mirror of
https://github.com/infinitefusion/infinitefusion-e18.git
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173 lines
7.0 KiB
Ruby
173 lines
7.0 KiB
Ruby
#===============================================================================
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# This module stores events that can happen during the game. A procedure can
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# subscribe to an event by adding itself to the event. It will then be called
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# whenever the event occurs.
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#===============================================================================
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module Events
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@@OnMapCreate = Event.new
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@@OnMapUpdate = Event.new
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@@OnMapChange = Event.new
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@@OnMapChanging = Event.new
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@@OnMapSceneChange = Event.new
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@@OnSpritesetCreate = Event.new
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@@OnAction = Event.new
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@@OnStepTaken = Event.new
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@@OnLeaveTile = Event.new
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@@OnStepTakenFieldMovement = Event.new
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@@OnStepTakenTransferPossible = Event.new
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@@OnStartBattle = Event.new
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@@OnEndBattle = Event.new
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@@OnWildPokemonCreate = Event.new
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@@OnWildBattleOverride = Event.new
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@@OnWildBattleEnd = Event.new
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@@OnTrainerPartyLoad = Event.new
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@@OnChangeDirection = Event.new
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# Fires whenever a map is created. Event handler receives two parameters: the
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# map (RPG::Map) and the tileset (RPG::Tileset)
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def self.onMapCreate; @@OnMapCreate; end
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def self.onMapCreate=(v); @@OnMapCreate = v; end
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# Fires each frame during a map update.
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def self.onMapUpdate; @@OnMapUpdate; end
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def self.onMapUpdate=(v); @@OnMapUpdate = v; end
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# Fires whenever one map is about to change to a different one. Event handler
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# receives the new map ID and the Game_Map object representing the new map.
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# When the event handler is called, $game_map still refers to the old map.
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def self.onMapChanging; @@OnMapChanging; end
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def self.onMapChanging=(v); @@OnMapChanging = v; end
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# Fires whenever the player moves to a new map. Event handler receives the old
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# map ID or 0 if none. Also fires when the first map of the game is loaded
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def self.onMapChange; @@OnMapChange; end
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def self.onMapChange=(v); @@OnMapChange = v; end
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# Fires whenever the map scene is regenerated and soon after the player moves
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# to a new map.
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# Parameters:
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# e[0] - Scene_Map object.
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# e[1] - Whether the player just moved to a new map (either true or false). If
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# false, some other code had called $scene.createSpritesets to
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# regenerate the map scene without transferring the player elsewhere
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def self.onMapSceneChange; @@OnMapSceneChange; end
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def self.onMapSceneChange=(v); @@OnMapSceneChange = v; end
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# Fires whenever a spriteset is created.
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# Parameters:
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# e[0] - Spriteset being created. e[0].map is the map associated with the
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# spriteset (not necessarily the current map).
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# e[1] - Viewport used for tilemap and characters
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def self.onSpritesetCreate; @@OnSpritesetCreate; end
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def self.onSpritesetCreate=(v); @@OnSpritesetCreate = v; end
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# Triggers when the player presses the Action button on the map.
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def self.onAction; @@OnAction; end
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def self.onAction=(v); @@OnAction = v; end
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# Fires whenever the player takes a step.
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def self.onStepTaken; @@OnStepTaken; end
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def self.onStepTaken=(v); @@OnStepTaken = v; end
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# Fires whenever the player or another event leaves a tile.
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# Parameters:
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# e[0] - Event that just left the tile.
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# e[1] - Map ID where the tile is located (not necessarily
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# the current map). Use "$MapFactory.getMap(e[1])" to
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# get the Game_Map object corresponding to that map.
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# e[2] - X-coordinate of the tile
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# e[3] - Y-coordinate of the tile
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def self.onLeaveTile; @@OnLeaveTile; end
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def self.onLeaveTile=(v); @@OnLeaveTile = v; end
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# Fires whenever the player or another event enters a tile.
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# Parameters:
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# e[0] - Event that just entered a tile.
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def self.onStepTakenFieldMovement; @@OnStepTakenFieldMovement; end
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def self.onStepTakenFieldMovement=(v); @@OnStepTakenFieldMovement = v; end
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# Fires whenever the player takes a step. The event handler may possibly move
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# the player elsewhere.
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# Parameters:
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# e[0] - Array that contains a single boolean value. If an event handler moves
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# the player to a new map, it should set this value to true. Other
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# event handlers should check this parameter's value.
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def self.onStepTakenTransferPossible; @@OnStepTakenTransferPossible; end
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def self.onStepTakenTransferPossible=(v); @@OnStepTakenTransferPossible = v; end
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def self.onStartBattle; @@OnStartBattle; end
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def self.onStartBattle=(v); @@OnStartBattle = v; end
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def self.onEndBattle; @@OnEndBattle; end
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def self.onEndBattle=(v); @@OnEndBattle = v; end
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# Triggers whenever a wild Pokémon is created
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# Parameters:
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# e[0] - Pokémon being created
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def self.onWildPokemonCreate; @@OnWildPokemonCreate; end
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def self.onWildPokemonCreate=(v); @@OnWildPokemonCreate = v; end
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# Triggers at the start of a wild battle. Event handlers can provide their
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# own wild battle routines to override the default behavior.
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def self.onWildBattleOverride; @@OnWildBattleOverride; end
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def self.onWildBattleOverride=(v); @@OnWildBattleOverride = v; end
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# Triggers whenever a wild Pokémon battle ends
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# Parameters:
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# e[0] - Pokémon species
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# e[1] - Pokémon level
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# e[2] - Battle result (1-win, 2-loss, 3-escaped, 4-caught, 5-draw)
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def self.onWildBattleEnd; @@OnWildBattleEnd; end
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def self.onWildBattleEnd=(v); @@OnWildBattleEnd = v; end
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# Triggers whenever an NPC trainer's Pokémon party is loaded
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# Parameters:
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# e[0] - Trainer
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# e[1] - Items possessed by the trainer
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# e[2] - Party
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def self.onTrainerPartyLoad; @@OnTrainerPartyLoad; end
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def self.onTrainerPartyLoad=(v); @@OnTrainerPartyLoad = v; end
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# Fires whenever the player changes direction.
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def self.onChangeDirection; @@OnChangeDirection; end
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def self.onChangeDirection=(v); @@OnChangeDirection = v; end
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end
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#===============================================================================
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#
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#===============================================================================
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def pbOnSpritesetCreate(spriteset,viewport)
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Events.onSpritesetCreate.trigger(nil,spriteset,viewport)
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end
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#===============================================================================
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# This module stores encounter-modifying events that can happen during the game.
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# A procedure can subscribe to an event by adding itself to the event. It will
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# then be called whenever the event occurs.
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#===============================================================================
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module EncounterModifier
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@@procs = []
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@@procsEnd = []
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def self.register(p)
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@@procs.push(p)
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end
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def self.registerEncounterEnd(p)
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@@procsEnd.push(p)
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end
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def self.trigger(encounter)
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for prc in @@procs
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encounter = prc.call(encounter)
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end
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return encounter
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end
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def self.triggerEncounterEnd()
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for prc in @@procsEnd
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prc.call()
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end
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end
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end
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