class Game_Event < Game_Character attr_reader :map_id attr_reader :trigger attr_reader :list attr_reader :starting attr_reader :tempSwitches # Temporary self-switches attr_accessor :need_refresh def initialize(map_id, event, map=nil) super(map) @map_id = map_id @event = event @id = @event.id @original_x = @event.x @original_y = @event.y if @event.name[/size\((\d+),(\d+)\)/i] @width = $~[1].to_i @height = $~[2].to_i end @erased = false @starting = false @need_refresh = false @route_erased = false @through = true @to_update = true @tempSwitches = {} moveto(@event.x, @event.y) if map refresh end def id; return @event.id; end def name; return @event.name; end def set_starting @starting = true end def clear_starting @starting = false end def start @starting = true if @list.size > 1 end def erase @erased = true refresh end def erase_route @route_erased = true refresh end def tsOn?(c) return @tempSwitches && @tempSwitches[c]==true end def tsOff?(c) return !@tempSwitches || !@tempSwitches[c] end def setTempSwitchOn(c) @tempSwitches[c]=true refresh end def setTempSwitchOff(c) @tempSwitches[c]=false refresh end def isOff?(c) return !$game_self_switches[[@map_id,@event.id,c]] end def switchIsOn?(id) switchname = $data_system.switches[id] return false if !switchname if switchname[/^s\:/] return eval($~.post_match) else return $game_switches[id] end end def variable return nil if !$PokemonGlobal.eventvars return $PokemonGlobal.eventvars[[@map_id,@event.id]] end def setVariable(variable) $PokemonGlobal.eventvars[[@map_id,@event.id]]=variable end def varAsInt return 0 if !$PokemonGlobal.eventvars return $PokemonGlobal.eventvars[[@map_id,@event.id]].to_i end def expired?(secs=86400) ontime=self.variable time=pbGetTimeNow return ontime && (time.to_i>ontime+secs) end def expiredDays?(days=1) ontime=self.variable.to_i return false if !ontime now=pbGetTimeNow elapsed=(now.to_i-ontime)/86400 elapsed+=1 if (now.to_i-ontime)%86400>(now.hour*3600+now.min*60+now.sec) return elapsed>=days end def cooledDown?(seconds) return true if expired?(seconds) && tsOff?("A") self.need_refresh = true return false end def cooledDownDays?(days) return true if expiredDays?(days) && tsOff?("A") self.need_refresh = true return false end def onEvent? return @map_id == $game_map.map_id && at_coordinate?($game_player.x, $game_player.y) end def over_trigger? return false if @character_name != "" && !@through return false if @event.name[/hiddenitem/i] each_occupied_tile do |i, j| return true if self.map.passable?(i, j, 0, $game_player) end return false end def pbCheckEventTriggerAfterTurning return if $game_system.map_interpreter.running? || @starting if @event.name[/trainer\((\d+)\)/i] distance = $~[1].to_i if @trigger==2 && pbEventCanReachPlayer?(self,$game_player,distance) start if !jumping? && !over_trigger? end end end def check_event_trigger_touch(dir) return if $game_system.map_interpreter.running? return if @trigger != 2 # Event touch case dir when 2 return if $game_player.y != @y + 1 when 4 return if $game_player.x != @x - 1 when 6 return if $game_player.x != @x + @width when 8 return if $game_player.y != @y - @height end return if !in_line_with_coordinate?($game_player.x, $game_player.y) return if jumping? || over_trigger? start end def check_event_trigger_auto if @trigger == 2 # Event touch if at_coordinate?($game_player.x, $game_player.y) start if !jumping? && over_trigger? end elsif @trigger == 3 # Autorun start end end def refresh new_page = nil unless @erased for page in @event.pages.reverse c = page.condition next if c.switch1_valid && !switchIsOn?(c.switch1_id) next if c.switch2_valid && !switchIsOn?(c.switch2_id) next if c.variable_valid && $game_variables[c.variable_id] < c.variable_value if c.self_switch_valid key = [@map_id, @event.id, c.self_switch_ch] next if $game_self_switches[key] != true end new_page = page break end end return if new_page == @page @page = new_page clear_starting if @page == nil @tile_id = 0 @character_name = "" @character_hue = 0 @move_type = 0 @through = true @trigger = nil @list = nil @interpreter = nil return end @tile_id = @page.graphic.tile_id @character_name = @page.graphic.character_name @character_hue = @page.graphic.character_hue if @original_direction != @page.graphic.direction @direction = @page.graphic.direction @original_direction = @direction @prelock_direction = 0 end if @original_pattern != @page.graphic.pattern @pattern = @page.graphic.pattern @original_pattern = @pattern end @opacity = @page.graphic.opacity @blend_type = @page.graphic.blend_type @move_type = @page.move_type self.move_speed = @page.move_speed self.move_frequency = @page.move_frequency @move_route = (@route_erased) ? RPG::MoveRoute.new : @page.move_route @move_route_index = 0 @move_route_forcing = false @walk_anime = @page.walk_anime @step_anime = @page.step_anime @direction_fix = @page.direction_fix @through = @page.through @always_on_top = @page.always_on_top calculate_bush_depth @trigger = @page.trigger @list = @page.list @interpreter = nil if @trigger == 4 # Parallel Process @interpreter = Interpreter.new end check_event_trigger_auto end def should_update?(recalc=false) return @to_update if !recalc return true if @trigger && (@trigger == 3 || @trigger == 4) return true if @move_route_forcing return true if @event.name[/update/i] range = 2 # Number of tiles return false if self.screen_x - @sprite_size[0]/2 > Graphics.width + range * Game_Map::TILE_WIDTH return false if self.screen_x + @sprite_size[0]/2 < -range * Game_Map::TILE_WIDTH return false if self.screen_y_ground - @sprite_size[1] > Graphics.height + range * Game_Map::TILE_HEIGHT return false if self.screen_y_ground < -range * Game_Map::TILE_HEIGHT return true end def update @to_update = should_update?(true) return if !@to_update last_moving = moving? super if !moving? && last_moving $game_player.pbCheckEventTriggerFromDistance([2]) end if @need_refresh @need_refresh = false refresh end check_event_trigger_auto if @interpreter != nil unless @interpreter.running? @interpreter.setup(@list, @event.id, @map_id) end @interpreter.update end end end