return true;
- return false;
- };
- //=============================================================================
- // Scene_Base
- //=============================================================================
- Scene_Base.prototype.bindPictureSprite = function(picture, sprite) {
- };
- //=============================================================================
- // Scene_Map
- //=============================================================================
- Yanfly.PCE.Scene_Map_createSpriteset = Scene_Map.prototype.createSpriteset;
- Scene_Map.prototype.createSpriteset = function() {
- this._pictureCommonEvents = [];
- Yanfly.PCE.Scene_Map_createSpriteset.call(this);
- this.addPictureCommonEventChildren();
- };
- Scene_Map.prototype.addPictureCommonEvent = function(picture) {
- this._pictureCommonEvents.push(picture);
- };
- Scene_Map.prototype.addPictureCommonEventChildren = function() {
- var length = this._pictureCommonEvents.length;
- for (var i = 0; i < length; ++i) {
- var picture = this._pictureCommonEvents[i];
- this.addChild(picture);
- }
- };
- Scene_Map.prototype.bindPictureSprite = function(picture, sprite) {
- this._pictureCommonEventsBind = this._pictureCommonEventsBind || {};
- this._pictureCommonEventsBind[picture] = sprite;
- };
- Scene_Map.prototype.getPictureSprite = function(picture) {
- this._pictureCommonEventsBind = this._pictureCommonEventsBind || {};
- return this._pictureCommonEventsBind[picture.pictureId()];
- };
- Yanfly.PCE.Scene_Map_processMapTouch = Scene_Map.prototype.processMapTouch;
- Scene_Map.prototype.processMapTouch = function() {
- this.updatePictureEvents();
- if (this.allowProcessMapTouch()) {
- Yanfly.PCE.Scene_Map_processMapTouch.call(this);
- }
- };
- Scene_Map.prototype.allowProcessMapTouch = function() {
- if (SceneManager.isSceneChanging()) return false;
- if ($gameMap.isEventRunning()) return false;
- if ($gameTemp.isCommonEventReserved()) return false;
- return $gameSystem.isTouchMoveEnabled();
- };
- Scene_Map.prototype.updatePictureEvents = function() {
- if (TouchInput.isTriggered()) {
- this.updatePictureEventCheck(Yanfly.PCE.Trigger);
- }
- if (TouchInput.isRepeated()) {
- this.updatePictureEventCheck(Yanfly.PCE.Repeated);
- }
- if (TouchInput.isPressed()) {
- this.updatePictureEventCheck(Yanfly.PCE.Pressed);
- }
- if (TouchInput.isReleased()) {
- this.updatePictureEventCheck(Yanfly.PCE.Released);
- }
- };
- Scene_Map.prototype.updatePictureEventCheck = function(check) {
- if (SceneManager.isSceneChanging()) return;
- if ($gameMap.isEventRunning()) return;
- var picture = this.getTriggeredPictureCommonEvent(check);
- if (!picture) return;
- $gameTemp.reserveCommonEvent(check[picture.pictureId()]);
- $gameTemp.clearDestination();
- };
- Scene_Map.prototype.getTriggeredPictureCommonEvent = function(check) {
- var length = check.length;
- var lastpicture = null;
- for (var i = 1; i < length; ++i) {
- var picture = $gameScreen.picture(i);
- if (!check[i]) continue;
- if (!picture) continue;
- var rect = picture.getSpriteRect(this.getPictureSprite(picture));
- lastpicture = picture;
- if (picture.isTriggered()) return picture;
- }
- return null;
- };
- //=============================================================================
- // End of File
- //=============================================================================
复制代码 是Yanfly的这个图片绑定公共事件的插件,做一个人物移动的公共事件,根据帮助里的那几个插件命令,想做物移动的触屏按键。
然而人物移动的都不行,为了验证插件生效,还是试了些其他的事件效果,证明是没有问题的,TriggerButton Cancel 调用会呼出主菜单,因此是可验证,证明是可以的,但是人物移动的插件命令没有效果,也找不到问题那里 |
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