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- #==============================================================================
- # +++ MOG - Blitz Commands (v1.6) +++
- #==============================================================================
- # By Moghunter
- # https://atelierrgss.wordpress.com/
- #==============================================================================
- # Permite ativar ações através de sequência de comandos.
- #==============================================================================
- # UTILIZAÇÃO
- #==============================================================================
- # No banco de dados de habilidades ou itens, coloque o seguinte comentário na
- # caixa de notas.
- #
- # <Blitz Command>
- #
- # * Lembre-se de definir a sequência de botões no editor de script antes de
- # usar a habilidade
- #
- # Para definir uma velocidade especifica na sequência de botões use o cometário
- # abaixo.
- #
- # <Blitz Speed = X>
- #
- #==============================================================================
- # Arquivos necessários. Graphics/System/
- #==============================================================================
- #
- # Blitz_Background.png
- # Blitz_Flash.png
- # Blitz_Layout.png
- # Blitz_Meter.png
- # Chain_Command.png
- #
- #==============================================================================
- # Histórico
- #==============================================================================
- # v1.6 - Melhoria na codificação.
- #==============================================================================
- $imported = {} if $imported.nil?
- $imported[:mog_blitz_commands] = true
- module MOG_BLITZ_COMMANDS
- #Definição do tempo para inserir os comandos. (tempo X quantidade de comandos)
- DEFAULT_INPUT_DURATION = 138 #
- #==============================================================================
- # BLITZ_INPUT = { SKILL_ID => [COMMAND] }
- #
- # SKILL_ID = ID da habilidade no banco de dados.
- # 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
- #
- # BLITZ_INPUT = {
- # 25=>["Down","D","S","Right"],
- # 59=>["Down","Up","Left","Right","Shift","D","S","A","Z","X","Q","W"],
- # 80=>["Shift","D"]
- # }
- #==============================================================================
- BLITZ_INPUT = {
- # 143=>["Random","Random","Random","Random","Random"],
- # 144=>["Random","Random","Random","Random","Random","Random"],
- 230=>["Random","Random","Random","Random","Random"],
- 231=>["Random","Random","Random","Random","Random","Random"],
- 232=>["Random","Random","Random","Random","Random","Random","Random"],
- 233=>["Random","Random","Random","Random","Random","Random","Random","Random"],
- 234=>["Random","Random","Random","Random","Random","Random","Random","Random","Random","Random","Random"],
- 235=>["Random","Random","Random","Random","Random","Random","Random","Random","Random","Random","Random","Random","Random","Random"],
- # 149=>["Random","Random","Random","Random","Random"],
- # 150=>["Random","Random","Random","Random","Random","Random"],
- # 151=>["Random","Random","Random","Random","Random","Random","Random"],
- # 155=>["Random","Random","Random","Random","Random"],
- # 156=>["Random","Random","Random","Random","Random","Random"],
- # 157=>["Random","Random","Random","Random","Random","Random","Random"],
- # 161=>["Random","Random","Random","Random","Random"],
- # 162=>["Random","Random","Random","Random","Random","Random"],
- # 163=>["Random","Random","Random","Random","Random","Random","Random"],
- # 166=>["Random","Random","Random","Random","Random"],
- # 167=>["Random","Random","Random","Random","Random","Random"],
- # 168=>["Random","Random","Random","Random","Random","Random","Random"],
- # 22=>["Left","Up","Right","Down","Up","Down","Left","Right","Z"],
- # 51=>["Up","Down","Left","Right","Z"],
- # 53=>["X","Z","A","S","D"],
- # 61=>["Z","D","X","Right","Left"],
- # 62=>["Right","Left","Right","Q","Z","Z","D","X","Right","Left"],
- # 66=>["Right","Up","Up","Z"],
- # 69=>["X","Right","Left","Z","Z"],
- # 74=>["Down","Right","Down","Right","A"],
- # 999=>["Left","Right","Left","Right","Left","Right","Q","Z","Up","A","S",
- # "Down","D","Z","Right","Up","Up","Z","W","Left","Down","D","A","W"]
- }
- #Ativar animação da imagem de fundo.
- BACKGROUND_ENABLE = false #false
- #Velocidade de deslize da imagem de fundo.
- BACKGROUND_SCROLL_SPEED = [30,0]
- #Posição do layout.
- BLITZ_POSITION = [0,0]
- #Posição do botão.
- BUTTON_POSITION = [295,190] # [265,170] #[307,205]
- #Posição do medidor de tempo.
- METER_POSITION = [66,284] #[63,249]
- #Posição do sprite Flash.
- FLASH_POSITION = [0,170] # [0,146]
- #Posição do ícone.
- ICON_POSITION = [-15,2] # [0,0]
- #Posição do nome da skill
- SKILL_NAME_POSITION = [220,126] # [180,140] [226,168]
- #Definição das palavras usadas no sistema blitz.
- BLITZ_WORDS = ["Missed!", "Timeover", "Success!"]
- #Configuração da fonte.
- FONT_SIZE = 28 #22
- FONT_COLOR = Color.new(255,255,255)
- #Prioridade dos sprites.
- BLITZ_Z = 10500
- #Som ao acertar.
- RIGHT_SE = "Chime2" #Chime1
- #Som ao errar.
- WRONG_SE = "Buzzer1"
- #Definição do som ao ativar o sistema.
- BLITZ_START_SE = "Saint9"
- RANDOM_KEYS = ["Left","Right","Up","Down"] #,"D","S","A","Z","X"
- end
- #==============================================================================
- # ■ Game Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :blitz_commands
- attr_accessor :blitz_commands_phase
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_blits_commands_initialize initialize
- def initialize
- @blitz_commands = [false,0] ; @blitz_commands_phase = false
- mog_blits_commands_initialize
- end
- end
- #==============================================================================
- # ■ Scene_Battle
- #==============================================================================
- class Scene_Battle < Scene_Base
- #--------------------------------------------------------------------------
- # ● Use Item
- #--------------------------------------------------------------------------
- alias mog_blitz_commands_use_item use_item
- def use_item
- if can_execute_blitz_input?
- blitz_before_action
- execute_blitz_input
- blitz_after_action
- unless $game_temp.blitz_commands[1] == nil
- return if !$game_temp.blitz_commands[0]
- end
- end
- mog_blitz_commands_use_item
- end
- #--------------------------------------------------------------------------
- # ● Blitz Before Action
- #--------------------------------------------------------------------------
- def blitz_before_action
- record_window_data if $imported[:mog_atb_system]
- if $imported[:mog_menu_cursor]
- @chain_curor_x = $game_temp.menu_cursor[2]
- $game_temp.menu_cursor[2] = -999
- force_cursor_visible(false)
- end
- end
- #--------------------------------------------------------------------------
- # ● Blitz After ACtion
- #--------------------------------------------------------------------------
- def blitz_after_action
- restore_window_data if $imported[:mog_atb_system]
- if $imported[:mog_menu_cursor] and @chain_curor_x != nil
- $game_temp.menu_cursor[2] = @chain_curor_x
- end
- end
- #--------------------------------------------------------------------------
- # ● Can Execute Blitz Input
- #--------------------------------------------------------------------------
- def can_execute_blitz_input?
- return false if !@subject.is_a?(Game_Actor)
- return false if @subject.restriction != 0
- return true
- end
- #--------------------------------------------------------------------------
- # ● Execute Blitz Input
- #--------------------------------------------------------------------------
- def execute_blitz_input
- $game_temp.blitz_commands[0] = false
- action_id = @subject.current_action.item.note =~ /<Blitz Command>/ ? @subject.current_action.item.id : nil
- $game_temp.blitz_commands[1] = action_id
- return if action_id == nil
- blitz_command_sequence = MOG_BLITZ_COMMANDS::BLITZ_INPUT[action_id]
- if $imported[:mog_menu_cursor]
- valor_x = $game_temp.menu_cursor[2] ; $game_temp.menu_cursor[2] = -999
- force_cursor_visible(false)
- end
- if blitz_command_sequence != nil
- blitz_sq = Blitz_Commands.new(blitz_command_sequence, @subject ,action_id)
- loop do
- $game_temp.blitz_commands_phase = true
- (blitz_sq.update ; Input.update) unless @spriteset.animation?
- @spriteset.update ; Graphics.update ; update_info_viewport
- break if blitz_sq.phase == 9
- end
- blitz_sq.dispose
- end
- $game_temp.menu_cursor[2] = valor_x if $imported[:mog_menu_cursor]
- $game_temp.blitz_commands_phase = false
- end
- end
- #==============================================================================
- # Game Temp
- #==============================================================================
- class Game_Temp
- attr_accessor :cache_blitz_command
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_blitz_command_initialize initialize
- def initialize
- mog_blitz_command_initialize
- cache_blt_cmd
- end
- #--------------------------------------------------------------------------
- # ● Cache Blt Cmd
- #--------------------------------------------------------------------------
- def cache_blt_cmd
- @cache_blitz_command = []
- @cache_blitz_command.push(Cache.system("Blitz_Background"))
- @cache_blitz_command.push(Cache.system("IconSet"))
- @cache_blitz_command.push(Cache.system("Blitz_Flash"))
- @cache_blitz_command.push(Cache.system("Blitz_Meter"))
- @cache_blitz_command.push(Cache.system("Blitz_Layout"))
- @cache_blitz_command.push(Cache.system("Chain_Battle_Command"))
- end
- end
- #==============================================================================
- # ■ Spriteset Battle
- #==============================================================================
- class Spriteset_Battle
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- alias mog_blitz_commands_initialize initialize
- def initialize
- $game_temp.cache_blt_cmd
- mog_blitz_commands_initialize
- end
- end
- #==============================================================================
- # Blitz Commands
- #==============================================================================
- class Blitz_Commands
- include MOG_BLITZ_COMMANDS
- attr_accessor :phase
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- def initialize(sequence, subject,action_id)
- @chain_command_original = sequence ##
- @phase = 0 ; @actor = subject ; @skill = $data_skills[action_id]
- @skillname = @skill.name ; @action_id = action_id
- @chain_command = sequence.dup ; @end = false ##
- duration = @skill.note =~ /<Blitz Speed = (\d+)>/i ? $1.to_i : DEFAULT_INPUT_DURATION + $game_variables[160]
- random_sequence ##
- @timer_max = duration # * @chain_command.size ; @timer_max = 1 if @timer_max < 1
- @timer = @timer_max ; @com = 0 ; @com_index = 0 ; @new_x = 0
- Audio.se_play("Audio/SE/" + BLITZ_START_SE, 100, 100) rescue nil
- create_sprites
- end
- def random_sequence
- @chain_command_original.each_with_index do |c, i|
- next if c != "Random"
- k = rand(RANDOM_KEYS.size) ; @chain_command[i] = RANDOM_KEYS[k]
- end
- end
- #--------------------------------------------------------------------------
- # ● Create Sprites
- #--------------------------------------------------------------------------
- def create_sprites
- create_background ; create_layout ; create_buttons ; create_meter
- create_flash ; create_skill_name ; create_icon
- end
- #--------------------------------------------------------------------------
- # ● Create Background
- #--------------------------------------------------------------------------
- def create_background
- @background = Plane.new ; @background.opacity = 0
- @background.bitmap = $game_temp.cache_blitz_command[0]
- @background.z = BLITZ_Z ; @background.visible = BACKGROUND_ENABLE
- end
- #--------------------------------------------------------------------------
- # ● Create Icon
- #--------------------------------------------------------------------------
- def create_icon
- @icon_image = $game_temp.cache_blitz_command[1]
- @icon_sprite = Sprite.new ; @icon_sprite.bitmap = Bitmap.new(24,24)
- @icon_sprite.z = BLITZ_Z + 3
- @org_x2 = 80 + ICON_POSITION[0] - @center + SKILL_NAME_POSITION[0]
- @icon_sprite.x = @org_x2 ; @icon_sprite.opacity = 0
- @icon_sprite.y = ICON_POSITION[1] + SKILL_NAME_POSITION[1]
- icon_rect = Rect.new(@skill.icon_index % 16 * 24, @skill.icon_index / 16 * 24, 24, 24)
- @icon_sprite.bitmap.blt(0,0, @icon_image, icon_rect)
- end
- #--------------------------------------------------------------------------
- # ● Initialize
- #--------------------------------------------------------------------------
- def create_skill_name
- @skill_name = Sprite.new ; @skill_name.bitmap = Bitmap.new(200,32)
- @skill_name.bitmap.font.size = FONT_SIZE
- @skill_name.z = BLITZ_Z + 3 ; @skill_name.y = SKILL_NAME_POSITION[1]
- @skill_name.opacity = 0 ; refresh_skill_name
- end
- #--------------------------------------------------------------------------
- # ● Refresh Skill Name
- #--------------------------------------------------------------------------
- def refresh_skill_name
- cm = @skillname.to_s.split(//).size
- @center = ((200 / @skill_name.bitmap.font.size) * cm / 2) + 5
- @org_x = SKILL_NAME_POSITION[0] ; @skill_name.x = @org_x
- @skill_name.bitmap.font.color = Color.new(0,0,0)
- @skill_name.bitmap.draw_text(1,1,200,32,@skillname.to_s,1)
- @skill_name.bitmap.font.color = FONT_COLOR
- @skill_name.bitmap.draw_text(0,0,200,32,@skillname.to_s,1)
- end
- #--------------------------------------------------------------------------
- # ● Create Flash
- #--------------------------------------------------------------------------
- def create_flash
- @flash_type = 0 ; @flash_image = $game_temp.cache_blitz_command[2]
- @flash_cw = @flash_image.width ; @flash_ch = @flash_image.height / 2
- @flash = Sprite.new ; @flash.bitmap = Bitmap.new(@flash_cw,@flash_ch)
- @flash.x = FLASH_POSITION[0] ; @flash.y = FLASH_POSITION[1]
- @flash.z = BLITZ_Z + 2 ; @flash.opacity = 0 ; @flash.blend_type = 1
- refresh_flash
- end
- #--------------------------------------------------------------------------
- # ● Refresh Flash
- #--------------------------------------------------------------------------
- def refresh_flash
- @flash.bitmap.clear
- f_scr = Rect.new(0,@flash_type * @flash_ch,@flash_cw,@flash_ch)
- @flash.bitmap.blt(0,0,@flash_image,f_scr)
- end
- #--------------------------------------------------------------------------
- # ● Create Meter
- #--------------------------------------------------------------------------
- def create_meter
- @meter_image = $game_temp.cache_blitz_command[3]
- @meter_cw = @meter_image.width ; @meter_ch = @meter_image.height
- @meter_sprite = Sprite.new
- @meter_sprite.bitmap = Bitmap.new(@meter_cw,@meter_ch)
- @meter_sprite.x = METER_POSITION[0] ; @meter_sprite.y = METER_POSITION[1]
- @meter_sprite.z = BLITZ_Z + 2 ; @meter_sprite.opacity = 0 ; update_meter
- end
- #--------------------------------------------------------------------------
- # ● Update Meter
- #--------------------------------------------------------------------------
- def update_meter
- return if @meter_sprite == nil
- @meter_sprite.bitmap.clear ; m_width = @meter_cw * @timer / @timer_max
- m_scr = Rect.new(0,0,m_width,@meter_ch)
- @meter_sprite.bitmap.blt(0,0,@meter_image, m_scr)
- end
- #--------------------------------------------------------------------------
- # ● Create Layout
- #--------------------------------------------------------------------------
- def create_layout
- @layout = Sprite.new ; @layout.bitmap = $game_temp.cache_blitz_command[4]
- @layout.x = BLITZ_POSITION[0] ; @layout.y = BLITZ_POSITION[1]
- @layout.z = BLITZ_Z + 1 ; @layout.opacity = 0
- end
- #--------------------------------------------------------------------------
- # ● Create Buttons
- #--------------------------------------------------------------------------
- def create_buttons
- @image = $game_temp.cache_blitz_command[5]
- @image_cw = @image.width / 13 ; @image_ch = @image.height
- @image_cw_max = (@image_cw + 5) * @chain_command.size
- @sprite = Sprite.new ; @sprite.bitmap = Bitmap.new(@image_cw_max,@image_ch * 2)
- if @chain_command.size <= 15
- @sprite.x = (Graphics.width / 2) - ((@image_cw + 5) * @chain_command.size) / 2
- @new_x = 0
- else
- @sprite.x = (Graphics.width / 2) ; @new_x = @sprite.x
- end
- @sprite.x = BUTTON_POSITION[0]
- @sprite.y = BUTTON_POSITION[1]
- @sprite.z = BLITZ_Z + 1 ; @sprite.opacity = 0 ; refresh_button
- end
- #--------------------------------------------------------------------------
- # ● Refresh Button
- #--------------------------------------------------------------------------
- def refresh_button
- return if @sprite == nil
- @sprite.bitmap.clear
- @chain_command.each_with_index do |i, index|
- command_list_check(i)
- bitmap_src_rect = Rect.new(@com * @image_cw, 0, @image_cw, @image_ch)
- if @com_index == index
- @sprite.bitmap.blt(index * (@image_cw + 5) , 0 , @image, bitmap_src_rect)
- else
- @sprite.bitmap.blt(index * (@image_cw + 5) , @image_ch - 15 , @image, bitmap_src_rect) ## @image_ch -15
- end
- end
- @new_x = BUTTON_POSITION[0] - ((@image_cw + 5) * @com_index)
- end
- #--------------------------------------------------------------------------
- # ● Dispose
- #--------------------------------------------------------------------------
- def dispose
- dispose_background ; dispose_layout ; dispose_buttons ; dispose_meter
- dispose_flash ; dispose_name ; dispose_icon_sprite
- end
- #--------------------------------------------------------------------------
- # ● Dispose Background
- #--------------------------------------------------------------------------
- def dispose_background
- return if @background == nil
- @background.dispose ; @background = nil
- end
- #--------------------------------------------------------------------------
- # ● Dispose Icon Sprite
- #--------------------------------------------------------------------------
- def dispose_icon_sprite
- return if @icon_sprite == nil
- @icon_sprite.bitmap.dispose ; @icon_sprite.dispose ; @icon_sprite = nil
- end
- #--------------------------------------------------------------------------
- # ● Dispose Name
- #--------------------------------------------------------------------------
- def dispose_name
- return if @skill_name == nil
- @skill_name.bitmap.dispose ; @skill_name.dispose ; @skill_name = nil
- end
- #--------------------------------------------------------------------------
- # ● Dispose Flash
- #--------------------------------------------------------------------------
- def dispose_flash
- return if @flash == nil
- @flash.bitmap.dispose ; @flash.dispose ; @flash = nil
- end
- #--------------------------------------------------------------------------
- # ● Dispose Meter
- #--------------------------------------------------------------------------
- def dispose_meter
- return if @meter_sprite == nil
- @meter_sprite.bitmap.dispose ; @meter_sprite.dispose ; @meter_sprite = nil
- end
- #--------------------------------------------------------------------------
- # ● Dispose Buttons
- #--------------------------------------------------------------------------
- def dispose_buttons
- return if @sprite == nil
- @sprite.bitmap.dispose ; @sprite.dispose ; @sprite = nil
- end
- #--------------------------------------------------------------------------
- # ● Dispose Layout
- #--------------------------------------------------------------------------
- def dispose_layout
- return if @layout == nil
- @layout.dispose ; @layout = nil
- end
- #--------------------------------------------------------------------------
- # ● Update
- #--------------------------------------------------------------------------
- def update
- if @end and @sprite.x == @new_x
- update_flash ; update_background ; update_end
- return
- end
- update_background ; update_timer ; update_command ; update_slide_command
- update_meter ; update_flash ; update_opacity
- end
- #--------------------------------------------------------------------------
- # ● Update Opacity
- #--------------------------------------------------------------------------
- def update_opacity
- return if @sprite.opacity == nil
- @sprite.opacity += 10 ; @layout.opacity += 50 #10
- @meter_sprite.opacity += 10 ; @skill_name.opacity += 10
- @background.opacity += 10 ; @icon_sprite.opacity += 10
- end
- #--------------------------------------------------------------------------
- # ● Update End
- #--------------------------------------------------------------------------
- def update_end
- fs = 6 ; @icon_sprite.opacity -= fs ; @background.opacity -= fs
- @skill_name.opacity -= fs ; @sprite.opacity -= fs ; @layout.opacity -= fs
- @meter_sprite.opacity -= fs ; @phase = 9 if @background.opacity == 0
- end
- #--------------------------------------------------------------------------
- # ● Update Background
- #--------------------------------------------------------------------------
- def update_background
- return if @background == nil
- @background.ox += BACKGROUND_SCROLL_SPEED[0]
- @background.oy += BACKGROUND_SCROLL_SPEED[1]
- end
- #--------------------------------------------------------------------------
- # ● Update Flash
- #--------------------------------------------------------------------------
- def update_flash
- return if @flash == nil or @flash.opacity == 0
- @flash.opacity -= 10
- end
- #--------------------------------------------------------------------------
- # ● Update Timer
- #--------------------------------------------------------------------------
- def update_timer
- # return if @timer <= 0
- return if @end
- @timer -= 1 # ; @end = true if @timer <= 0 # wrong_command(1) if @timer == 0
- if @timer <= 0
- @flash_type = 1
- Audio.se_play("Audio/SE/" + WRONG_SE , 80, 100) ; @flash.opacity = 255 #
- @skill_name.bitmap.clear
- @end =true
- # wname = type == 0 ? BLITZ_WORDS[0] : BLITZ_WORDS[1]
- $game_temp.blitz_commands[0] = false
- @skill_name.bitmap.draw_text(0,0,200,32,BLITZ_WORDS[1].to_s,1) #wname
- @icon_sprite.visible = false ; refresh_flash
- end
- end
- #--------------------------------------------------------------------------
- # ● Update Slide Command
- #--------------------------------------------------------------------------
- def update_slide_command
- return if @sprite == nil or @sprite.x == @new_x
- slide_speed = 5 + ((@sprite.x - @new_x).abs / 5)
- @sprite.x -= slide_speed ; @sprite.x = @new_x if @sprite.x < @new_x
- end
- end
- #==============================================================================
- # Blitz Commands
- #==============================================================================
- class Blitz_Commands
- #--------------------------------------------------------------------------
- # ● Update Command
- #--------------------------------------------------------------------------
- def update_command
- return if @end
- if Input.trigger?(Input::X) ; check_command(0)
- elsif Input.trigger?(:Z) ; check_command(1)
- elsif Input.trigger?(:Y) ; check_command(2)
- elsif Input.trigger?(:A) ; check_command(3)
- elsif Input.trigger?(:C) ; check_command(4)
- elsif Input.trigger?(:B) ; check_command(5)
- elsif Input.trigger?(:L) ; check_command(6)
- elsif Input.trigger?(:R) ; check_command(7)
- elsif Input.trigger?(:RIGHT) ; check_command(8)
- elsif Input.trigger?(:LEFT) ; check_command(9)
- elsif Input.trigger?(:DOWN) ; check_command(10)
- elsif Input.trigger?(: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)
- if com != -1
- right_input = false
- @chain_command.each_with_index do |i, index|
- if index == @com_index
- command_list_check(i) ; right_input = true if @com == com
- end end
- else
- command_list_check(@com_index) ; right_input = true
- end
- if right_input
- next_command
- else
- wrong_command(0)
- end
- end
- #--------------------------------------------------------------------------
- # ● Next Command
- #--------------------------------------------------------------------------
- def next_command
- @flash.opacity = 255 ; @flash_type = 2 ; @com_index += 1
- Audio.se_play("Audio/SE/" + RIGHT_SE, 80, 100)
- refresh_button ; refresh_flash
- if @com_index == @chain_command.size
- @flash_type = 0
- refresh_button ; refresh_flash
- @end = true ; @skill_name.bitmap.clear
- @skill_name.bitmap.draw_text(0,0,200,32,BLITZ_WORDS[2].to_s,1)
- @icon_sprite.visible = false ; $game_temp.blitz_commands[0] = true
- end
- end
- #--------------------------------------------------------------------------
- # ● wrong_command
- #--------------------------------------------------------------------------
- def wrong_command(type)
- Audio.se_play("Audio/SE/" + "Parry", 70, 100) ; @flash.opacity = 255 #WRONG_SE
- @flash_type = 1 ; #@skill_name.bitmap.clear ; @end = true
- # @end =true
- # wname = type == 0 ? BLITZ_WORDS[0] : BLITZ_WORDS[1]
- # $game_temp.blitz_commands[0] = false
- # @skill_name.bitmap.draw_text(0,0,200,32,wname.to_s,1)
- # @icon_sprite.visible = false ; refresh_flash
- @timer -= 15
- refresh_flash
- end
- end
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