slave-thistle/www/js/plugins/YEP_RegionRestrictions.js
2025-05-26 09:44:24 -05:00

227 lines
8.5 KiB
JavaScript

//=============================================================================
// Yanfly Engine Plugins - Region Restrictions
// YEP_RegionRestrictions.js
//=============================================================================
var Imported = Imported || {};
Imported.YEP_RegionRestrictions = true;
var Yanfly = Yanfly || {};
Yanfly.RR = Yanfly.RR || {};
//=============================================================================
/*:
* @plugindesc v1.00 Use regions to block out Events and/or the player from
* being able to venture into those spots.
* @author Yanfly Engine Plugins
*
* @param Player Restrict
* @desc This region ID will restrict the player from entering.
* Use 0 if you do not wish to make use of this property.
* @default 0
*
* @param Event Restrict
* @desc This region ID will restrict all events from entering.
* Use 0 if you do not wish to make use of this property.
* @default 0
*
* @param All Restrict
* @desc This region ID will restrict players and events.
* Use 0 if you do not wish to make use of this property.
* @default 0
*
* @param Player Allow
* @desc This region ID will always allow player passability.
* Use 0 if you do not wish to make use of this property.
* @default 0
*
* @param Event Allow
* @desc This region ID will always allow events passability.
* Use 0 if you do not wish to make use of this property.
* @default 0
*
* @param All Allow
* @desc This region ID will always allow both passability.
* Use 0 if you do not wish to make use of this property.
* @default 0
*
* @help
* ============================================================================
* Introduction and Instructions
* ============================================================================
*
* Not everybody wants NPC's to travel all over the place. With this plugin,
* you can set NPC's to be unable to move pass tiles marked by a specified
* Region ID. Simply draw out the area you want to enclose NPC's in on and
* they'll be unable to move past it unless they have Through on. Likewise,
* there are regions that you can prevent the player from moving onto, too!
*
* A new change from the RPG Maker VX Ace version is that now there exist
* Regions that can allow players and events to always travel through.
*/
/*:ja
* @plugindesc リージョンを用いて、イベントおよびプレイヤーの移動制限を行います。
* @author Yanfly Engine Plugins
*
* @param Player Restrict
* @desc ここで指定したリージョンIDは、プレイヤーの進入を制限します。不要な場合は0を入力してください。
* @default 0
*
* @param Event Restrict
* @desc ここで指定したリージョンIDは、全てのイベントの進入を制限します。不要な場合は0を入力してください。
* @default 0
*
* @param All Restrict
* @desc ここで指定したリージョンIDは、プレイヤーとイベント両方の進入を制限します。不要な場合は0を入力してください。
* @default 0
*
* @param Player Allow
* @desc ここで指定したリージョンIDは、プレイヤーの進入を許可します。不要な場合は0を入力してください。
* @default 0
*
* @param Event Allow
* @desc ここで指定したリージョンIDは、常にイベントの進入を許可します。不要な場合は0を入力してください。
* @default 0
*
* @param All Allow
* @desc ここで指定したリージョンIDは、常にプレイヤーとイベント両方の進入を許可します。不要な場合は0を入力してください。
* @default 0
*
* @help
* ============================================================================
* Introduction and Instructions
* ============================================================================
*
*このプラグインでは、リージョンIDによってマークされたタイルを用いることで
* NPCの行動範囲を制限することが出来ます。
* 任意の範囲を描いて指定することで、NPCをその範囲内に留めることができます。
* 同様に、プレイヤーに対しても行動範囲の制限を設けることもできます。
*
* RPGツクールVX Aceからの新しい変更として、
* プレイヤーとイベントがいつでも行き来できるリージョンが登場しました。
*
*/
//=============================================================================
//=============================================================================
// Parameter Variables
//=============================================================================
Yanfly.Parameters = PluginManager.parameters('YEP_RegionRestrictions');
Yanfly.Param = Yanfly.Param || {};
Yanfly.Param.RRAllAllow = Number(Yanfly.Parameters['All Allow']);
Yanfly.Param.RRAllRestrict = Number(Yanfly.Parameters['All Restrict']);
Yanfly.Param.RREventAllow = Number(Yanfly.Parameters['Event Allow']);
Yanfly.Param.RREventRestrict = Number(Yanfly.Parameters['Event Restrict']);
Yanfly.Param.RRPlayerAllow = Number(Yanfly.Parameters['Player Allow']);
Yanfly.Param.RRPlayerRestrict = Number(Yanfly.Parameters['Player Restrict']);
//=============================================================================
// Game_CharacterBase
//=============================================================================
Yanfly.RR.Game_CharacterBase_isMapPassable =
Game_CharacterBase.prototype.isMapPassable;
Game_CharacterBase.prototype.isMapPassable = function(x, y, d) {
if (this.isEventRegionForbid(x, y, d)) return false;
if (this.isPlayerRegionForbid(x, y, d)) return false;
if (this.isEventRegionAllow(x, y, d)) return true;
if (this.isPlayerRegionAllow(x, y, d)) return true;
return Yanfly.RR.Game_CharacterBase_isMapPassable.call(this, x, y, d);
};
Game_CharacterBase.prototype.isEvent = function() {
return false;
};
Game_CharacterBase.prototype.isPlayer = function() {
return false;
};
Game_CharacterBase.prototype.isEventRegionForbid = function(x, y, d) {
if (this.isPlayer()) return false;
if (this.isThrough()) return false;
var regionId = this.getRegionId(x, y, d);
if (regionId === 0) return false;
if (regionId === Yanfly.Param.RRAllRestrict) return true;
return regionId === Yanfly.Param.RREventRestrict;
};
Game_CharacterBase.prototype.isPlayerRegionForbid = function(x, y, d) {
if (this.isEvent()) return false;
if (this.isThrough()) return false;
var regionId = this.getRegionId(x, y, d);
if (regionId === 0) return false;
if (regionId === Yanfly.Param.RRAllRestrict) return true;
return regionId === Yanfly.Param.RRPlayerRestrict;
};
Game_CharacterBase.prototype.isEventRegionAllow = function(x, y, d) {
if (this.isPlayer()) return false;
var regionId = this.getRegionId(x, y, d);
if (regionId === 0) return false;
if (regionId === Yanfly.Param.RRAllAllow) return true;
return regionId === Yanfly.Param.RREventAllow;
};
Game_CharacterBase.prototype.isPlayerRegionAllow = function(x, y, d) {
if (this.isEvent()) return false;
var regionId = this.getRegionId(x, y, d);
if (regionId === 0) return false;
if (regionId === Yanfly.Param.RRAllAllow) return true;
return regionId === Yanfly.Param.RRPlayerAllow;
};
Game_CharacterBase.prototype.getRegionId = function(x, y, d) {
switch (d) {
case 1:
return $gameMap.regionId(x - 1, y + 1);
break;
case 2:
return $gameMap.regionId(x + 0, y + 1);
break;
case 3:
return $gameMap.regionId(x + 1, y + 1);
break;
case 4:
return $gameMap.regionId(x - 1, y + 0);
break;
case 5:
return $gameMap.regionId(x + 0, y + 0);
break;
case 6:
return $gameMap.regionId(x + 1, y + 0);
break;
case 7:
return $gameMap.regionId(x - 1, y - 1);
break;
case 8:
return $gameMap.regionId(x + 0, y - 1);
break;
case 9:
return $gameMap.regionId(x + 1, y - 1);
break;
}
return 0;
};
//=============================================================================
// Game_Event
//=============================================================================
Game_Event.prototype.isEvent = function() {
return true;
};
//=============================================================================
// Game_Player
//=============================================================================
Game_Player.prototype.isPlayer = function() {
return true;
};
//=============================================================================
// End of File
//=============================================================================