/*============================================================================= EventStartAfterMoving.js ---------------------------------------------------------------------------- (C)2024 Triacontane This software is released under the MIT License. http://opensource.org/licenses/mit-license.php ---------------------------------------------------------------------------- Version 1.0.0 2024/03/17 初版 ---------------------------------------------------------------------------- [Blog] : https://triacontane.blogspot.jp/ [Twitter]: https://twitter.com/triacontane/ [GitHub] : https://github.com/triacontane/ =============================================================================*/ /*: @target MZ @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/EventStartAfterMoving.js @plugindesc Move and then start event plugin @author Triacontane @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/triacontane-MZ-plugins ). Original plugin by Triacontane. Please check the latest official version at: https://triacontane.blogspot.com ----- EventStartAfterMoving.js If the target is moving when the event starts, the event will wait until the movement is complete before starting. Terms of Use: You may modify and redistribute this plugin without permission from the author, and there are no restrictions on its use (commercial, 18+, etc.). This plugin is now yours. */ /*:ja @plugindesc 移動してからイベント開始プラグイン @target MZ @url https://github.com/triacontane/RPGMakerMV/tree/mz_master/EventStartAfterMoving.js @author トリアコンタン @help EventStartAfterMoving.js イベント開始時に対象が移動中だった場合、移動が完了するまで待ってから イベントを開始します。 利用規約: 作者に無断で改変、再配布が可能で、利用形態(商用、18禁利用等) についても制限はありません。 このプラグインはもうあなたのものです。 */ (() => { 'use strict'; const _Game_Interpreter_setup = Game_Interpreter.prototype.setup; Game_Interpreter.prototype.setup = function(list, eventId) { _Game_Interpreter_setup.apply(this, arguments); if (this._depth === 0) { this._waitForMoving = true; } }; const _Game_Interpreter_updateWait = Game_Interpreter.prototype.updateWait; Game_Interpreter.prototype.updateWait = function() { const result = _Game_Interpreter_updateWait.apply(this, arguments); if (this._waitForMoving) { if (this.character(0)?.isMoving()) { return true; } else { this._waitForMoving = false; } } return result; }; })();