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- #===============================================================================
- # +++ MOG - Chain Commands (v1.4) +++
- #===============================================================================
- # By Moghunter
- # http://www.atelier-rgss.com
- #===============================================================================
- # Sistema de sequência de botões para ativar switchs.
- #
- # Serão necessárias as seguintes imagens. (Graphics/System)
- #
- # Chain_Cursor.png
- # Chain_Command.png
- # Chain_Layout.png
- # Chain_Timer_Layout.png
- # Chain_Timer_Meter.png
- #
- #===============================================================================
- #
- # Para ativar o script use o comando abaixo. (*Call Script)
- #
- # NEW CALL $game_chain_cmd.chain_commands(ID)
- #
- # ID - Id da switch.
- #
- #===============================================================================
- #==============================================================================
- # ● Histórico (Version History)
- #==============================================================================
- # v 1.4 - Correção do crash aleatório.
- # v 1.3 - Melhoria no sistema de dispose
- # v 1.2 - Melhoria na codificação e correção de alguns glitches.
- # v 1.1 - Animação de fade ao sair da cena de chain.
- # - Opção de definir a prioridade da hud na tela.
- #==============================================================================
- module MOG_CHAIN_COMMANDS
- #==============================================================================
- # CHAIN_COMMAND = { SWITCH_ID => [COMMAND] }
- #
- # SWITCH_ID = ID da switch
- # COMMANDS = Defina aqui a sequência de botões.
- # (Para fazer a sequência use os comandos abaixo)
- #
- # "Down" ,"Up" ,"Left" ,"Right" ,"Shift" ,"D" ,"S" ,"A" ,"Z" ,"X" ,"Q" ,"W"
- #
- # Exemplo de utilização
- #
- # CHAIN_SWITCH_COMMAND = {
- # 25=>["Down","D","S","Right"],
- # 59=>["Down","Up","Left","Right","Shift","D","S","A","Z","X","Q","W"],
- # 80=>["Shift","D"]
- # }
- #==============================================================================
- CHAIN_SWITCH_COMMAND = {
- 5=>["X","Right","Left","Z","Z"],
- 6=>["Left","Right","Left","Right","Left","Right","Q","Z","Up","A","S",
- "Down","D","Z","Right","Up","Up","Z","W","Left","Down","D","A","W"],
- 8=>["Up","Down","Left","Right","Z"]}
- #Duração para colocar os comandos. (A duração é multiplicado pela quantidade
- #de comandos) *60 = 1 sec
- CHAIN_INPUT_DURATION = 30
- #Som ao acertar.
- CHAIN_RIGHT_SE = "Chime1"
- #Som ao errar.
- CHAIN_WRONG_SE = "Buzzer1"
- #Switch que ativa o modo automático.
- CHAIN_AUTOMATIC_MODE_SWITCH_ID = 20
- #Definição da prioridade da hud na tela
- CHAIN_HUD_Z = 300
- end
- #===============================================================================
- # ■ Chain Commands
- #===============================================================================
- class Chain_Commands
- include MOG_CHAIN_COMMANDS
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- def initialize
- end
- def chain_commands(switch_id = 0)
- return if switch_id <= 0
- $game_temp.chain_switch_id = switch_id
- @action_id = $game_temp.chain_switch_id
- @chain_command = CHAIN_SWITCH_COMMAND[@action_id]
- @chain_command = ["?"] if @chain_command == nil
- duration = [[CHAIN_INPUT_DURATION, 1].max, 9999].min
- @timer_max = duration * @chain_command.size
- @timer = @timer_max
- @slide_time = [[60 / duration, 10].max, 60].min
- @change_time = 0
- if $game_switches[CHAIN_AUTOMATIC_MODE_SWITCH_ID]
- @auto = true
- else
- @auto = false
- end
- @com = 0
- start_process
- end
- def start_process
- dispose
- create_chain_command
- create_cusrsor
- create_layout
- create_meter
- create_text
- create_number
- $game_temp.showing_chain_cmd = true
- end
- #--------------------------------------------------------------------------
- # ● Create Cursor
- #--------------------------------------------------------------------------
- def create_cusrsor
- @fy_time = 0
- @fy = 0
- @com_index = 0
- @cursor = Sprite.new
- @cursor.bitmap = Cache.system("Chain_Cursor")
- @cursor.z = 4 + CHAIN_HUD_Z
- @cursor_space = ((@bitmap_cw + 5) * @chain_command.size) / 2
- if @chain_command.size <= 20
- @cursor.x = (544 / 2) - @cursor_space + @cursor_space * @com_index
- else
- @cursor.x = (544 / 2)
- end
- @cursor.y = (416 / 2) + 30
- end
- #--------------------------------------------------------------------------
- # ● Create Chain Command
- #--------------------------------------------------------------------------
- def create_chain_command
- @image = Cache.system("Chain_Command")
- width_max = ((@image.width / 13) + 5) * @chain_command.size
- @bitmap = Bitmap.new(width_max,@image.height * 2)
- @bitmap_cw = @image.width / 13
- @bitmap_ch = @image.height
- index = 0
- for i in @chain_command
- command_list_check(i)
- bitmap_src_rect = Rect.new(@com * @bitmap_cw, 0, @bitmap_cw, @bitmap_ch)
- if index == 0
- @bitmap.blt(index * (@bitmap_cw + 5) , 0, @image, bitmap_src_rect)
- else
- @bitmap.blt(index * (@bitmap_cw + 5) , @bitmap_ch, @image, bitmap_src_rect)
- end
- index += 1
- end
- @sprite = Sprite.new
- @sprite.bitmap = @bitmap
- if @chain_command.size <= 15
- @sprite.x = (544 / 2) - ((@bitmap_cw + 5) * @chain_command.size) / 2
- @new_x = 0
- else
- @sprite.x = (544 / 2)
- @new_x = @sprite.x
- end
- @sprite.y = (416 / 2) + 30 - @bitmap_ch - 15
- @sprite.z = 3 + CHAIN_HUD_Z
- @sprite.zoom_x = 1.5
- @sprite.zoom_y = 1.5
- end
- #--------------------------------------------------------------------------
- # * create_layout
- #--------------------------------------------------------------------------
- def create_layout
- @back = Plane.new
- @back.bitmap = Cache.system("Chain_Layout")
- @back.z = 0
- @layout = Sprite.new
- @layout.bitmap = Cache.system("Chain_Timer_Layout")
- @layout.z = 1 + CHAIN_HUD_Z
- @layout.x = 160
- @layout.y = 150
- end
- #--------------------------------------------------------------------------
- # * create_meter
- #--------------------------------------------------------------------------
- def create_meter
- @meter_flow = 0
- @meter_image = Cache.system("Chain_Timer_Meter")
- @meter_bitmap = Bitmap.new(@meter_image.width,@meter_image.height)
- @meter_range = @meter_image.width / 3
- @meter_width = @meter_range * @timer / @timer_max
- @meter_height = @meter_image.height
- @meter_src_rect = Rect.new(@meter_range, 0, @meter_width, @meter_height)
- @meter_bitmap.blt(0,0, @meter_image, @meter_src_rect)
- @meter_sprite = Sprite.new
- @meter_sprite.bitmap = @meter_bitmap
- @meter_sprite.z = 2 + CHAIN_HUD_Z
- @meter_sprite.x = 220
- @meter_sprite.y = 159
- update_flow
- end
- #--------------------------------------------------------------------------
- # ● Create Text
- #--------------------------------------------------------------------------
- def create_text
- @text = Sprite.new
- @text.bitmap = Bitmap.new(200,32)
- @text.z = 2 + CHAIN_HUD_Z
- @text.bitmap.font.name = "Georgia"
- @text.bitmap.font.size = 25
- @text.bitmap.font.bold = true
- @text.bitmap.font.italic = true
- @text.bitmap.font.color.set(255, 255, 255,220)
- @text.x = 230
- @text.y = 100
- end
- #--------------------------------------------------------------------------
- # ● Create Number
- #--------------------------------------------------------------------------
- def create_number
- @combo = 0
- @number = Sprite.new
- @number.bitmap = Bitmap.new(200,64)
- @number.z = 2 + CHAIN_HUD_Z
- @number.bitmap.font.name = "Arial"
- @number.bitmap.font.size = 24
- @number.bitmap.font.bold = true
- @number.bitmap.font.color.set(0, 255, 255,200)
- @number.bitmap.draw_text(0, 0, 200, 32, "Ready",1)
- @number.x = 30
- @number.y = 100
- end
- #--------------------------------------------------------------------------
- # ● Pre Dispose
- #--------------------------------------------------------------------------
- def exit
- loop do
- Graphics.update
- @sprite.x += 5
- @layout.x -= 5
- @meter_sprite.x -= 5
- @text.x -= 2
- @text.opacity -= 5
- @sprite.opacity -= 5
- @layout.opacity -= 5
- @meter_sprite.opacity -= 5
- @number.opacity -= 5
- @back.opacity -= 5
- @cursor.visible = false
- break if @sprite.opacity == 0
- end
- $game_temp.showing_chain_cmd = false
- dispose
- end
- #--------------------------------------------------------------------------
- # ● Dispose
- #--------------------------------------------------------------------------
- def dispose
- return if @layout == nil
- @bitmap.dispose
- @sprite.bitmap.dispose
- @sprite.dispose
- @cursor.bitmap.dispose
- @cursor.dispose
- @meter_image.dispose
- @meter_bitmap.dispose
- @meter_sprite.bitmap.dispose
- @meter_sprite.dispose
- @layout.bitmap.dispose
- @layout.dispose
- @layout = nil
- @back.bitmap.dispose
- @back.dispose
- @text.bitmap.dispose
- @text.dispose
- @number.bitmap.dispose
- @number.dispose
- @image.dispose
- @bitmap = @sprite = @cursor = @meter_image = @meter_bitmap = nil
- @meter_sprite = @layout = @back = @text = @number = @image = nil
- end
- #--------------------------------------------------------------------------
- # ● Update
- #--------------------------------------------------------------------------
- def update
- update_command
- update_cursor_slide
- update_flow
- update_change_time
- end
- #--------------------------------------------------------------------------
- # ● Change_Time
- #--------------------------------------------------------------------------
- def update_change_time
- return unless @auto
- @change_time += 1
- check_command(-1) if @change_time >= CHAIN_INPUT_DURATION - 1
- end
- #--------------------------------------------------------------------------
- # ● Update Flow
- #--------------------------------------------------------------------------
- def update_flow
- return if @meter_sprite.nil?
- @timer -= 1
- @meter_sprite.bitmap.clear
- @meter_width = @meter_range * @timer / @timer_max
- @meter_src_rect = Rect.new(@meter_flow, 0, @meter_width, @meter_height)
- @meter_bitmap.blt(0,0, @meter_image, @meter_src_rect)
- @meter_flow += 20
- @meter_flow = 0 if @meter_flow >= @meter_image.width - @meter_range
- wrong_command if @timer == 0 and @auto == false
- end
- #--------------------------------------------------------------------------
- # ● Update Command
- #--------------------------------------------------------------------------
- def update_command
- return if @auto
- if Input.trigger?(Input::X)
- check_command(0)
- elsif Input.trigger?(Input::Z)
- check_command(1)
- elsif Input.trigger?(Input::Y)
- check_command(2)
- elsif Input.trigger?(Input::A)
- check_command(3)
- elsif Input.trigger?(Input::C)
- check_command(4)
- elsif Input.trigger?(Input::B)
- check_command(5)
- elsif Input.trigger?(Input::L)
- check_command(6)
- elsif Input.trigger?(Input::R)
- check_command(7)
- elsif Input.trigger?(Input::RIGHT)
- check_command(8)
- elsif Input.trigger?(Input::LEFT)
- check_command(9)
- elsif Input.trigger?(Input::DOWN)
- check_command(10)
- elsif Input.trigger?(Input::UP)
- check_command(11)
- end
- end
- #--------------------------------------------------------------------------
- # ● command_list_check
- #--------------------------------------------------------------------------
- def command_list_check(command)
- case command
- when "A"
- @com = 0
- when "D"
- @com = 1
- when "S"
- @com = 2
- when "Shift"
- @com = 3
- when "Z"
- @com = 4
- when "X"
- @com = 5
- when "Q"
- @com = 6
- when "W"
- @com = 7
- when "Right"
- @com = 8
- when "Left"
- @com = 9
- when "Down"
- @com = 10
- when "Up"
- @com = 11
- else
- @com = 12
- end
- end
- #--------------------------------------------------------------------------
- # ● check_command
- #--------------------------------------------------------------------------
- def check_command(com)
- index = 0
- if com != -1
- right_input = false
- for i in @chain_command
- if index == @com_index
- command_list_check(i)
- right_input = true if @com == com
- end
- index += 1
- end
- else
- command_list_check(@com_index)
- @change_time = 0
- right_input = true
- end
- if right_input
- refresh_number
- next_command
- else
- wrong_command
- end
- end
- #--------------------------------------------------------------------------
- # ● Next Command
- #--------------------------------------------------------------------------
- def next_command
- @com_index += 1
- Audio.se_play("Audio/SE/" + CHAIN_RIGHT_SE, 100, 100)
- if @com_index == @chain_command.size
- $game_switches[@action_id] = true
- exit
- $game_map.need_refresh = true
- end
- refresh_command
- refresh_text(0)
- end
- #--------------------------------------------------------------------------
- # ● wrong_command
- #--------------------------------------------------------------------------
- def wrong_command
- Audio.se_play("Audio/SE/" + CHAIN_WRONG_SE, 100, 100)
- refresh_text(1)
- exit
- $game_player.jump(0,0)
- end
- #--------------------------------------------------------------------------
- # ● Refresh Command
- #--------------------------------------------------------------------------
- def refresh_command
- return if @sprite.nil?
- @sprite.bitmap.clear
- index = 0
- for i in @chain_command
- command_list_check(i)
- bitmap_src_rect = Rect.new(@com * @bitmap_cw, 0, @bitmap_cw, @bitmap_ch)
- if @com_index == index
- @bitmap.blt(index * (@bitmap_cw + 5) , 0, @image, bitmap_src_rect)
- else
- @bitmap.blt(index * (@bitmap_cw + 5) , @bitmap_ch, @image, bitmap_src_rect)
- end
- index += 1
- end
- if @chain_command.size > 15
- @new_x = (544 / 2) - ((@bitmap_cw + 5) * @com_index)
- else
- @cursor.x = (544 / 2) - @cursor_space + ((@bitmap_cw + 5) * @com_index)
- end
- end
- #--------------------------------------------------------------------------
- # ● Refresh Text
- #--------------------------------------------------------------------------
- def refresh_text(type)
- return if @text.nil?
- @text.bitmap.clear
- if type == 0
- if @com_index == @chain_command.size
- @text.bitmap.font.color.set(55, 255, 55,220)
- @text.bitmap.draw_text(0, 0, 200, 32, "Perfect!",1)
- else
- @text.bitmap.font.color.set(55, 155, 255,220)
- @text.bitmap.draw_text(0, 0, 200, 32, "Success!",1)
- end
- else
- @text.bitmap.font.color.set(255, 155, 55,220)
- if @timer == 0
- @text.bitmap.draw_text(0, 0, 200, 32, "Time Limit!",1)
- else
- @text.bitmap.draw_text(0, 0, 200, 32, "Fail!",1)
- end
- end
- @text.x = 230
- @text.opacity = 255
- end
- #--------------------------------------------------------------------------
- # ● Refresh Number
- #--------------------------------------------------------------------------
- def refresh_number
- return if @number.nil?
- @combo += 1
- @number.bitmap.clear
- @number.bitmap.font.size = 34
- @number.bitmap.draw_text(0, 0, 200, 32, @combo.to_s,1)
- @number.opacity = 255
- @number.zoom_x = 2
- @number.zoom_y = 2
- end
- #--------------------------------------------------------------------------
- # ● Update Cursor Slide
- #--------------------------------------------------------------------------
- def update_cursor_slide
- return if @sprite.nil?
- @sprite.zoom_x -= 0.1 if @sprite.zoom_x > 1
- @sprite.zoom_y -= 0.1 if @sprite.zoom_y > 1
- @text.x -= 2 if @text.x > 210
- @text.opacity -= 5 if @text.opacity > 0
- @sprite.x -= @slide_time if @sprite.x > @new_x and @chain_command.size > 15
- if @number.zoom_x > 1
- @number.zoom_x -= 0.1
- @number.zoom_y -= 0.1
- end
- if @fy_time > 15
- @fy += 1
- elsif @fy_time > 0
- @fy -= 1
- else
- @fy = 0
- @fy_time = 30
- end
- @fy_time -= 1
- @cursor.oy = @fy
- end
- end
- #==============================================================================
- # ■ Game Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :chain_switch_id
- attr_accessor :showing_chain_cmd
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_chain_commands_initialize initialize
- def initialize
- @chain_switch_id = 0
- @showing_chain_cmd = false
- mog_chain_commands_initialize
- end
- end
- $game_chain_cmd = Chain_Commands.new
- class << Input
- unless self.method_defined?(:falcao503_ch_update)
- alias_method :falcao503_ch_update, :update
- end
- def update
- $game_chain_cmd.update if !$game_temp.nil? and $game_temp.showing_chain_cmd
- falcao503_ch_update
- end
- end
- class Window_Selectable < Window_Base
- alias falcao503_process_cursor_move process_cursor_move
- def process_cursor_move
- return if $game_temp.showing_chain_cmd
- falcao503_process_cursor_move
- end
- alias falcao503_process_handling process_handling
- def process_handling
- return if $game_temp.showing_chain_cmd
- falcao503_process_handling
- end
- end
- class Game_Player < Game_Character
- alias falcao503_move_straight move_straight
- def move_straight(d, turn_ok = true)
- return if $game_temp.showing_chain_cmd
- falcao503_move_straight(d, turn_ok = true)
- end
- end
- class Scene_Map < Scene_Base
- alias falcao503_update_call_menu update_call_menu
- def update_call_menu
- return if $game_temp.showing_chain_cmd
- falcao503_update_call_menu
- end
- end
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