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WAY_MapControlSwitch.js
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WAY_MapControlSwitch.js
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/* globals WAY, WAYModuleLoader */
// ===========================================================================
// WAY_MapControlSwitch.js
// ===========================================================================
/*:
@plugindesc v1.1.0 Control switches for each map through notetags. <WAY_MapControlSwitch>
@author waynee95
@help
==============================================================================
■ Notetags
==============================================================================
-- Map:
<Control Switch: switchId, value>
This will turn on a certain switch, when the map is entered.
Example:
<Control Switch: 1, on>
<Control Switch: 2, off>
==============================================================================
■ Terms of Use
==============================================================================
This work is licensed under the MIT license.
More info here: https://github.com/waynee95/mv-plugins/blob/master/LICENSE
==============================================================================
■ Contact Information
==============================================================================
Forum Link: https://forums.rpgmakerweb.com/index.php?members/waynee95.88436/
Website: http://waynee95.me/
Discord Name: waynee95#4261
*/
"use strict";
function _slicedToArray(arr, i) { return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _nonIterableRest(); }
function _nonIterableRest() { throw new TypeError("Invalid attempt to destructure non-iterable instance"); }
function _iterableToArrayLimit(arr, i) { if (!(Symbol.iterator in Object(arr) || Object.prototype.toString.call(arr) === "[object Arguments]")) { return; } var _arr = []; var _n = true; var _d = false; var _e = undefined; try { for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i["return"] != null) _i["return"](); } finally { if (_d) throw _e; } } return _arr; }
function _arrayWithHoles(arr) { if (Array.isArray(arr)) return arr; }
if (typeof WAY === "undefined") {
console.error("You need to install WAY_Core!"); // eslint-disable-line no-console
if (Utils.isNwjs() && Utils.isOptionValid("test")) {
var gui = require("nw.gui"); //eslint-disable-line
gui.Window.get().showDevTools();
}
SceneManager.stop();
} else {
WAYModuleLoader.registerPlugin("WAY_MapControlSwitch", "1.1.0", "waynee95", {
name: "WAY_Core",
version: ">= 2.0.0"
});
}
(function () {
var getNotetagList = WAY.Util.getNotetagList;
var toInt = function toInt(number) {
return number - number % 1;
};
var trim = function trim(str) {
return str.trim();
};
WAY.EventEmitter.on("load-map-notetags", function (map) {
map.switches = getNotetagList(map.note, "Control Switch", function (data) {
var _data$split$map = data.split(",").map(trim),
_data$split$map2 = _slicedToArray(_data$split$map, 2),
switchId = _data$split$map2[0],
value = _data$split$map2[1];
switchId = toInt(switchId);
value = value === "on";
return {
switchId: switchId,
value: value
};
});
map.switches.forEach(function (_ref) {
var switchId = _ref.switchId,
value = _ref.value;
$gameSwitches.setValue(switchId, value);
});
});
})(WAYModuleLoader.getModule("WAY_MapControlSwitch"));