#==============================================================================#
# #*****************# #
# #*** By Falcao ***# * Falcao Pets Servants System 1.3 #
# #*****************# This script allow you to have pet servants #
# that perform a avance command system helping #
# RMVXACE the game player to complete tasks. #
# Date: Octuber 4 2012 #
# #
# Falcao RGSS site: http://falcaorgss.wordpress.com #
# Falcao Forum site: http://makerpalace.com #
# #
#==============================================================================#
# 1.3 change log
# - Fixed minor bug when mood overload with other mood commands
# - Added option to enable or disable the followers spot for the pet
#-------------------------------------------------------------------------------
# * Installation
#
# Paste this script above main, no graphics required just copy and paste it into
# your project, 5 item have been created in the database, witch are the gift
# bundle items, if you are using my FA Interactive system 2.0 paste this script
# below it, commons events has been created, to show how to make custom commands
#
#-------------------------------------------------------------------------------
# * Features
#
# - Create as many pets you want at the pet factory below
# - Assigns commands to the pets (you can create as many command you want)
# - Pets level up
# - Pets have a mood bar
# - Pets give a gift bunndle when mood reach the maximun
# - Each pet give special bonus when is in use
# - A avance command action system is implemented such as
# pet Steal, pet Grab objects, Pet Trigger targets, Pet Climb etc
# - Pet minder Shop available!
# - You can assign unique commands for each pet
# - Pet are able to: create item, weapons, armor, gold, heal party, increase
# mood when dancing or playing with pet
# - Custom command system implemented, so you can create your own fully
# custamizable commands via common events.
# - Commands cooldown system, that mean you can assigh waiting time to each
# command available
# - Mouse system buttons support!, you can select targets with the mouse in case
# you are using my mouse system buttons script
#
#-------------------------------------------------------------------------------
# * Compatibility
#
# Despite the complex of this system, i design this script to be compatible with
# any other script, tested with ABS systems, pixel movement system etc
#-------------------------------------------------------------------------------
# * License
#
# For non-comercial games only
# If you need this script for comercial games contact me falmc99@gmail.com
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# * Game flow usage
#
# Use the following events comments tags to complete pet tasks
#
# /PET TRIGGER - The event start when touched by the pet, it is
# usable with 'Trigger Targets cmd'
# /PET CLIMB - This make the event as a referencial point for
# the command climb
# /PET GRAB - The event become grab-able for the pet
#
# /PET STEAL ITEM x - Intead x put the item id you want the pet to steal
# from the event. ex: PET STEAL ITEM 1
# /PET STEAL WEAPON x - Instead x put weapon id you want the pet to steal
# from the event. ex: /PET STEAL WEAPON 5
# /PET STEAL ARMOR x - Instead x put armor id you want the pet to steal
# from the event. ex: /PET STEAL ARMOR 3
# /PET STEAL GOLD x - Instead x put gold amount you want the pet to steal
# from the event. ex: /PET STEAL GOLD 35
# /PET STEAL CHANCE 1 / x - Instead x put the probability to steal any kind
# ex: /PET STEAL CHANCE 1 / 3 (chance one of three)
# /IGNORE TARGETING The tags above use a event target to perform action
# this will avoid events on map from being targeted
#
# Important note:
# The pet take only one task from the steal command per event, so if you assign
# steal items, the pet going to steal items nothing else.
#-------------------------------------------------------------------------------
# * In-Game script calls
#
# SceneManager.call(Scene_PetShop) Call the pet minder Shop
# SceneManager.call(Scene_PetCommands) Call manually the pet command window
#
# $game_player.gamepet.mood_cmd(x) Instead x put mood command id to add
# $game_player.adopt_pet(x) If you dont want to buy pets from the
# shop you can add them manually, instead
# x put pet id from the pet factory
#
# See game demo for details and examples.
#-------------------------------------------------------------------------------
module FalPet
#=============================================================================
# * Pets global settings
# Starting Mood Maximun
StartingMoodMax = 30
# After how many gifts the pet level up?
Growing = 3
# Amount added to to the StartingMoodMax value when pet level up
MoodMaxPlus = 18
# The pet give you a gift when level up, define here the level and the gift
# The maximun level will be the maximun gift
# A = pet level B = Item id
GiftBundle = {
1 => 17,
2 => 18,
3 => 19,
4 => 20,
5 => 21,
}
# Ballon id showed when the pet play
BalloonPlaying = 1
# Balloon played when pet play dead
PlayDeadBalloon = 8
# BGM played when pet dancing
DancingBgm = "Town7"
# Mood text when pet mood is low
MoodLowText = 'Cảm Thấy Buồn...'
# Mood text when pet mood is overage
MoodOverageText = 'Cảm Thấy Vui!'
# Mood text when pet mood is medium
MoodMediumText = 'Yêu Quá À!'
# Mood text when pet mood is hight
MoodHight = 'Tuyệt Vời!'
# Cursor icon index showed when selecting and event target
CursorIcon = 389
# Pet get stacked sometimes when performing action task such as Climb, Grab etc
# after how many stucked times pet give up?
StuckCount = 15
# Buttom to call the pet commands, (W key from the keyboard)
CommandsKey = :R
# Do you want to use the key? you can call the scene commands manually
UseKey = true
# Allow the followers to yiled spot for the pet? change true or false
YieldSpot = true
#=============================================================================
# * Pet Factory
#
# You can create as many pets you want, set the prices, set speciallity skills
# for each pet and give the entire party a bonus when using the pet, 10 pets
# has been created as examples.
#
Pets = {
#-----------------------------#
# * Sounds #
#
# Pet Id Graphic Index Name Voice Vol Pitch
1 => ["kudo", 0, "Phê Cần Xa", "Dog", 80, 150],
2 => ["Animal", 1, "Mitcha", "Cat", 80, 100],
3 => ["$robot", 0, "KSUI", "Ice1", 100, 100],
4 => ["Animal", 3, "Gordura", "Coin", 80, 100],
5 => ["Animal", 4, "Fart Cow", "Cow", 80, 100],
6 => ["kusi", 5, "Lucky", "Horse", 80, 120],
7 => ["kudo", 1, "Sói Sám", "Wolf", 100, 150],
8 => ["Monster3", 5, "Draconic", "Monster6", 80, 150],
9 => ["$Spider", 0, "Người Nhện", "Monster3", 80, 150],
10 => ["Monster3", 4, "Rataliony", "Miss", 80, 100],
}
# Edit the pet prices, this will be the price displayed at the pet shop
Price = {
# Pet id Price
1 => 10000,
2 => 200,
3 => 700,
4 => 100,
5 => 500,
6 => 3000,
7 => 6000,
8 => 8000,
9 => 5000,
10 => 900,
}
# You can assign especific specialities for each pet, there are 16 commands
# Availables listed below. (listed default ones only, you can create more!)
# 10 = Trigger Targets 14 = Heal Party 18 = Create Gold 22 = Custom4
# 11 = Steal Items 15 = Create Items 19 = Rainsing S 23 = Custom5
# 12 = Grab objects 16 = Create Weapons 20 = Custom2 24 = Custom6
# 13 = Climb 17 = Create Armors 21 = Custom3 25 = Custom7
#
# Each command id going inside the arrays below
Speciality = {
# Pet id Command Speciality ids
1 => [10, 11, 12, 13, 14, 15, 16, 17, 18],
2 => [16],
3 => [14, 19, 21],
4 => [17],
5 => [15],
6 => [12],
7 => [11],
8 => [10, 20],
9 => [13],
10 => [18],
}
# Game party guarantee a bonus when using specific pet, each parameters is added
# when the pet is in use, and it is losed when you equip another pet
# This is oriented to the 8 parameters available in game, this make a huge
# diference for each pet. see examples below
Bonus = {
# Pet id * Bonus Parameters
1 => [mhp = 10, mmp = 0, atk = 0, defe = 0,
mat = 0, mdf = 0, agi = 0, luk = 0],
2 => [mhp = 20, mmp = 20, atk = 2, defe = 10,
mat = 1, mdf = 1, agi = 10, luk = 10],
3 => [mhp = 200, mmp = 200, atk = 0, defe = 20,
mat = 6, mdf = 6, agi = 0, luk = 0],
4 => [mhp = 0, mmp = 0, atk = 10, defe = 120,
mat = 0, mdf = 0, agi = 0, luk = 0],
5 => [mhp = 100, mmp = 50, atk = 0, defe = 0,
mat = 0, mdf = 0, agi = 0, luk = 0],
6 => [mhp = 0, mmp = 0, atk = 10, defe = 0,
mat = 0, mdf = 0, agi = 0, luk = 50],
7 => [mhp = 0, mmp = 0, atk = 0, defe = 60,
mat = 0, mdf = 11, agi = 10, luk = 10],
8 => [mhp = 60, mmp = 60, atk = 9, defe = 0,
mat = 0, mdf = 0, agi = 0, luk = 0],
9 => [mhp = 50, mmp = 50, atk = 10, defe = 0,
mat = 0, mdf = 0, agi = 0, luk = 0],
10 => [mhp = 0, mmp = 0, atk = 0, defe = 6,
mat = 0, mdf = 0, agi = 14, luk = 11],
}
#=============================================================================
# * Pet Commands configuration
#
# There are 3 types of commands available, Defaults, Mood gain and Speciality
#
#- Defaults commands are the basics and are always available for the pets
#- Moods gain commands are those commands that increase the mood of the pet
# by performing an act, like playing with pet, dancing atc.
#- Speciality commands give the pet tasks to do, this category breaks into 3
# sub-categories such, Action, Casting and Custom
#
# Terms explanation
#
# Cmd_Name - Command name
# Cmd_IconIndex - Command icon index
# Cmd_Description - Command short description
# Cmd_CoolDown - Cool Down is the time you have to wait to use a command
# again, time is measured in seconds
#
# Cmd_MoodGain - Amount of mood added to the pet when using a mood command
# Cmd_ActionTime - Time in frames of the command duration (only for custom)
#
#===============================================================================
# * Deafault commands
# command 1
Cmd1_Name = 'Nghĩ Ngơi'
Cmd1_IconIndex = 217
Cmd1_Description = 'Cho Thú Cưng Nghĩ Ngơi'
Cmd1_CoolDown = 0
# command 26
Cmd26_Name = 'Đổi Thú Cưng'
Cmd26_IconIndex = 168
Cmd26_Description = 'Nuôi Con Khác'
Cmd26_CoolDown = 0
#=============================================================================
# * Mood gain commands (Play commands)
#
# There are 8 default moods commands available listed below
#
# 2 = Jumpa 4 = Take a breath 6 = Make a twist 8 = Dance
# 3 = Turn around 5 = Chase jump 7 = Play dead 9 = Trampoline
#
# Moods commands are added manually to menu, use the next script calls to add
# $game_player.gamepet.mood_cmd(id) id = id of the mood command
# You can also set defaults mood commands, they will be added automatically
DeafaultMoodCommands = [2]
# command 2
Cmd2_Name = 'Nhảy'
Cmd2_IconIndex = 122
Cmd2_Description = 'Nếu Thú Cưng Bạn Bùn Hãy Cho Chúng Nhảy'
Cmd2_CoolDown = 8
Cmd2_MoodGain = 4
# command 3
Cmd3_Name = 'Khởi Động'
Cmd3_IconIndex = 12
Cmd3_Description = 'Khởi Động Làm Nhân Vật Vui Hơn'
Cmd3_CoolDown = 20
Cmd3_MoodGain = 8
# command 4
Cmd4_Name = 'Take a breath'
Cmd4_IconIndex = 177
Cmd4_Description = 'Pet take a big breath'
Cmd4_CoolDown = 10
Cmd4_MoodGain = 6
# command 5
Cmd5_Name = 'Đuổi Theo'
Cmd5_IconIndex = 176
Cmd5_Description = 'Nhảy Và Đuổi Theo Nhân Vật'
Cmd5_CoolDown = 18
Cmd5_MoodGain = 10
# command 6
Cmd6_Name = 'Xoay Vòng'
Cmd6_IconIndex = 103
Cmd6_Description = 'Chơi Xoay Vòng'
Cmd6_CoolDown = 30
Cmd6_MoodGain = 16
# command 7
Cmd7_Name = 'Giả Chết'
Cmd7_IconIndex = 1
Cmd7_Description = 'Chơi Trò Giả Chết'
Cmd7_CoolDown = 60
Cmd7_MoodGain = 22
# command 8
Cmd8_Name = 'Nhảy Múa'
Cmd8_IconIndex = 118
Cmd8_Description = 'Thú Cưng Chơi Nhạc Sàn!'
Cmd8_CoolDown = 120
Cmd8_MoodGain = 46
# command 9
Cmd9_Name = 'Trampoline'
Cmd9_IconIndex = 119
Cmd9_Description = 'Start making a trampoline!'
Cmd9_CoolDown = 120
Cmd9_MoodGain = 36
#=============================================================================
# * Pet speciality commands configurations
#=============================================================================
# * Action commands
# command 10
Cmd10_Name = 'Giúp Việc'
Cmd10_IconIndex = 398
Cmd10_Description = 'Chỉ Huy Pet Để Kích Hoạt Các Mục Tiêu Đã Chọn'
Cmd10_CoolDown = 0
# command 11
Cmd11_Name = 'Ăn Cắp'
Cmd11_IconIndex = 9
Cmd11_Description = 'Chỉ Huy Thú Cưng Để Ăn Cắp Đồ Vật Và Tiền'
Cmd11_CoolDown = 0
# command 12
Cmd12_Name = 'Lấy Đồ Vật'
Cmd12_IconIndex = 491
Cmd12_Description = 'Chỉ Huy Vật Nuôi Để Lấy Các Đối Tượng Được Lựa Chọn'
Cmd12_CoolDown = 0
# command 13
Cmd13_Name = 'Leo Cây'
Cmd13_IconIndex = 275
Cmd13_Description = 'Chỉ Huy Các Vật Nuôi Để Giúp Các Chủ Sở Hữu Để Leo Lên'
Cmd13_CoolDown = 0
#=============================================================================
# * Casting commands
# command 14
Cmd14_Name = 'Hồi Máu'
Cmd14_IconIndex = 14
Cmd14_Description = 'Hồi Máu Cho Chủ Sở Hữu'
Cmd14_CoolDown = 60
# This casting command heals your entire party by a percentage, there are four
# available: '25%' '50%' '75%' '100%'
HealPercent = '75%'
#---------------------
# command 15
Cmd15_Name = 'Chế Tạo Vật Phẩm'
Cmd15_IconIndex = 213
Cmd15_Description = 'Tạo Vật Phẩm Ngẫu Nhiên Cho Chủ Sở Hữu'
Cmd15_CoolDown = 120
# Animation played when pet is creating items
ItemAnime = 107
# This command give you random items, add the participants items below
# A => B A = Item id B = Quantity
RandomItems = {
1 => 10,
2 => 25,
6 => 35,
}
#-----------------------
# command 16
Cmd16_Name = 'Chế Tạo Vũ Khí'
Cmd16_IconIndex = 402
Cmd16_Description = 'Tạo Vũ Khí Ngẫu Nhiên Cho Chủ Sở Hữu'
Cmd16_CoolDown = 240
# Animation played when pet is creating weapons
WeaponAnime = 107
# This command give you random weapons, add the participants weapons below
# A => B A = Weapon id B = Quantity
RandomWeapons = {
1 => 11,
2 => 2,
6 => 7,
}
#-------------------------
# command 17
Cmd17_Name = 'Chế Tạo Áo Giáp'
Cmd17_IconIndex = 170
Cmd17_Description = 'Tạo Áo Giáp Ngẫu Nhiên Cho Chủ Sở Hữu'
Cmd17_CoolDown = 800
# Animation played when pet is creating armors
ArmorAnime = 107
# This command give you random armors, add the participants armors below
# A => B A = Armor id B = Quantity
RandomArmors = {
1 => 17,
2 => 2,
6 => 8,
}
#--------------------------
# command 18
Cmd18_Name = 'Đẻ Vàng'
Cmd18_IconIndex = 344
Cmd18_Description = 'Đẻ Vàng Cho Cho Chủ Sở Hữu'
Cmd18_CoolDown = 700
# Animation played when pet is creating gold
GoldAnime = 107
# This command give you random gold, add the gold amount partisipant
# Random gold amount go inside the array
RandomGold = [100, 25, 77, 45, 88]
#--------------------------
# command 19
Cmd19_Name = 'Đôi Tay Thần Thánh'
Cmd19_IconIndex = 112
Cmd19_Description = 'Sử Dụng Kĩ Năng Liên Tục Trong Thời Gian Ngắn!'
Cmd19_CoolDown = 1000
# Instant cool down buff duration in seconds
BuffDuration = 60
#=============================================================================
# * Custom commands
#
# Custom commands are designed to work via common events, a switch is activated
# when the command time is running and it is deactivated when time ends.
# So the common event should be parallel process as condition the switch
# assigned below
# Switch id that remains active when a custom command is running
CustomSwitch = 100
# List of special tasks you can give the pet inside the common event
# when a custom command is running
#
# * Basics
#
# pet Get currently using pet
# pet.cmd(id) Get pet command (change id for command id integer)
# pet.time?(x) Get current command action time (change x for an integer)
# pet.level Get currently pet level
# pet.ending? Check if action time command is about to finish
#
# * Actions
#
# pet.prepare Player and pet turn face to face
# pet.liedown Pet lie down
# pet.reset_liedown Pet stand up
# pet.cast Pet make a casting position
# pet.jump_high(x,y,h) Jump higher than normal, chan x,y,h for an integer
# pet.play_voice Play the pet voice
# pet.pop_mood Pet start gaining the custom command mood assigned
# pet.pop_text(t,time) Pet start poping a window with custom text, change
# t for 'text to display' and time for time in seconds
# pet.zoom(x, y) Pet start zooming, change x,y for desire integers,
# zoom support decimals.
# pet.reset_zoom Reset zoom to normal size
#
# Those are just special commands for the pet, since the pet is a character
# he can use any command from the move route such as, move_up,
# animation_id, balloon_id, move_away_from_player etc.
# command 20
Cmd20_Name = 'Ngủ'
Cmd20_IconIndex = 6
Cmd20_Description = 'Bắt Đầu Ngủ'
Cmd20_CoolDown = 40
Cmd20_MoodGain = 12
Cmd20_ActionTime = 300
Cmd20_Type = 'Kinh Nghiệm +'
# command 21
Cmd21_Name = 'Bảo Vệ'
Cmd21_IconIndex = 13
Cmd21_Description = 'Dùng Phép Thuật Bảo Vệ Bạn'
Cmd21_CoolDown = 120
Cmd21_MoodGain = 0
Cmd21_ActionTime = 200
Cmd21_Type = 'Phép Thuật'
# command 22
Cmd22_Name = 'Command name'
Cmd22_IconIndex = 344
Cmd22_Description = 'Any description'
Cmd22_CoolDown = 5
Cmd22_MoodGain = 0
Cmd22_ActionTime = 200
Cmd22_Type = ''
# command 23
Cmd23_Name = 'Command name'
Cmd23_IconIndex = 344
Cmd23_Description = 'Any description'
Cmd23_CoolDown = 5
Cmd23_MoodGain = 0
Cmd23_ActionTime = 200
Cmd23_Type = ''
# command 24
Cmd24_Name = 'Command name'
Cmd24_IconIndex = 344
Cmd24_Description = 'Any description'
Cmd24_CoolDown = 5
Cmd24_MoodGain = 0
Cmd24_ActionTime = 200
Cmd24_Type = ''
# command 25
Cmd25_Name = 'Command name'
Cmd25_IconIndex = 344
Cmd25_Description = 'Any description'
Cmd25_CoolDown = 5
Cmd25_MoodGain = 0
Cmd25_ActionTime = 200
Cmd25_Type = ''
#-----------------------------------------------------------------------------
# * Commands database
Commands = {
1 => [Cmd1_Name, c = 1, ii = Cmd1_IconIndex, t = 0, tg = false, nil,
Cmd1_Description, Cmd1_CoolDown, 0, ty = 'Kích Hoạt'],
2 => [Cmd2_Name, c = 2, Cmd2_IconIndex, t = 160, tg = false, nil,
Cmd2_Description, Cmd2_CoolDown, Cmd2_MoodGain, ty = 'Kinh Nghiệm +'],
3 => [Cmd3_Name, c = 3, Cmd3_IconIndex, t = 160, tg = false, nil,
Cmd3_Description, Cmd3_CoolDown, Cmd3_MoodGain, ty = 'Kinh Nghiệm +'],
4 => [Cmd4_Name, c = 4, ii = Cmd4_IconIndex, t = 160, tg = false, nil,
Cmd4_Description, Cmd4_CoolDown, Cmd4_MoodGain, ty = 'Kinh Nghiệm +'],
5 => [Cmd5_Name, c = 5, Cmd5_IconIndex, t = 160, tg = false, nil,
Cmd5_Description, Cmd5_CoolDown, Cmd5_MoodGain, ty = 'Kinh Nghiệm+'],
6 => [Cmd6_Name, c = 6, Cmd6_IconIndex, t = 200, tg = false, nil,
Cmd6_Description, Cmd6_CoolDown, Cmd6_MoodGain, ty = 'Kinh Nghiệm +'],
7 => [Cmd7_Name, c = 7, Cmd7_IconIndex, t = 500, tg = false, nil,
Cmd7_Description, Cmd7_CoolDown, Cmd7_MoodGain, ty = 'Kinh Nghiệm +'],
8 => [Cmd8_Name, c = 8, Cmd8_IconIndex, t = 500, tg = false, nil,
Cmd8_Description, Cmd8_CoolDown, Cmd8_MoodGain, ty = 'Kinh Nghiệm +'],
9 => [Cmd9_Name, c = 9, Cmd9_IconIndex, t = 400, tg = false, nil,
Cmd9_Description, Cmd9_CoolDown, Cmd9_MoodGain, ty = 'Kinh Nghiệm +'],
#----------------------- # Actions
10 => [Cmd10_Name, c = 10, Cmd10_IconIndex, t = 0, tg = true, nil,
Cmd10_Description, Cmd10_CoolDown, 0, ty = 'Hành Động'],
11 => [Cmd11_Name, c = 11, Cmd11_IconIndex, t = 0, tg = true, nil,
Cmd11_Description, Cmd11_CoolDown, 0, ty = 'Hành Động'],
12 => [Cmd12_Name, c = 12, Cmd12_IconIndex, t = 0, tg = true, nil,
Cmd12_Description, Cmd12_CoolDown, 0, ty = 'Hành Động'],
13 => [Cmd13_Name, c = 13, Cmd13_IconIndex, t = 0, tg = true, nil,
Cmd13_Description, Cmd13_CoolDown, 0, ty = 'Hành Động'],
#-------------------- casting commands
14 => [Cmd14_Name, c = 14, Cmd14_IconIndex, t = 300, tg = false, nil,
Cmd14_Description, Cmd14_CoolDown, 0, ty = 'Vật Đúc'],
15 => [Cmd15_Name, c = 15, Cmd15_IconIndex, t = 200, tg = false, nil,
Cmd15_Description, Cmd15_CoolDown, 0, ty = 'Vật Đúc'],
16 => [Cmd16_Name, c = 16, Cmd16_IconIndex, t = 200, tg = false, nil,
Cmd16_Description, Cmd16_CoolDown, 0, ty = 'Vật Đúc'],
17 => [Cmd17_Name, c = 17, Cmd17_IconIndex, t = 200, tg = false, nil,
Cmd17_Description, Cmd17_CoolDown, 0, ty = 'Vật Đúc'],
18 => [Cmd18_Name, c = 18, Cmd18_IconIndex, t = 200, tg = false, nil,
Cmd18_Description, Cmd18_CoolDown, 0, ty = 'Vật Đúc'],
19 => [Cmd19_Name, c = 19, Cmd19_IconIndex, t = 200, tg = false, nil,
Cmd19_Description, Cmd19_CoolDown, 0, ty = 'Vật Đúc'],
#----------------------- custom commands
20 => [Cmd20_Name, c = 20, Cmd20_IconIndex, Cmd20_ActionTime, tg = false, nil,
Cmd20_Description, Cmd20_CoolDown, Cmd20_MoodGain, Cmd20_Type],
21 => [Cmd21_Name, c = 21, Cmd21_IconIndex, Cmd21_ActionTime, tg = false, nil,
Cmd21_Description, Cmd21_CoolDown, Cmd21_MoodGain, Cmd21_Type],
22 => [Cmd22_Name, c = 22, Cmd22_IconIndex, Cmd22_ActionTime, tg = false, nil,
Cmd22_Description, Cmd22_CoolDown, Cmd22_MoodGain, Cmd22_Type],
23 => [Cmd23_Name, c = 23, Cmd23_IconIndex, Cmd23_ActionTime, tg = false, nil,
Cmd23_Description, Cmd23_CoolDown, Cmd23_MoodGain, Cmd23_Type],
24 => [Cmd24_Name, c = 24, Cmd24_IconIndex, Cmd24_ActionTime, tg = false, nil,
Cmd24_Description, Cmd24_CoolDown, Cmd24_MoodGain, Cmd24_Type],
25 => [Cmd25_Name, c = 25, Cmd25_IconIndex, Cmd25_ActionTime, tg = false, nil,
Cmd25_Description, Cmd25_CoolDown, Cmd25_MoodGain, Cmd25_Type],
#--------------------------------------------------------------
26 => [Cmd26_Name, c = 26, Cmd26_IconIndex, t = 0, tg = false, s = true,
Cmd26_Description, Cmd26_CoolDown, 0, ty = 'Mặc Định'],
#----this is the command return, this is not listed, it cannot be changed
27 => [nil, nil, nil, nil, nil, nil,
nil, nil, nil, nil],
#-----------------------------------------------------------------------------
# Need more custom commands? you can create as many custom commands you need
# the next command on database would be 28, see examples below
# 28 => ['name', id, icon_index, action_time, target, nil,
# 'Description', Cool down, mood gainig, type],
#
# So the command should be as follows
#
# 28 => ['Any name', id = 28, icon = 19, action_time = 200, false, nil,
# 'Any description', cooldown = 5, mood_gain = 0, type = 'Any type'],
#
#
# Do not change the values "false, nil" from the commands data, they are
# defaults for the action commands.
#-----------------------------------------------------------------------------
# * Start creating new custom commands here
}
end
#-------------------------------------------------------------------------------
# Game Pet class
class Game_Pet < Game_Character
include FalPet
attr_accessor :command, :stucked, :lastspot, :action_time, :short_jump
attr_accessor :chase_event_id, :mood, :cooldown, :unlock_command,:reservedmood
attr_accessor :pet_level, :grow_inflation, :lvup_pop, :stealed_item, :pet_id
attr_accessor :character_name, :character_index, :petname, :sounds, :casting
attr_accessor :randomitem, :custom_mode, :stuck_count, :instantcd, :through
def initialize
super
@pet_id = 0
@priority_type = 1
@mood = 0
@pet_level = 1
@cooldown = []
FalPet::Commands.keys.size.times do ; @cooldown.push(0) ; end
@unlock_command = DeafaultMoodCommands
@grow_inflation = [StartingMoodMax, grow = 0, GiftBundle.max_by{|k,v| v}[0]]
@lvup_pop = false
@instantcd = 0
@reservedmood = 0
reset_pet
end
def reset_pet
@command = 0
@stucked = 0
@action_time = 0
@short_jump = false
@lastspot = nil
@casting = false
@custom_mode = nil
@stuck_count = 0
@through = true
$game_switches[CustomSwitch] = false if $game_switches[CustomSwitch]
end
# set up
def setup_pet(id)
get_bonus(@pet_id, sub = true) if @pet_id > 0
@pet_id = id
set = Pets[@pet_id]
@character_name = set[0]
@character_index = set[1]
@petname = set[2]
@sounds = [set[3], set[4], set[5]]
@balloon_id = 1 if SceneManager.scene_is?(Scene_Map)
play_voice
get_bonus(@pet_id)
end
def get_bonus(id, sub=false)
set = Bonus[id]
for member in $game_party.members
for i in 0...8
sub ? member.add_param(i, -set[i]) : member.add_param(i, set[i])
end
end
end
def play_voice
RPG::SE.new(@sounds[0],@sounds[1],@sounds[2]).play
end
def busy?
@command > 0
end
def custom_command?
return true if @command.between?(20, 25)
return true if @command.between?(28, FalPet::Commands.keys.size)
return false
end
def time?(t)
t == @action_time
end
def prepare
$game_player.prepare_petact
end
def pop_text(text, time)
$game_player.gamepet.custom_mode = text
$game_player.petpop_time = time * 60
end
def pop_mood
$game_player.start_poping_window(1, 3)
end
def level
return @pet_level
end
def cast
@casting = true
end
def ending?
@action_time == 2
end
def cmd?(c)
c == @command
end
def play_balloon
@balloon_id = BalloonPlaying
end
def zoom(x, y)
@zoomfx_x = x
@zoomfx_y = y
end
def reset_zoom
@zoomfx_x = 1.0
@zoomfx_y = 1.0
end
def gain_mood(n)
@mood = [[@mood + n, 0].max, @grow_inflation[0]].min
end
def gain_level(n)
@pet_level = [[@pet_level + n, 0].max, @grow_inflation[2]].min
end
def mood_full?
@mood == @grow_inflation[0]
end
# apply pet growing
def apply_growing
@grow_inflation[1] += 1
if @grow_inflation[1] == Growing
if @pet_level != @grow_inflation[2]
@grow_inflation[0] = @grow_inflation[0] + MoodMaxPlus
gain_level(1)
@lvup_pop = true
end
@grow_inflation[1] = 0
end
end
def twist(value, m)
set_direction(2) if @action_time == value
set_direction(4) if @action_time == value - m
set_direction(6) if @action_time == value - m - m
set_direction(8) if @action_time == value - m - m - m
end
def mood_cmd(id)
return unless id.between?(2, 9)
@unlock_command.push(id) unless @unlock_command.include?(id)
end
# gift item
def mood_item
FalPet::GiftBundle.each do |level, item_id|
if level == @pet_level
item = $data_items[item_id]
return item if !item.nil?
end
end
return $data_items[1]
end
# radom items
def get_randomitem(type, variable)
case type
when 'item' ; operand = $data_items
when 'weapon' ; operand = $data_weapons
when 'armor' ; operand = $data_armors
when 'gold' ; operand = nil
end
if operand != nil
data = []
variable.each {|id, value| data.push([id, value])}
item = data[rand(data.size)]
@randomitem = [operand[item[0]], item[1]]
else
gold = variable[rand(variable.size)]
@randomitem = [gold]
end
end
def update
@pattern = 0 if @casting
@move_speed = $game_player.real_move_speed if !busy?
if custom_command?
$game_switches[CustomSwitch] = true if !$game_switches[CustomSwitch]
end
for event in $game_map.events.values
if event.check_evcom("/PET GRAB")
event.priority_type = 1 if event.priority_type != 1
end
end
super
end
def cast_item_producing(anime, ct=false)
case @action_time
when 180 ; jump_high(0, 0, 16) ; @casting = true
when 160 ; ct ? $game_player.animation_id = anime : @animation_id = anime
when 6 ; play_balloon ; play_voice
when 1 ; RPG::SE.new("Item3",80).play if !ct
ct ? $game_player.start_poping_window(13, 2) :
$game_player.start_poping_window(11, 3)
end
end
def update_anime_pattern
@casting ? return : super
end
end
#-------------------------------------------------------------------------------
# * Character base new methods and variabbles
class Game_CharacterBase
attr_accessor :x, :y, :direction, :priority_type, :pattern, :through
attr_accessor :step_anime, :direction_fix, :move_speed, :egrabbing
attr_accessor :zoomfx_x
attr_accessor :zoomfx_y
attr_accessor :anglefx
alias falcao_zoomfx_ini initialize
def initialize
@zoomfx_x = 1.0
@zoomfx_y = 1.0
@anglefx = 0.0
@layingdown = false
falcao_zoomfx_ini
end
def liedown
set_direction(8)
@anglefx = 100
@layingdown = true
end
def reset_liedown
@anglefx = 0.0
@layingdown = false
end
def move_toward_char(character)
sx = distance_x_from(character.x)
sy = distance_y_from(character.y)
if sx != 0 && sy != 0
move_diagonal(sx > 0 ? 4 : 6, sy > 0 ? 8 : 2)
elsif sx != 0
move_straight(sx > 0 ? 4 : 6)
elsif sy != 0
move_straight(sy > 0 ? 8 : 2)
end
end
# jump to specific tiles
def jumpto_tile(x, y)
jumpto(0, [x, y])
end
# jumpto character ( 0 = Game Player, 1 and up event id)
def jumpto(char_id, tilexy=nil)
char_id > 0 ? char = $game_map.events[char_id] : char = $game_player
tilexy.nil? ? condxy = [char.x, char.y] : condxy = [tilexy[0], tilexy[1]]
jx = + eval_distance(tilexy.nil? ? char : tilexy)[0] if condxy[0] >= @x
jy = - eval_distance(tilexy.nil? ? char : tilexy)[1] if condxy[1] <= @y
jx = - eval_distance(tilexy.nil? ? char : tilexy)[0] if condxy[0] <= @x
jy = - eval_distance(tilexy.nil? ? char : tilexy)[1] if condxy[1] <= @y
jx = - eval_distance(tilexy.nil? ? char : tilexy)[0] if condxy[0] <= @x
jy = + eval_distance(tilexy.nil? ? char : tilexy)[1] if condxy[1] >= @y
jx = + eval_distance(tilexy.nil? ? char : tilexy)[0] if condxy[0] >= @x
jy = + eval_distance(tilexy.nil? ? char : tilexy)[1] if condxy[1] >= @y
jump(jx, jy)
end
def eval_distance(target)
if target.is_a?(Array)
distance_x = (@x - target[0]).abs
distance_y = (@y - target[1]).abs
else
distance_x = (@x - target.x).abs
distance_y = (@y - target.y).abs
end
return [distance_x, distance_y]
end
# climb area
def climb_area?(target, size)
distance = (@x - target.x).abs + (@y - target.y).abs
enable = (distance <= size-1)
return true if enable
return false
end
# controlled jump x, y , height
def jump_high(x_plus, y_plus, heigh)
if x_plus.abs > y_plus.abs
set_direction(x_plus < 0 ? 4 : 6) if x_plus != 0
else
set_direction(y_plus < 0 ? 8 : 2) if y_plus != 0
end
@x += x_plus
@y += y_plus
distance = Math.sqrt(x_plus * x_plus + y_plus * y_plus).round
@jump_peak = heigh + distance - @move_speed
@jump_count = @jump_peak * 2
@stop_count = 0
straighten ; @priority_type = 2
end
def samepos?(target)
@x == target.x and @y == target.y
end
# get distance passable tile_x and tile_y
def tiles_pass
dir = @direction
operand = 17 if dir == 4 || dir == 6
operand = 13 if dir == 2 || dir == 8
for i in 1...operand
return [@x, @y + i] if dir == 2 and $game_map.passable?(@x, @y + i, dir)
return [@x, @y - i] if dir == 8 and $game_map.passable?(@x, @y - i, dir)
return [@x - i, @y] if dir == 4 and $game_map.passable?(@x - i, @y, dir)
return [@x + i, @y] if dir == 6 and $game_map.passable?(@x + i, @y, dir)
end
return nil
end
def adjustpxy
push_x, push_y = 0, 1 if @direction == 2
push_x, push_y = - 1, 0 if @direction == 4
push_x, push_y = 1, 0 if @direction == 6
push_x, push_y = 0, - 1 if @direction == 8
return [push_x, push_y]
end
end
#-------------------------------------------------------------------------------
# * Game player new methods and variabbles
class Game_Player < Game_Character
attr_reader :gamepet
attr_reader :showing_pet
attr_accessor :petpop_time
attr_accessor :petpop_refresh
attr_accessor :petpop_type
attr_accessor :adopted_pets
attr_accessor :just_jumped
alias falcao_pet_ini initialize
def initialize
@gamepet = Game_Pet.new
@showing_pet = false
@petpop_refresh = false
@petpop_time = 0
@petpop_type = 0
@climb_wait = 0
@adopted_pets = []
@just_jumped = false
falcao_pet_ini
end
alias falcao_pet_main_update update
def update
update_gamepet
falcao_pet_main_update
end
def adopt_pet(id)
@adopted_pets.include?(id) ? return : @adopted_pets.push(id)
@gamepet.setup_pet(id)
@showing_pet = true
end
def have_pet?
!@adopted_pets.empty?
end
def update_gamepet
return unless have_pet?
if @gamepet.action_time > 0
@gamepet.action_time -= 1
globalpet_reset if @gamepet.action_time == 0
end
@petpop_time -= 1 if @petpop_time > 0
@climb_wait -= 1 if @climb_wait > 0
@gamepet.update if @showing_pet
update_path_manager
update_call_commands
case @gamepet.command
when 1
update_command_showhide
when 2..9
update_command_play
when 10
update_command_startevet(@gamepet.chase_event_id)
when 11
update_command_steal(@gamepet.chase_event_id)
when 12
update_command_grab(@gamepet.chase_event_id)
when 13
update_command_climb(@gamepet.chase_event_id)
when 14
update_command_heal
when 15
update_command_randomitems
when 16
update_command_randomweapons
when 17
update_command_randomarmors
when 18
update_command_randomgold
when 19
update_command_instantcd
when 27
update_command_return
end
update_poppetwindow
end
def update_call_commands
return unless FalPet::UseKey
SceneManager.call(Scene_PetCommands) if Input.trigger?(FalPet::CommandsKey)
end
# command return
def update_command_return
@gamepet.move_toward_character(self) unless @gamepet.moving?
globalpet_reset if @gamepet.x == @x and @gamepet.y == @y
end
# path manager
def update_path_manager
return unless @gamepet.command == 27 || @gamepet.command.between?(10, 13)
@gamepet.stucked += 1 if not @gamepet.moving?
@gamepet.stucked = 0 if @gamepet.moving?
@gamepet.stucked = 0 if @climb_wait > 0 and !@gamepet.moving?
if @gamepet.stuck_count >= FalPet::StuckCount
@gamepet.command = 27
@gamepet.stuck_count = 0
start_poping_window(12, 3)
end
#------------------------------------------
if @gamepet.stucked == 45
if @gamepet.command == 27
event = $game_map.events[@gamepet.chase_event_id] rescue nil
@gamepet.turn_toward_character(self)
if @gamepet.tiles_pass != nil
tilex, tiley = @gamepet.tiles_pass[0], @gamepet.tiles_pass[1]
@gamepet.jumpto_tile(tilex, tiley)
event.jumpto_tile(tilex,tiley) if !event.nil? && !event.egrabbing.nil?
else
@gamepet.jumpto(0)
event.jumpto(0) if !event.nil? and !event.egrabbing.nil?
end
# command activate / steal / grab / climb
elsif @gamepet.command.between?(10, 13)
event = $game_map.events[@gamepet.chase_event_id]
@gamepet.turn_toward_character(event)
if @gamepet.tiles_pass != nil
if @gamepet.climb_area?(event, 3)
@gamepet.jumpto(@gamepet.chase_event_id)
return
end
@gamepet.jumpto_tile(@gamepet.tiles_pass[0], @gamepet.tiles_pass[1])
else
@gamepet.jumpto(@gamepet.chase_event_id)
end
end
@gamepet.stucked = 0
@gamepet.stuck_count += 1
end
end
def start_poping_window(type, time, seconds=true)
@petpop_type = type
seconds ? @petpop_time = time * 60 : @petpop_time = time
end
# comand showhide
def update_command_showhide
# hide
if @showing_pet
@gamepet.balloon_id = 1
unless @gamepet.jumping?
@showing_pet = false
@gamepet.reset_pet
end
# show
else
@gamepet.balloon_id = 4
@showing_pet = true
@gamepet.reset_pet
end
end
# play with pet
def update_command_play
prepare_petact
time = @gamepet.action_time
case @gamepet.command
when 2 # jump jump
@gamepet.jump(0,0) if time == 130
@gamepet.jump(0,0) if time == 100
@gamepet.jump(0,0) if time == 70
@gamepet.play_balloon if time == 40
@gamepet.play_voice if time == 20
when 3 # tun r around
@gamepet.jump(0,0) if time == 130
@gamepet.twist(100, 10)
@gamepet.turn_toward_character(self) if time == 50
@gamepet.play_balloon if time == 30
@gamepet.play_voice if time == 20
when 4 # zoom
if time > 90 and time < 130
@gamepet.zoomfx_x += 0.02
@gamepet.zoomfx_y += 0.02
elsif time > 30 and time < 70
@gamepet.zoomfx_x -= 0.02
@gamepet.zoomfx_y -= 0.02
end
@gamepet.play_balloon if time == 30
@gamepet.play_voice if time == 20
when 5 #chase jump
if time == 130
@gamepet.lastspot = [@gamepet.x, @gamepet.y]
@gamepet.jumpto(0)
elsif time == 90
@gamepet.jumpto_tile(@gamepet.lastspot[0], @gamepet.lastspot[1])
end
@gamepet.move_forward if time == 70
@gamepet.turn_toward_character(self) if time == 50
@gamepet.move_forward if time == 10
@gamepet.play_balloon if time == 30
@gamepet.play_voice if time == 20
when 6 # twist
@gamepet.move_away_from_player if time == 170
@gamepet.turn_toward_character(self) if time == 150
@gamepet.twist(140, 5) ; @gamepet.twist(120, 5)
@gamepet.twist(100, 5) ; @gamepet.twist(80, 5)
@gamepet.twist(60, 5) ; @gamepet.twist(40, 10)
@gamepet.play_balloon if time == 20
@gamepet.play_voice if time == 10
@gamepet.jump(0,0) if time == 10
@gamepet.turn_toward_character(self) if time == 10
when 7 # play dead
@gamepet.move_away_from_player if time == 470
@gamepet.turn_toward_character(self) if time == 450
@gamepet.balloon_id = FalPet::PlayDeadBalloon if time == 400
@gamepet.liedown if time == 430
@gamepet.play_balloon if time == 20
@gamepet.play_voice if time == 10
@gamepet.turn_toward_character(self) if time == 10
when 8 # dance
RPG::BGM.fade(1 * 1000) if time == 590
@gamepet.move_away_from_player if time == 470
@gamepet.turn_toward_character(self) if time == 450
if time == 410
$game_system.save_bgm
RPG::BGM.new(FalPet::DancingBgm,80).play
@gamepet.step_anime = true
@gamepet.move_speed = 5
end
@gamepet.move_forward if time == 320
@gamepet.move_backward if time == 260
@gamepet.jump(0, 0) if time == 220
@gamepet.jump(0, 0) if time == 205
@gamepet.twist(180, 5) ; @gamepet.twist(160, 5)
@gamepet.turn_toward_character(self) if time == 130
@gamepet.move_speed = 4 if time == 125
@gamepet.liedown if time == 120
@gamepet.reset_liedown if time == 110
@gamepet.play_balloon if time == 40
@gamepet.play_voice if time == 40
@gamepet.move_toward_player if time == 30
$game_system.replay_bgm if time == 2
when 9 # trampoline
case time
when 350; @gamepet.jump_high(0,0, 20); RPG::SE.new("Jump2",80,).play
when 300; jump_high(0, 0, 20); ; RPG::SE.new("Jump2",80,).play
when 250; @gamepet.jump_high(0,0, 20); RPG::SE.new("Jump2",80,).play
when 200; jump_high(0, 0, 20); ; RPG::SE.new("Jump2",80,).play
when 150; @gamepet.jump_high(0,0, 20); RPG::SE.new("Jump2",80,).play
when 112; @gamepet.liedown; RPG::SE.new("Crossbow",80,).play
$game_map.screen.start_shake(7, 7, 20)
when 80; @gamepet.play_balloon; RPG::SE.new("Miss",80,).play
when 10; @gamepet.reset_liedown; @gamepet.play_voice
@gamepet.turn_toward_player
end
end
start_poping_window(1, 3) if time == 1
end
# reseting
def globalpet_reset
@gamepet.reset_pet
@gamepet.zoomfx_x = 1.0
@gamepet.zoomfx_y = 1.0
@gamepet.reset_liedown
@vastored = nil
@gamepet.step_anime = false
@gamepet.direction_fix = false
@gamepet.priority_type = 1
@climb_wait = 0
if @gamepet.chase_event_id != nil
event = $game_map.events[@gamepet.chase_event_id]
if !event.nil? and !event.egrabbing.nil?
event.egrabbing = nil
event.move_speed = @gvdata[0]
event.move_type = @gvdata[1]
event.priority_type = @gvdata[2]
end
end
end
def update_poppetwindow
if @gamepet.lvup_pop and @petpop_time == 0
start_poping_window(3, 80, false)
@petpop_refresh = true
@gamepet.lvup_pop = false
RPG::SE.new("Up1",80).play
@gamepet.jump(0, 0)
end
if @petpop_time == 2 * 60 and @petpop_type == 1 and
@gamepet.reservedmood != 0
@gamepet.gain_mood(@gamepet.reservedmood)
@gamepet.mood_full? ? @petpop_type = 2 : @petpop_type = 1
@petpop_refresh = true
@gamepet.reservedmood = 0
end
end
#-------------------------------------------------------------------------------
# Pet trigger targets
def update_command_startevet(id)
event = $game_map.events[id]
@gamepet.through = false if @gamepet.through
@gamepet.move_toward_character(event) unless @gamepet.moving?
if @gamepet.samepos?(event) && @gamepet.command == 10 && !@gamepet.jumping?
event.check_evcom("/PET TRIGGER") ? event.start : start_poping_window(4,2)
@gamepet.command = 27
end
end
#-----------------------------------------------------------------------------
# steal
def update_command_steal(id)
event = $game_map.events[id]
@gamepet.through = false if @gamepet.through
@gamepet.move_toward_character(event) unless @gamepet.moving?
if @gamepet.samepos?(event) && @gamepet.command == 11 && !@gamepet.jumping?
item = event.check_evvar("/PET STEAL ITEM")
weapon = event.check_evvar("/PET STEAL WEAPON")
armor = event.check_evvar("/PET STEAL ARMOR")
gold = event.check_evvar("/PET STEAL GOLD")
chance = event.check_evvar("/PET STEAL CHANCE 1 / ")
chance = 1 if chance == 0
have_something = item > 0 || weapon > 0 || gold > 0 || armor > 0
unless have_something
start_poping_window(7, 3)
@gamepet.play_voice
@gamepet.command = 27
return
end
if rand(chance) == 0
if item != 0
gain_stealed_item($data_items[item])
elsif weapon != 0
gain_stealed_item($data_weapons[weapon])
elsif armor != 0
gain_stealed_item($data_armors[armor])
elsif gold != 0
@gamepet.stealed_item = gold
$game_party.gain_gold(gold)
RPG::SE.new("Shop",80).play
start_poping_window(5, 3)
end
else
start_poping_window(6, 3)
@gamepet.play_voice
end
@gamepet.command = 27
end
end
def gain_stealed_item(stealed)
@gamepet.stealed_item = stealed
$game_party.gain_item(stealed, 1)
RPG::SE.new("Item3",80).play
start_poping_window(5, 3)
end
#-----------------------------------------------------------------------------
# Grab
def update_command_grab(id)
event = $game_map.events[id]
@gamepet.through = false if @gamepet.through
@gamepet.move_toward_character(event) unless @gamepet.moving?
if @gamepet.samepos?(event) && @gamepet.command == 12 && !@gamepet.jumping?
@gvdata = [event.move_speed, event.move_type, event.priority_type]
event.check_evcom("/PET GRAB") ? event.egrabbing = true :
start_poping_window(8, 2)
@gamepet.command = 27
end
end
#-----------------------------------------------------------------------------
# Climb CLIMB MIERDDAAAAAAAAAAAAAAAAAAAA
def update_command_climb(id)
event = $game_map.events[id]
event.priority_type = 0 if event.priority_type != 0
event.through = true if !event.through
@gamepet.through = false if @gamepet.through
@gamepet.move_toward_character(event) if !@gamepet.moving? and
@climb_wait == 0
@gamepet.turn_toward_character(self) if @climb_wait > 0
if @climb_wait == 1 and @gamepet.x == event.x and @gamepet.y == event.y
@gamepet.command = 27
return
end
if climb_area?(event, 7) and @climb_wait > 0 and !moving?
if @gamepet.x == @x and @gamepet.y == @y
globalpet_reset
return
end
# jump to cimb aerea player
if !passable?(@x, @y, @direction) and @gamepet.x == event.x and
@gamepet.y == event.y and Input.dir8 != 0
jumpto(event.id)
self.followers.reverse_each do |f|
f.move_toward_player ; f.move_toward_player ; f.move_toward_player
f.jumpto(event.id)
end
RPG::SE.new("Shot1",80).play
globalpet_reset
end
end
if @gamepet.samepos?(event) && @climb_wait == 0 && !@gamepet.jumping?
if event.check_evcom("/PET CLIMB")
unless @gamepet.x == @x and @gamepet.y == @y
start_poping_window(9, 1)
@gamepet.play_voice
@gamepet.jump(0, 0)
@climb_wait = 12 * 60
end
end
end
end
# preparation for pet acting
def prepare_petact
if @vastored.nil?
turn_toward_character(@gamepet) ; @gamepet.turn_toward_character(self)
@vastored = true ; followers.gather
end
end
#-----------------------------------------------------------------------------
# heal command
def update_command_heal
prepare_petact
@gamepet.move_away_from_player if @gamepet.action_time == 270
@gamepet.turn_toward_character(self) if @gamepet.action_time == 250
if @gamepet.action_time == 210
@gamepet.jump_high(0, 0, 18)
@gamepet.casting = true
end
$game_map.screen.start_shake(5, 5, 60) if @gamepet.action_time == 160
if @gamepet.action_time == 120
@gamepet.balloon_id = 1
@gamepet.play_voice
end
self.animation_id = 40 if @gamepet.action_time == 100
if @gamepet.action_time == 1
for member in $game_party.members
case FalPet::HealPercent
when '25%' ; hp = 4 ; when '50%' ; hp = 2
when '75%' ; hp = 1.32 ; when '100%' ; hp = 1
end
member.change_hp((member.mhp / hp).truncate, false)
member.mp += (member.mmp / hp).truncate
start_poping_window(10, 3)
end
end
end
#-----------------------------------------------------------------------------
# Make random item
def update_command_randomitems
prepare_petact
@gamepet.cast_item_producing(FalPet::ItemAnime)
if @gamepet.action_time == 2
@gamepet.get_randomitem('item', FalPet::RandomItems)
$game_party.gain_item(@gamepet.randomitem[0], @gamepet.randomitem[1])
end
end
#-----------------------------------------------------------------------------
# Make random weapon
def update_command_randomweapons
prepare_petact
@gamepet.cast_item_producing(FalPet::WeaponAnime)
if @gamepet.action_time == 2
@gamepet.get_randomitem('weapon', FalPet::RandomWeapons)
$game_party.gain_item(@gamepet.randomitem[0], @gamepet.randomitem[1])
end
end
#-----------------------------------------------------------------------------
# Make random armor
def update_command_randomarmors
prepare_petact
@gamepet.cast_item_producing(FalPet::ArmorAnime)
if @gamepet.action_time == 2
@gamepet.get_randomitem('armor', FalPet::RandomArmors)
$game_party.gain_item(@gamepet.randomitem[0], @gamepet.randomitem[1])
end
end
#-----------------------------------------------------------------------------
# Make random gold
def update_command_randomgold
prepare_petact
@gamepet.cast_item_producing(FalPet::GoldAnime)
if @gamepet.action_time == 2
@gamepet.get_randomitem('gold', FalPet::RandomGold)
$game_party.gain_gold(@gamepet.randomitem[0])
RPG::SE.new("Shop",80).play
end
end
#-----------------------------------------------------------------------------
# Command instant cooldown
def update_command_instantcd
prepare_petact
@gamepet.cast_item_producing(FalPet::GoldAnime, true)
if @gamepet.action_time == 2
@gamepet.instantcd = FalPet::BuffDuration * 60
end
end
#-----------------------------------------------------------------------------
alias falcaopet_move_straight move_straight
def move_straight(d, turn_ok = true)
return if @layingdown
@gamepet.move_toward_char(self) if passable?(@x, @y, d) and
not @gamepet.busy?
falcaopet_move_straight(d, turn_ok = true)
@just_jumped = false if @just_jumped
end
alias falcaopet_move_diagonal move_diagonal
def move_diagonal(horz, vert)
@gamepet.move_toward_char(self) if diagonal_passable?(@x,@y, horz, vert) and
not @gamepet.busy?
falcaopet_move_diagonal(horz, vert)
end
alias falcaopet_perform_transfer perform_transfer
def perform_transfer
$game_system.replay_bgm if @gamepet.command == 8
globalpet_reset
falcaopet_perform_transfer
@gamepet.moveto(@x, @y)
@gamepet.set_direction(@direction)
end
alias falcaopet_get_on_vehicle get_on_vehicle
def get_on_vehicle
falcaopet_get_on_vehicle
if vehicle
@showing_pet = false
$game_system.replay_bgm if @gamepet.command == 8 ; globalpet_reset
end
end
end
# sprite set
class Spriteset_Map
alias falcao_pet_create_characters create_characters
def create_characters
create_pet_sprite
falcao_pet_create_characters
end
alias falcao_pet_dispose dispose
def dispose
dispose_pet_sprite
dispose_petpop_window
falcao_pet_dispose
end
def create_petpop_window
return if not @mood_window.nil?
@mood_window = Window_Base.new(544 / 2 - 230 / 2, 0, 230, 76)
refresh_petpop_window
end
# refresh pet pop
def refresh_petpop_window
return if @mood_window.nil?
@mood_window.contents.clear
pet = $game_player.gamepet
if pet.custom_mode != nil
draw_extra_text(pet.custom_mode, 0, 20)
return
end
case $game_player.petpop_type
# Gain mood
when 1
@mood_window.draw_petmoodbar(0, 38)
case (pet.mood.to_f / pet.grow_inflation[0].to_f * 100.0)
when 0..25 ; text = FalPet::MoodLowText
when 26..50 ; text = FalPet::MoodOverageText
when 51..75 ; text = FalPet::MoodMediumText
when 76..100 ; text = FalPet::MoodHight
end
draw_extra_text(text, 100, 5, @mood_window.normal_color)
# Giving gift
when 2
@mood_window.draw_petgift(110, 20)
draw_extra_text('Được Nhận Quà', 0, 20)
return if pet.mood == 0
$game_party.gain_item(pet.mood_item, 1)
RPG::SE.new("Item3",80).play
pet.mood = 0
pet.apply_growing
when 3; draw_extra_text('Lên Cấp!', 0, 20, Color.new(255, 120, 0, 255))
when 4; draw_extra_text('Không Thể Kích Hoạt...', 0, 20)
when 5; @mood_window.draw_stealed_item(0, 20)
@mood_window.draw_petname(0, -8)
when 6; draw_extra_text('Không Thể Ăn Cắp!', 0, 20)
when 7; draw_extra_text('Chẳng Có Gì!', 0, 20)
when 8; draw_extra_text('Tôi Không Thể Lấy Được!', 0, 20)
when 9; draw_extra_text('Này Lại Gấn Đây!', 0, 20)
when 10
draw_extra_text("Bạn Đã Được Chữa Lành #{FalPet::HealPercent}!",0, 20)
when 11
item = pet.randomitem
@mood_window.contents.fill_rect(166, -6, 30, 30, Color.new(0, 0, 0, 60))
if item[0].is_a? Fixnum
@mood_window.draw_icon(344, 168, 0)
draw_extra_text("Được Tặng x#{item[0]} #{Vocab::currency_unit}!", 0, 20)
else
@mood_window.draw_icon(item[0].icon_index, 168, 0)
draw_extra_text("Được Tặng #{item[0].name} x#{item[1]}!", 0, 20)
end
when 12; draw_extra_text('Fuck that!', 0, 20)
when 13; draw_extra_text('Thời Gian Sử Dụng Bắt Đầu !', 0, 20)
end
end
def draw_extra_text(text, x, y, color=nil)
@mood_window.contents.font.color = color if !color.nil?
@mood_window.draw_petname(0, -8)
@mood_window.contents.font.size = 18
@mood_window.contents.draw_text(x, y, @mood_window.width, 32, text)
end
def dispose_petpop_window
return if @mood_window.nil?
@mood_window.dispose
@mood_window = nil
end
alias falcao_pet_update update
def update
if $game_player.petpop_refresh
refresh_petpop_window
$game_player.petpop_refresh = false
end
$game_player.showing_pet ? create_pet_sprite : dispose_pet_sprite
$game_player.petpop_time > 0 ? create_petpop_window : dispose_petpop_window
@pet_sprite.update unless @pet_sprite.nil?
falcao_pet_update
end
def create_pet_sprite
return if not @pet_sprite.nil?
@pet_sprite = Sprite_Character.new(@viewport1, $game_player.gamepet)
end
def dispose_pet_sprite
return if @pet_sprite.nil?
@pet_sprite.dispose
@pet_sprite = nil
end
end
class Game_Event < Game_Character
attr_accessor :move_type
attr_accessor :target_index
def check_evcom(comment)
return false if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
if item.parameters[0].include?(comment)
return true
end
end
end
return false
end
def check_evvar(comment)
return 0 if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
if item.parameters[0] =~ /#{comment}[ ]?(\d+)?/
return $1.to_i
end
end
end
return 0
end
def on_current_screen?
px = ($game_map.display_x).truncate
py = ($game_map.display_y).truncate
distance_x = @x - px
distance_y = @y - py
return true if distance_x.between?(0, 16) and distance_y.between?(0, 12)
return false
end
end
# data manager
class << DataManager
alias falcaopet_setup_new_game setup_new_game unless $@
def setup_new_game
falcaopet_setup_new_game
$game_player.gamepet.moveto($data_system.start_x, $data_system.start_y)
end
end
# Sprite character
class Sprite_Character < Sprite_Base
alias falcaopet_zoom_update update
def update
self.zoom_x = @character.zoomfx_x
self.zoom_y = @character.zoomfx_y
self.angle = @character.anglefx
falcaopet_zoom_update
end
alias falcaopet_update_pos update_position
def update_position
falcaopet_update_pos
if @character.egrabbing
self.x = $game_player.gamepet.screen_x
self.y = $game_player.gamepet.screen_y - 14
@character.x = $game_player.gamepet.x
@character.y = $game_player.gamepet.y
@character.set_direction($game_player.gamepet.direction) unless
@character.direction_fix
@character.move_speed = 6
@character.move_type = 0
@character.priority_type = 1
end
end
end
# get custom command data
class Game_Interpreter
def pet
return $game_player.gamepet
end
end
# Game followers plugin, this fit the pet with followers members
class Game_Follower < Game_Character
def chase_preceding_character
unless moving?
prechar = @preceding_character
if $game_player.showing_pet
if prechar.is_a?(Game_Player) and !prechar.followers.gathering? and
!prechar.just_jumped and FalPet::YieldSpot
sx = distance_x_from(prechar.x - prechar.adjustpxy[0])
sy = distance_y_from(prechar.y - prechar.adjustpxy[1])
else
sx = distance_x_from(prechar.x) ; sy = distance_y_from(prechar.y)
end
else
sx = distance_x_from(prechar.x) ; sy = distance_y_from(prechar.y)
end
if sx != 0 && sy != 0
move_diagonal(sx > 0 ? 4 : 6, sy > 0 ? 8 : 2)
elsif sx != 0
move_straight(sx > 0 ? 4 : 6)
elsif sy != 0
move_straight(sy > 0 ? 8 : 2)
end
end
end
end
#===============================================================================
# * Scenes and Windows
#===============================================================================
# Window base new methods
class Window_Base < Window
def draw_petmoodbar(x, y)
contents.font.color = normal_color
mood = $game_player.gamepet.mood
max = $game_player.gamepet.grow_inflation[0]
contents.fill_rect(x, y, 102, 10, Color.new(0, 0, 0))
contents.fill_rect(x+1, y+1, 100 *mood / max, 4, Color.new(180, 225, 245))
contents.fill_rect(x+1, y+5, 100 *mood / max, 4, Color.new(20, 160, 225))
contents.font.size = 16
contents.draw_text(x,y -24,self.width, 32, 'Kinh Nghiệm: ' + mood.to_s + "/#{max}")
end
def draw_petname(x, y, a=0)
contents.font.size = 18
contents.font.color = normal_color
lv = $game_player.gamepet.pet_level ; name = $game_player.gamepet.petname
contents.draw_text(x, y, self.width, 32, name + " Lv #{lv}", a)
end
def draw_petgift(x, y)
contents.fill_rect(x, y - 18, 106, 76, Color.new(0, 0, 0, 60))
item = $game_player.gamepet.mood_item
draw_icon(item.icon_index, x + 30, y - 3)
contents.font.size = 15
contents.font.color = normal_color
contents.draw_text(x -2, y - 24, 90, 32, 'Quà Lên Cấp', 1)
contents.draw_text(x, y + 10, 90, 32, item.name, 1)
end
def draw_stealed_item(x, y)
contents.fill_rect(x + 160, y - 21, 30, 30, Color.new(0, 0, 0, 60))
contents.font.color = normal_color
contents.font.size = 18
item = $game_player.gamepet.stealed_item
if item.is_a? Fixnum
draw_icon(344, x + 163, y - 19)
text = item.to_s + " #{Vocab::currency_unit}"
else
text = item.name
draw_icon(item.icon_index, x + 163, y - 19)
end
contents.draw_text(x, y + 1, 200, 32, "Bạn Đã Trộm #{text}!")
end
end
#-------------------------------------------------------------------------------
# Pets commands selectable
class Window_PetCommands < Window_Selectable
def initialize(x=0, y=0, w=350, h=242) #192
super(x, y + 76, w, h)
self.z = 101
refresh
self.index = 0
activate if !busy?
end
def busy?
return true if $game_player.gamepet.busy? || $game_player.in_airship? ||
$game_player.in_boat? || $game_player.in_ship?
return false
end
def item
return @data[self.index]
end
def refresh
self.contents.clear if self.contents != nil
@data = []
FalPet::Commands.sort.reverse.each do |id, command |
next if id == 27
@data.push(command) if id == 1 or id == 26
@data.push(command) if $game_player.gamepet.unlock_command.include?(id)
next if id == 26
next unless id.between?(10, FalPet::Commands.keys.size)
@data.push(command) if
FalPet::Speciality[$game_player.gamepet.pet_id].include?(id)
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 26)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
x, y = index % col_max * (145 + 32), index / col_max * 24
self.contents.font.size = 18
draw_icon(item[2], x, y, !$game_player.gamepet.busy? )
unless busy?
cool_down(item[1]) > 0 ? self.contents.font.color = disable_color :
self.contents.font.color = normal_color
else
self.contents.font.color = disable_color
end
self.contents.font.color = disable_color if item[1] != 1 and
!$game_player.showing_pet
self.contents.draw_text(x + 24, y, 212, 32, item[0], 0)
end
def disable_color
return Color.new(255, 255, 255, 128)
end
def cool_down(i)
cd = $game_player.gamepet
cooldown = 0
FalPet::Commands.each do |id, cmd |
cooldown = cd.cooldown[cmd[1]-1] if i == id and cd.cooldown[cmd[1] -1] > 0
end
return cooldown
end
def cool_data(i)
data = [false, nil]
FalPet::Commands.each do |id, cmd |
data = [true, cmd[1] - 1] if i == id
end
return data
end
def item_max
return @item_max.nil? ? 0 : @item_max
end
def col_max
return 2
end
end
#-------------------------------------------------------------------------------
# Scene pet commands
class Scene_PetCommands < Scene_Base
def start
super
@pet = $game_player.gamepet
x, y = 544 / 2 - 350 / 2, 10
@info_window = Window_Base.new(x, y, 350, 76)
@color = Color.new(255, 120, 0, 255)
@petCommand_window = Window_PetCommands.new(x, y)
@mood_window = Window_Base.new(x, y + 76 + 242, 350, 76)
@mood_window.draw_petmoodbar(0, 38)
@mood_window.draw_petname(0, -8)
@mood_window.draw_character(@pet.character_name,@pet.character_index,170,54)
@mood_window.draw_petgift(236, 20)
@background_sprite = Sprite.new
@background_sprite.bitmap = SceneManager.background_bitmap
@refresh_delay = 0
refresh_info
end
def refresh_info
@info_window.contents.clear
@info_window.contents.font.size = 18
@info_window.contents.font.color = @info_window.normal_color
@petCommand_window.busy? ? text = 'Thú Cưng Đang Bận...' :
text = @petCommand_window.item[6]
@info_window.contents.draw_text(- 10, 0,@info_window.width, 32, text, 1)
action = @petCommand_window.item[9]
mood = @petCommand_window.item[8]
mood = '' if mood == 0
@info_window.contents.draw_text(0, 28, @info_window.width, 32,
'Loại : ' + action + " #{mood}")
cooldown > 0 ? operand = cooldown : operand = @petCommand_window.item[7] *60
operand = @pet.instantcd if @pet.instantcd > 0
total_sec = operand / Graphics.frame_rate
cd = sprintf("%02d:%02d", total_sec / 60, total_sec % 60)
if @pet.instantcd > 0
text = "Thời Gian Còn !: #{cd}"
@info_window.contents.font.color = @color
else
text = "Thời Gian Phục Hồi : #{cd}"
end
@info_window.contents.draw_text(-50, 28, 350, 32, text, 2)
end
def cooldown
return @petCommand_window.cool_down(@petCommand_window.item[1])
end
def update
super
if Input.trigger?(:B)
SceneManager.goto(Scene_Map)
Sound.play_cancel
end
return if @petCommand_window.busy?
update_refresh
if Input.trigger?(:C)
cmd = @petCommand_window
if cmd.item[1] != 1
if cooldown > 0 || !$game_player.showing_pet
Sound.play_buzzer
return
end
end
Sound.play_ok
if @petCommand_window.item[4]
apply_cooldown(cmd)
SceneManager.callp(Scene_Event, @petCommand_window.item[1])
elsif @petCommand_window.item[5]
apply_cooldown(cmd)
SceneManager.goto(Scene_Pets)
else
apply_cooldown(cmd)
@pet.command = @petCommand_window.item[1]
@pet.action_time = @petCommand_window.item[3]
if @pet.custom_command?
@pet.action_time = @pet.action_time + 1 if (@pet.action_time%2 == 0)
end
@pet.jumpto(0) if @petCommand_window.item[1] == 1 and
$game_player.showing_pet
$game_player.petpop_time =0 if @pet.reservedmood > 0 and cmd.item[8] > 0
@pet.reservedmood = cmd.item[8]
SceneManager.goto(Scene_Map)
end
end
end
def update_refresh
refresh_info if cooldown > 0 || @pet.instantcd > 0
if @index != @petCommand_window.index
@index = @petCommand_window.index
refresh_info
end
@refresh_delay -= 1 if @refresh_delay > 0
@refresh_delay = 2 if @pet.instantcd == 1
if @refresh_delay == 1
@petCommand_window.refresh
refresh_info
end
for i in 0...@pet.cooldown.size
if @pet.cooldown[i] == 1
@refresh_delay = 2
end
end
end
def apply_cooldown(cmd)
if cmd.cool_data(cmd.item[1])[0] and cmd.cool_down(cmd.item[1]) == 0
index = cmd.cool_data(cmd.item[1])[1]
@pet.cooldown[index] = @petCommand_window.item[7] * 60
end
end
def terminate
super
@petCommand_window.dispose
@background_sprite.dispose
@info_window.dispose
end
end
#-------------------------------------------------------------------------------
# Invisible window event selection
class Window_Event < Window_Selectable
attr_reader :participants
def initialize(x=0, y=0, w=150, h=192)
super(x, y, w, h)
self.z = 101
@participants = []
refresh
self.index = 0
self.visible = false
activate
end
def item
return @data[self.index]
end
def refresh
self.contents.clear if self.contents != nil
@data = []
for event in $game_map.events.values
if event.on_current_screen?
next if event.tile_id == 0 and event.character_name == ""
next if event.check_evcom("/IGNORE TARGETING")
@data.push(event)
event.target_index = @data.size - 1
@participants.push(event)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 26)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
x, y = index % col_max * (120 + 32), index / col_max * 24
self.contents.font.size = 16
self.contents.draw_text(x + 24, y, 212, 32, item.id.to_s, 0)
end
def item_max
return @item_max.nil? ? 0 : @item_max
end
def col_max
return 1
end
end
#-------------------------------------------------------------------------------
# Scenen events selection target
class Scene_Event < Scene_Base
def initialize(command)
@command = command
end
def start
super
@mouse_exist = defined?(Map_Buttons).is_a?(String)
@event_window = Window_Event.new
@info_window = Sprite.new
@info_window.bitmap = Bitmap.new(300, 60)
@info_window.z = 900; @info_window.x = 544/2 -200/2; @info_window.y = 180
@info_window.bitmap.font.size = 28; @info_window.bitmap.font.bold = true
@event_window.item.nil? ? t = 'Chưa Có Mục Tiêu!' : t = 'Chọn Mục Tiêu'
@info_window.bitmap.draw_text(-30, 0, @info_window.width, 32, t, 1)
@background_sprite = Sprite.new
@background_sprite.bitmap = SceneManager.background_bitmap
@info_time = 60
create_cursor unless @event_window.item.nil?
end
def refresh_info(type)
@info_window.bitmap.clear
t = 'Không Thể Leo Lên Được!' if type == 1
t = 'Mục Tiêu Không Hợp Lệ!' if type == 2
@info_window.bitmap.draw_text(-30, 0, @info_window.width, 32, t, 1)
end
def create_cursor
if @mouse_exist
@cursor = $mouse_cursor
@cursor_zooming = 0 ; update_cursor_position
return
end
@cursor = Sprite.new
icon = FalPet::CursorIcon
@cursor.bitmap = Bitmap.new(24, 24)
bitmap = Cache.system("Iconset")
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
@cursor.bitmap.blt(0, 0, bitmap, rect)
@cursor_zooming = 0
update_cursor_position
end
def update
super
if Input.trigger?(:B)
SceneManager.goto(Scene_PetCommands)
Sound.play_cancel
end
@info_time -= 1 if @info_time > 0
if @info_time == 0
@info_window.opacity -= 8 if @info_window.opacity > 0
if @info_window.opacity == 0 and @event_window.item.nil?
Sound.play_cancel
SceneManager.goto(Scene_PetCommands)
end
end
return if @event_window.item.nil?
update_cursor_position
update_target_selection
end
# target selection
def update_target_selection
if Input.trigger?(:C)
if @mouse_exist
for event in @event_window.participants
if Mouse.map_grid[0] == event.x and Mouse.map_grid[1] == event.y
@event_window.select(event.target_index)
@selected = true
end
end
if @selected.nil?
refresh_info(2)
@info_time = 60; @info_window.opacity = 255
Sound.play_buzzer
return
end
end
if @command == 13 and not @event_window.item.check_evcom("/PET CLIMB")
refresh_info(1)
@info_time = 60; @info_window.opacity = 255
Sound.play_buzzer
return
end
Sound.play_ok
$game_player.gamepet.chase_event_id = @event_window.item.id
$game_player.gamepet.command = @command
SceneManager.goto(Scene_Map)
end
end
def update_cursor_position
if @mouse_exist
@cursor.x = Mouse.pos[0]
@cursor.y = Mouse.pos[1]
else
@cursor.x = @event_window.item.screen_x
@cursor.y = @event_window.item.screen_y - 16
end
@cursor_zooming += 1
case @cursor_zooming
when 1..10 ; @cursor.zoom_x -= 0.01 ; @cursor.zoom_y -= 0.01
when 11..20; @cursor.zoom_x += 0.01 ; @cursor.zoom_y += 0.01
when 21..30; @cursor.zoom_x = 1.0 ; @cursor.zoom_y = 1.0
@cursor_zooming = 0
end
end
def terminate
super
@event_window.dispose
@background_sprite.dispose
@info_window.dispose
@info_window.bitmap.dispose
if @mouse_exist
@cursor.zoom_x = 1.0 ; @cursor.zoom_y = 1.0 ; @selected = nil
else
@cursor.dispose unless @cursor.nil?
@cursor.bitmap.dispose unless @cursor.nil?
end
end
end
#-------------------------------------------------------------------------------
# Window pets
class Window_Pets < Window_Selectable
def initialize(shop)
super(0, 0, 406, 122)
self.z = 101
@shop = shop
refresh
self.index = 0
activate
end
def item
return @data[self.index]
end
def refresh
self.contents.clear if self.contents != nil
@data = []
FalPet::Pets.each do |id , pet|
pet.push(id) unless pet.include?(id)
@data.push(pet) if @shop
@data.push(pet) if $game_player.adopted_pets.include?(id) and !@shop
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 26)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
x, y = index % col_max * (107 + 32), index / col_max * 24
self.contents.font.size = 18
self.contents.draw_text(x, y, 212, 32, item[2], 0)
end
def item_max
return @item_max.nil? ? 0 : @item_max
end
def col_max
return 3
end
end
#-------------------------------------------------------------------------------
# Scene pets base, refered at pep shop and pets adopted
class Scene_PetsBase < Scene_Base
def start
super
@pet = $game_player.gamepet
SceneManager.scene_is?(Scene_PetShop) ? @shop = true : @shop = false
@pet_window = Window_Pets.new(@shop)
x, y = 544 / 2 -406 / 2, 0
@pet_window.x = x
@pet_window.y = y + 110
@info_window = Window_Base.new(x, y, 406, 110)
@bonus_window = Window_Base.new(x, y + 122 + 110, 406, 184)
@background_sprite = Sprite.new
@background_sprite.bitmap = SceneManager.background_bitmap
refresh_infodata
end
def refresh_infodata
@info_window.contents.clear
@info_window.contents.font.size = 18
@shop ? xy = [0, 0] : xy = [286, 0]
@info_window.contents.fill_rect(xy[0], xy[1],90,76, Color.new(0,0,0,60))
@info_window.draw_character(@pet_window.item[0],
@pet_window.item[1], xy[0] + 45, xy[1] + 64)
@info_window.draw_text(xy[0] + 20, xy[1] + 66, 350, 32, 'Hình Ảnh')
create_price_info if @shop
refresh_bonus
return if @shop
@info_window.contents.fill_rect(0, -18, 90, 90, Color.new(0, 0, 0, 60))
@info_window.draw_text(0, 64, @info_window.width, 32, 'Thú Cưng Hiện Tại')
@info_window.draw_text(-16, 0, @info_window.width, 32, @pet.petname, 1)
@info_window.draw_character(@pet.character_name,@pet.character_index,45,64)
end
def refresh_bonus
@bonus_window.contents.clear
@bonus_window.contents.font.size = 20
y = 0; manager = 0
@bonus_window.contents.font.color = Color.new(255, 120, 0, 255)
@bonus_window.draw_text(40, -6, 406, 32, 'Kĩ Năng Thú Cưng', 1)
@bonus_window.draw_text(0, -6, 406, 32, 'Chỉ Số Sức Mạnh')
@bonus_window.contents.font.color = @bonus_window.normal_color
# draw speciality
@bonus_window.contents.font.size = 16
enable = FalPet::Speciality[@pet_window.item[6]]
FalPet::Commands.each do |id, command |
if enable.include?(id)
manager += 1
(manager%2 == 0) ? x = 260 : y += 17
x = 128 unless (manager%2 == 0)
@bonus_window.draw_text(x, y, @bonus_window.width, 32, command[0])
end
end
#draw bonus parameters
bonus = FalPet::Bonus[@pet_window.item[6]]
y = 0
for i in 0...8
y += 17
@bonus_window.draw_text(0, y, 406, 32, Vocab.param(i))
@bonus_window.draw_text(58, y, 406, 32, "=> #{bonus[i].to_s}")
end
end
def create_price_info
@info_window.contents.font.size = 22
@info_window.draw_text(156, 0, @info_window.width, 32, 'Shop Thú Cưng')
@info_window.contents.font.size = 18
@info_window.draw_text(156, 32, 350, 32, "Tên : #{@pet_window.item[2]}")
v = pet_price
@info_window.draw_text(156,64,350,18,"Giá : $#{v} " + Vocab::currency_unit)
@info_window.contents.fill_rect(320, -18, 62, 56, Color.new(0, 0, 0, 60))
@info_window.draw_text(28, 0, 350, 18, $game_party.gold.to_s, 2)
@info_window.draw_text(28, 18, 350, 18, Vocab::currency_unit, 2)
end
def pet_price
return FalPet::Price[@pet_window.item[6]]
end
def terminate
super
@bonus_window.dispose
@background_sprite.dispose
@info_window.dispose
@pet_window.dispose
end
end
#-------------------------------------------------------------------------------
# Scene pet adopted
class Scene_Pets < Scene_PetsBase
def start() super end
def update
super
if Input.trigger?(:B)
SceneManager.goto(Scene_PetCommands)
Sound.play_cancel
end
if @index != @pet_window.index
@index = @pet_window.index
refresh_infodata
end
if Input.trigger?(:C)
@pet.setup_pet(@pet_window.item[6])
refresh_infodata
end
end
end
#-------------------------------------------------------------------------------
# Scene pet shop
class Scene_PetShop < Scene_PetsBase
def start
super
@pop_window = Window_Base.new(200, 170, 150, 110)
@pop_window.z = 500
@pop_time = 0
@pop_window.visible = false
end
def refresh_pop(type)
@pop_window.contents.clear
@pop_window.contents.font.size = 18
case type
when 1
@pop_window.draw_text(0, 0, @pop_window.width, 32, "Bạn Đã Mua!")
@pop_window.draw_text(0, 22, @pop_window.width, 32, @pet_window.item[2])
@pop_window.draw_text(0, 44, @pop_window.width, 32,
Vocab::currency_unit + " -#{pet_price}")
when 2
@pop_window.draw_text(0, 0, 200, 32, "Bạn Không Đủ")
@pop_window.draw_text(0, 22, 200, 32, "Tiền #{Vocab::currency_unit}")
when 3
@pop_window.draw_text(0, 0, @pop_window.width, 32, "Bạn Đã Sở Hữu!")
@pop_window.draw_text(0, 22, @pop_window.width, 32, @pet_window.item[2])
end
end
def update
super
if Input.trigger?(:B)
SceneManager.goto(Scene_Map)
Sound.play_cancel
end
if @index != @pet_window.index
@index = @pet_window.index
refresh_infodata
end
update_buying
end
def update_buying
@pop_time -= 1 if @pop_time > 0
@pop_time > 0 ? @pop_window.visible = true : @pop_window.visible = false
if Input.trigger?(:C)
if $game_player.adopted_pets.include?(@pet_window.item[6])
refresh_pop(3)
@pop_time = 2 * 60
Sound.play_cancel
return
end
if $game_party.gold >= pet_price
$game_party.lose_gold(pet_price)
RPG::SE.new("Shop", 80,).play
$game_player.adopt_pet(@pet_window.item[6])
refresh_infodata
refresh_pop(1)
@pop_time = 2 * 60
else
refresh_pop(2)
@pop_time = 2 * 60
Sound.play_buzzer
end
end
end
def terminate
super
@pop_window.dispose
end
end
#-------------------------------------------------------------------------------
# update global cool down
class << Input
unless self.method_defined?(:falcaopet_ccd_update)
alias_method :falcaopet_ccd_update, :update
end
def update
update_cooldown_system
falcaopet_ccd_update
end
def update_cooldown_system
player = $game_player
unless player.nil?
player.gamepet.instantcd -= 1 if player.gamepet.instantcd > 0
for i in 0...player.gamepet.cooldown.size
if player.gamepet.cooldown[i] > 0 and player.gamepet.instantcd > 0
player.gamepet.cooldown[i] = 0 if not i == 19 - 1
end
player.gamepet.cooldown[i] -= 1 if player.gamepet.cooldown[i] > 0
end
end
end
end
module SceneManager
def self.callp(scene_class, *args)
@scene = scene_class.new(*args)
end
end
#-------------------------------------------------------------------------------
# FA Interactive System 2.0 pet plug-ins
class Game_Player < Game_Character
if defined?(FalInt).is_a?(String)
alias falcaopetplugins_fall player_start_falling
def player_start_falling
@showing_pet = false
$game_system.replay_bgm if @gamepet.command == 8 ; globalpet_reset
falcaopetplugins_fall
end
end
end
class Game_CharacterBase
if defined?(FalInt).is_a?(String)
alias falcaopetplugins_start_jump start_jump
def start_jump(power)
player = self.is_a?(Game_Player)
if player and Input.dir4 != 0
self.followers.reverse_each {|f| f.move_toward_player }
self.gamepet.move_toward_player ; self.gamepet.move_toward_player
self.gamepet.jump(0, power) if @direction == 2
self.gamepet.jump(- power, 0) if @direction == 4
self.gamepet.jump(power, 0) if @direction == 6
self.gamepet.jump(0, - power) if @direction == 8
self.just_jumped = true
end
falcaopetplugins_start_jump(power)
end
end
end