Files
infinitefusion-e18/Data/Scripts/003_Game processing/006_Event_OverworldEvents.rb
2021-04-17 23:45:42 +01:00

173 lines
7.0 KiB
Ruby

#===============================================================================
# This module stores events that can happen during the game. A procedure can
# subscribe to an event by adding itself to the event. It will then be called
# whenever the event occurs.
#===============================================================================
module Events
@@OnMapCreate = Event.new
@@OnMapUpdate = Event.new
@@OnMapChange = Event.new
@@OnMapChanging = Event.new
@@OnMapSceneChange = Event.new
@@OnSpritesetCreate = Event.new
@@OnAction = Event.new
@@OnStepTaken = Event.new
@@OnLeaveTile = Event.new
@@OnStepTakenFieldMovement = Event.new
@@OnStepTakenTransferPossible = Event.new
@@OnStartBattle = Event.new
@@OnEndBattle = Event.new
@@OnWildPokemonCreate = Event.new
@@OnWildBattleOverride = Event.new
@@OnWildBattleEnd = Event.new
@@OnTrainerPartyLoad = Event.new
@@OnChangeDirection = Event.new
# Fires whenever a map is created. Event handler receives two parameters: the
# map (RPG::Map) and the tileset (RPG::Tileset)
def self.onMapCreate; @@OnMapCreate; end
def self.onMapCreate=(v); @@OnMapCreate = v; end
# Fires each frame during a map update.
def self.onMapUpdate; @@OnMapUpdate; end
def self.onMapUpdate=(v); @@OnMapUpdate = v; end
# Fires whenever one map is about to change to a different one. Event handler
# receives the new map ID and the Game_Map object representing the new map.
# When the event handler is called, $game_map still refers to the old map.
def self.onMapChanging; @@OnMapChanging; end
def self.onMapChanging=(v); @@OnMapChanging = v; end
# Fires whenever the player moves to a new map. Event handler receives the old
# map ID or 0 if none. Also fires when the first map of the game is loaded
def self.onMapChange; @@OnMapChange; end
def self.onMapChange=(v); @@OnMapChange = v; end
# Fires whenever the map scene is regenerated and soon after the player moves
# to a new map.
# Parameters:
# e[0] - Scene_Map object.
# e[1] - Whether the player just moved to a new map (either true or false). If
# false, some other code had called $scene.createSpritesets to
# regenerate the map scene without transferring the player elsewhere
def self.onMapSceneChange; @@OnMapSceneChange; end
def self.onMapSceneChange=(v); @@OnMapSceneChange = v; end
# Fires whenever a spriteset is created.
# Parameters:
# e[0] - Spriteset being created. e[0].map is the map associated with the
# spriteset (not necessarily the current map).
# e[1] - Viewport used for tilemap and characters
def self.onSpritesetCreate; @@OnSpritesetCreate; end
def self.onSpritesetCreate=(v); @@OnSpritesetCreate = v; end
# Triggers when the player presses the Action button on the map.
def self.onAction; @@OnAction; end
def self.onAction=(v); @@OnAction = v; end
# Fires whenever the player takes a step.
def self.onStepTaken; @@OnStepTaken; end
def self.onStepTaken=(v); @@OnStepTaken = v; end
# Fires whenever the player or another event leaves a tile.
# Parameters:
# e[0] - Event that just left the tile.
# e[1] - Map ID where the tile is located (not necessarily
# the current map). Use "$MapFactory.getMap(e[1])" to
# get the Game_Map object corresponding to that map.
# e[2] - X-coordinate of the tile
# e[3] - Y-coordinate of the tile
def self.onLeaveTile; @@OnLeaveTile; end
def self.onLeaveTile=(v); @@OnLeaveTile = v; end
# Fires whenever the player or another event enters a tile.
# Parameters:
# e[0] - Event that just entered a tile.
def self.onStepTakenFieldMovement; @@OnStepTakenFieldMovement; end
def self.onStepTakenFieldMovement=(v); @@OnStepTakenFieldMovement = v; end
# Fires whenever the player takes a step. The event handler may possibly move
# the player elsewhere.
# Parameters:
# e[0] - Array that contains a single boolean value. If an event handler moves
# the player to a new map, it should set this value to true. Other
# event handlers should check this parameter's value.
def self.onStepTakenTransferPossible; @@OnStepTakenTransferPossible; end
def self.onStepTakenTransferPossible=(v); @@OnStepTakenTransferPossible = v; end
def self.onStartBattle; @@OnStartBattle; end
def self.onStartBattle=(v); @@OnStartBattle = v; end
def self.onEndBattle; @@OnEndBattle; end
def self.onEndBattle=(v); @@OnEndBattle = v; end
# Triggers whenever a wild Pokémon is created
# Parameters:
# e[0] - Pokémon being created
def self.onWildPokemonCreate; @@OnWildPokemonCreate; end
def self.onWildPokemonCreate=(v); @@OnWildPokemonCreate = v; end
# Triggers at the start of a wild battle. Event handlers can provide their
# own wild battle routines to override the default behavior.
def self.onWildBattleOverride; @@OnWildBattleOverride; end
def self.onWildBattleOverride=(v); @@OnWildBattleOverride = v; end
# Triggers whenever a wild Pokémon battle ends
# Parameters:
# e[0] - Pokémon species
# e[1] - Pokémon level
# e[2] - Battle result (1-win, 2-loss, 3-escaped, 4-caught, 5-draw)
def self.onWildBattleEnd; @@OnWildBattleEnd; end
def self.onWildBattleEnd=(v); @@OnWildBattleEnd = v; end
# Triggers whenever an NPC trainer's Pokémon party is loaded
# Parameters:
# e[0] - Trainer
# e[1] - Items possessed by the trainer
# e[2] - Party
def self.onTrainerPartyLoad; @@OnTrainerPartyLoad; end
def self.onTrainerPartyLoad=(v); @@OnTrainerPartyLoad = v; end
# Fires whenever the player changes direction.
def self.onChangeDirection; @@OnChangeDirection; end
def self.onChangeDirection=(v); @@OnChangeDirection = v; end
end
#===============================================================================
#
#===============================================================================
def pbOnSpritesetCreate(spriteset,viewport)
Events.onSpritesetCreate.trigger(nil,spriteset,viewport)
end
#===============================================================================
# This module stores encounter-modifying events that can happen during the game.
# A procedure can subscribe to an event by adding itself to the event. It will
# then be called whenever the event occurs.
#===============================================================================
module EncounterModifier
@@procs = []
@@procsEnd = []
def self.register(p)
@@procs.push(p)
end
def self.registerEncounterEnd(p)
@@procsEnd.push(p)
end
def self.trigger(encounter)
for prc in @@procs
encounter = prc.call(encounter)
end
return encounter
end
def self.triggerEncounterEnd()
for prc in @@procsEnd
prc.call()
end
end
end