Salve a tutti, come da titolo, sto usando lo script di Moghunter per creare delle skill con combinazioni di tasti, il problema è che, una volta implementata l'abilità, nel battle test non compare la sequenza di tasti. Mi spiego meglio:
Per creare una skill con la chain basta inserire nelle note la stringa "<Chain Action = X>" Dove X è l'ID della combinazione di tasti specificata nello stesso script. Il problema è che se uso l'abilità nel battle test tale sequenza non appare, qualcuno mi sa dire perché? Allego lo script nel caso. Grazie in anticipo.
#==============================================================================
# +++ MOG - Active Chain Commands (v2.7) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com/
#==============================================================================
# Permite combinar (Linkar) ataques consecutivos através do uso de
# sequência de botões.
#==============================================================================
# Arquivos necessários. Graphics/System/
#
# Chain_Command.png
# Chain_Battle_Layout.png
# Chain_Battle_Meter.png
#
#==============================================================================
# UTILIZAÇÃO
#==============================================================================
# No banco de dados use o sequinte comentário para linkar as ações.
#
# <Chain Action = X>
#
# X - ID da habilidade.
#==============================================================================
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v2.7 - Melhoria na compatibilidade de scripts.
#==============================================================================
$imported = {} if $imported.nil?
$imported[:mog_active_chain] = true
module MOG_CHAIN_ACTIONS
#=============================================================================
# CHAIN_ACTIONS = { 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
#
# CHAIN_SWITCH_COMMAND = {
# 25=>["Down","D","S","Right"],
# 59=>["Down","Up","Left","Right","Shift","D","S","A","Z","X","Q","W"],
# 80=>["Shift","D"]
# }
#==============================================================================
CHAIN_ACTIONS = {
29=>["Left","Up","Right","Down"],
52=>["Up","Down","Left","Right","Z"],
70=>["X","Right","Left","Z","Z"],
138=>["X"],
139=>["A","S"],
140=>["Z","D","X"],
141=>["Up","Down"],
142=>["Left","Right","Z"],
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"]
}
#Definição padrão do tempo limite para pressionar o botão.
CHAIN_DEFAULT_INPUT_DURATION = 60 #60 = 1s
#Definição do tempo limite para pressionar o botão.
CHAIN_INPUT_DURATION = {
138=>60,
139=>40,
140=>30
#141=>160,
#240=>2000
}
#Som ao acertar.
CHAIN_RIGHT_SE = "Chime1"
#Som ao errar.
CHAIN_WRONG_SE = "Buzzer1"
#Definição do som ao ativar o sistema de chain.
CHAIN_START_SE = "Open1"
#Definição da posição do botão.
CHAIN_SPRITE_POSITION = [0,-15]
#Posição do layout do medidor.
CHAIN_LAYOUT_POSITION = [1,-7]
#Posição do medidor de tempo.
CHAIN_METER_POSITION = [0,-6]
#Posição do Ícone
CHAIN_ICON_POSITION = [0,-32]
#Definição da palavra Chain.
CHAIN_COMMAND_WORD = "Chain Action!"
#Definição das palavras de erro.
CHAIN_MISSED_WORDS = ["Missed!", "Timeover"]
#Definição da posição da palavra.
CHAIN_COMMAND_WORD_POSITION = [0,0]
#Definição do tamanho da fonte
CHAIN_WORD_FONT_SIZE = 20
#Definição da cor da fonte
CHAIN_WORD_FONT_COLOR = Color.new(255,255,255)
#Prioridade do sprite.
CHAIN_SPRITE_Z = 150
end
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
attr_accessor :chain_actions
attr_accessor :active_chain
attr_accessor :chain_ot
attr_accessor :chain_action_phase
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_chain_actions_initialize initialize
def initialize
@chain_actions = [0,0,0,false] ; @active_chain = false
@chain_action_phase = false
mog_chain_actions_initialize
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Use Item
#--------------------------------------------------------------------------
alias mog_chain_actions_use_item use_item
def use_item
prepare_chain_command if can_use_chain_commands?
mog_chain_actions_use_item
execute_chain_actions if can_use_chain_commands?
end
#--------------------------------------------------------------------------
# ● Can Use Chain Commands
#--------------------------------------------------------------------------
def can_use_chain_commands?
return false if @subject == nil
return false if !@subject.is_a?(Game_Actor)
return false if @subject.restriction != 0
return true
end
#--------------------------------------------------------------------------
# ● Prepare Chain Commands
#--------------------------------------------------------------------------
def prepare_chain_command
@chain_skill_original = @subject.current_action.item rescue nil
if $game_temp.chain_ot == nil and @subject.is_a?(Game_Actor)
targets = @subject.current_action.make_targets.compact
$game_temp.chain_ot = targets[0]
end
check_chain_targets
end
#--------------------------------------------------------------------------
# ● Check Chain Command Position
#--------------------------------------------------------------------------
def check_chain_command_position
scx = $game_temp.chain_ot.screen_x rescue nil
return if scx == nil
if $game_temp.chain_ot != nil and !$game_temp.chain_ot.dead?
$game_temp.chain_actions = [$game_temp.chain_ot.screen_x,$game_temp.chain_ot.screen_y,true]
end
end
#--------------------------------------------------------------------------
# ● Check Chain Targets
#--------------------------------------------------------------------------
def check_chain_targets
return if @subject == nil or $game_temp.chain_ot == nil
if [1,7,9,10,11].include?(@subject.current_action.item.scope)
@pre_target = $game_temp.chain_ot ; @pre_target_hp = $game_temp.chain_ot.hp
else
@pre_target = nil ; @pre_target_hp = nil
end
end
#--------------------------------------------------------------------------
# ● Execute Chain Actions
#--------------------------------------------------------------------------
def execute_chain_actions
$game_temp.active_chain = false
return if !can_execute_chain_actions_base?
check_chain_command_position
skill = @subject.current_action.item rescue nil
skill = @chain_skill_original rescue nil
action_id = skill.note =~ /<Chain Action = (\d+)>/i ? $1.to_i : nil rescue nil
return if action_id == nil or action_id < 1
chain_command_sequence = MOG_CHAIN_ACTIONS::CHAIN_ACTIONS[action_id]
$game_temp.chain_actions[2] = action_id
if can_execute_chain_sequence?(chain_command_sequence,action_id)
chain_act_before_action if @chain_command == nil
chain_sq = Chain_Actions.new(chain_command_sequence,$game_temp.chain_actions)
loop do
$game_temp.chain_action_phase = true
(chain_sq.update ; Input.update) unless @spriteset.animation?
$game_temp.active_chain = true ; chain_sq.update_skill_name
@spriteset.update ; Graphics.update
break if chain_sq.phase == 9
end
action_id = nil if !chain_sq.success or $game_temp.chain_ot.dead?
chain_sq.dispose ; set_chain_skill(action_id) if action_id != nil
end
$game_temp.active_chain = false ; $game_temp.chain_ot = nil
$game_temp.chain_action_phase = false
end
#--------------------------------------------------------------------------
# ● Chain Act Before Action
#--------------------------------------------------------------------------
def chain_act_before_action
@chain_command = true
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
#--------------------------------------------------------------------------
# ● Turn End
#--------------------------------------------------------------------------
alias mog_chain_command_process_action_end process_action_end
def process_action_end
mog_chain_command_process_action_end
chain_act_after_action
end
#--------------------------------------------------------------------------
# ● Chain Act After ACtion
#--------------------------------------------------------------------------
def chain_act_after_action
@chain_skill_original = nil
$game_temp.chain_ot = nil
return if @chain_command == nil
restore_window_data if $imported[:mog_atb_system]
$game_temp.menu_cursor[2] = @chain_curor_x if $imported[:mog_menu_cursor]
@chain_command = nil
end
#--------------------------------------------------------------------------
# ● Set Chain Skill
#--------------------------------------------------------------------------
def set_chain_skill(action_id)
return if action_id == nil
@subject.input.set_skill(action_id)
$game_temp.chain_actions = [0,0,0,false] ; execute_action
end
#--------------------------------------------------------------------------
# ● Can Execute Chain Sequence?
#--------------------------------------------------------------------------
def can_execute_chain_sequence?(chain_command_sequence = nil,action_id = nil)
return false if chain_command_sequence == nil
skill = $data_skills[action_id] rescue nil
return false if skill == nil
return false if $game_temp.chain_ot == nil or $game_temp.chain_ot.dead?
if [9,10].include?(skill.scope)
$game_party.battle_members.each do |i| return true if i.dead? end
return false
end
return true
end
#--------------------------------------------------------------------------
# ● Can Execute Chain Actions Base
#--------------------------------------------------------------------------
def can_execute_chain_actions_base?
return false if @subject == nil or @subject.dead?
return false if $game_temp.chain_ot == nil or $game_temp.chain_ot.dead?
return false if @subject.is_a?(Game_Enemy)
return false if @subject.current_action == nil
@subject.states.each do |i| return false if i.restriction > 0 end
return false if $game_party.members.empty?
return false if $game_party.all_dead?
return false if $game_troop.all_dead?
if @pre_target != nil and $game_temp.chain_ot.hp == @pre_target_hp
return false if $game_temp.chain_ot.result.missed
return false if $game_temp.chain_ot.result.evaded
end
return true
end
end
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
attr_accessor :cache_active_chain
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_active_chain_initialize initialize
def initialize
mog_active_chain_initialize
cache_act_chain
end
#--------------------------------------------------------------------------
# ● Cache Act Chain
#--------------------------------------------------------------------------
def cache_act_chain
@cache_active_chain = []
@cache_active_chain.push(Cache.system("IconSet"))
@cache_active_chain.push(Cache.system("Chain_Battle_Layout"))
@cache_active_chain.push(Cache.system("Chain_Battle_Meter"))
@cache_active_chain.push(Cache.system("Chain_Battle_Command"))
end
end
#==============================================================================
# ■ Spriteset Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_active_chain_commands_initialize initialize
def initialize
$game_temp.cache_act_chain ; $game_temp.active_chain = false
$game_temp.chain_ot = nil
mog_active_chain_commands_initialize
end
end
#==============================================================================
# ■ Chain Actions
#==============================================================================
class Chain_Actions
include MOG_CHAIN_ACTIONS
attr_accessor :phase
attr_accessor :success
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(sequence,chain_temp)
$game_temp.chain_actions[3] = true
@chain_command = sequence
@x = chain_temp[0] + CHAIN_SPRITE_POSITION[0]
@y = chain_temp[1] + CHAIN_SPRITE_POSITION[1]
@y = (Graphics.height - 36) if @y > (Graphics.height - 36)
@y = 0 if @y < 0
@skill = $data_skills[chain_temp[2]]
@skillname = @skill.name
if CHAIN_INPUT_DURATION[chain_temp[2]] != nil
@duration = [CHAIN_INPUT_DURATION[chain_temp[2]],CHAIN_INPUT_DURATION[chain_temp[2]]]
else
@duration = [CHAIN_DEFAULT_INPUT_DURATION, CHAIN_DEFAULT_INPUT_DURATION]
end
@phase = 0 ; @success = false ; @com = 0 ; @com_index = 0
@initial_wait = 1 ; @wrong_commnad = [false,0,0]
Audio.se_play("Audio/SE/" + CHAIN_START_SE, 100, 100) rescue nil
create_button_sprite ; create_skill_name ; create_icon ; create_meter
end
#--------------------------------------------------------------------------
# ● Create Icon
#--------------------------------------------------------------------------
def create_icon
@icon_image = $game_temp.cache_active_chain[0]
@icon_sprite = Sprite.new ; @icon_sprite.bitmap = Bitmap.new(24,24)
@icon_sprite.z = CHAIN_SPRITE_Z + 1
@org_x2 = @x - 12 + CHAIN_ICON_POSITION[0] - @center
@icon_sprite.x = @org_x2 - 50
@icon_sprite.y = @y + CHAIN_ICON_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
#--------------------------------------------------------------------------
# ● Create Meter
#--------------------------------------------------------------------------
def create_meter
@meter_layout = Sprite.new
@meter_layout.bitmap = $game_temp.cache_active_chain[1]
@meter_layout.z = CHAIN_SPRITE_Z
@meter_layout.x = @x - (@meter_layout.width / 2) + CHAIN_LAYOUT_POSITION[0]
@meter_layout.y = @y + CHAIN_LAYOUT_POSITION[1]
@meter_image = $game_temp.cache_active_chain[2]
@meter_cw = @meter_image.width ; @meter_ch = @meter_image.height
@meter = Sprite.new
@meter.bitmap = Bitmap.new(@meter_image.width, @meter_image.height)
@meter.z = CHAIN_SPRITE_Z + 1
@meter.x = @x - (@meter_image.width / 2) + CHAIN_METER_POSITION[0]
@meter.y = @y + CHAIN_METER_POSITION[1]
@meter.visible = false ; @meter_layout.visible = false ; update_meter
end
#--------------------------------------------------------------------------
# ● Update Meter
#--------------------------------------------------------------------------
def update_meter
return if @meter == nil
@meter.bitmap.clear ; range = @meter_cw * @duration[0] / @duration[1]
m_scr = Rect.new(0,0,range,@meter_ch )
@meter.bitmap.blt(0,0, @meter_image ,m_scr)
end
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def create_skill_name
@skill_name = Sprite.new ; @skill_name.bitmap = Bitmap.new(200,32)
@skill_name.bitmap.font.size = CHAIN_WORD_FONT_SIZE
@skill_name.bitmap.font.color = CHAIN_WORD_FONT_COLOR
@skill_name.z = CHAIN_SPRITE_Z
@skill_name.y = @y - 32 + CHAIN_COMMAND_WORD_POSITION[1]
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 = @x - (@button_cw / 2) - 85 + CHAIN_COMMAND_WORD_POSITION[0]
@skill_name.x = @org_x - 50
@skill_name.bitmap.draw_text(0,0,200,32,@skillname.to_s,1)
end
#--------------------------------------------------------------------------
# ● Create Button Sprite
#--------------------------------------------------------------------------
def create_button_sprite
@button_image = $game_temp.cache_active_chain[3]
@button_cw = @button_image.width / 13 ; @button_ch = @button_image.height
@button_sprite = Sprite.new
@button_sprite.bitmap = Bitmap.new(@button_cw,@button_ch)
@button_sprite.z = CHAIN_SPRITE_Z + 1
@button_sprite.ox = @button_cw / 2 ; @button_sprite.oy = @button_ch / 2
@button_sprite.x = @x + @button_sprite.ox - (@button_cw / 2)
@button_sprite.y = @y + @button_sprite.oy
end
#--------------------------------------------------------------------------
# ● Refresh Button Command
#--------------------------------------------------------------------------
def refresh_button_command
return if @button_sprite == nil
@duration[0] = @duration[1]
command_list_check(@chain_command[@com_index])
@button_sprite.bitmap.clear
button_scr = Rect.new(@com * @button_cw , 0,@button_cw,@button_ch)
@button_sprite.bitmap.blt(0,0,@button_image,button_scr)
@button_sprite.zoom_x = 2 ; @button_sprite.zoom_y = 2
@button_sprite.opacity = 255
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
dispose_button ; dispose_meter ; dispose_name ; dispose_icon_sprite
$game_temp.chain_actions[3] = false ; $game_temp.active_chain = false
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 Button
#--------------------------------------------------------------------------
def dispose_button
return if @button_sprite == nil
@button_sprite.bitmap.dispose ; @button_sprite.dispose ; @button_sprite = nil
end
#--------------------------------------------------------------------------
# ● Dispose Meter
#--------------------------------------------------------------------------
def dispose_meter
return if @meter_layout == nil
@meter_layout.dispose ; @meter_layout = nil
@meter.bitmap.dispose ; @meter.dispose
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
if @initial_wait > 0
@initial_wait -= 1
if @initial_wait == 0
refresh_button_command ; @meter.visible = true
@meter_layout.visible = true
end
return
end
if @wrong_commnad[0]
update_fade_command
return
end
update_command ; update_sprite_button ; update_time ; update_meter
end
#--------------------------------------------------------------------------
# ● Update Skill Name
#--------------------------------------------------------------------------
def update_fade_command
fade_speed = 6
@skill_name.opacity -= fade_speed ; @meter.opacity -= fade_speed
@meter_layout.opacity -= fade_speed ; @icon_sprite.opacity -= fade_speed
@button_sprite.opacity -= fade_speed * 2 ; missed if @meter.opacity == 0
end
#--------------------------------------------------------------------------
# ● Update Skill Name
#--------------------------------------------------------------------------
def update_skill_name
return if @skill_name == nil
if @skill_name.x < @org_x
@skill_name.x += 3 ; @icon_sprite.x += 3
if @skill_name.x > @org_x
@skill_name.x = @org_x ; @icon_sprite.x = @org_x2
end
end
end
#--------------------------------------------------------------------------
# ● Update Time
#--------------------------------------------------------------------------
def update_time
return if @button_sprite == nil
@duration[0] -= 1 if @duration[0] > 0
wrong_command(1) if @duration[0] == 0
end
#--------------------------------------------------------------------------
# ● Update Sprite Button
#--------------------------------------------------------------------------
def update_sprite_button
return if @button_sprite == nil
if @button_sprite.zoom_x > 1.00
@button_sprite.zoom_x -= 0.05
@button_sprite.zoom_x = 1.00 if @button_sprite.zoom_x < 1.00
end
@button_sprite.zoom_y = @button_sprite.zoom_x
end
#--------------------------------------------------------------------------
# ● Update Command
#--------------------------------------------------------------------------
def update_command
if Input.trigger?(: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
@com_index += 1
Audio.se_play("Audio/SE/" + CHAIN_RIGHT_SE, 100, 100)
if @com_index == @chain_command.size
@phase = 9 ; @success = true
return
end
refresh_button_command
end
#--------------------------------------------------------------------------
# ● wrong_command
#--------------------------------------------------------------------------
def wrong_command(type = 0)
@wrong_commnad[0] = true ; @wrong_commnad[1] = type
@skill_name.bitmap.clear
Audio.se_play("Audio/SE/" + CHAIN_WRONG_SE, 100, 100)
wname = type == 0 ? CHAIN_MISSED_WORDS[0] : CHAIN_MISSED_WORDS[1]
@skill_name.bitmap.draw_text(0,0,200,32,wname.to_s,1)
end
#--------------------------------------------------------------------------
# ● missed
#--------------------------------------------------------------------------
def missed
@success = false ; @phase = 9
end
end
Question
lzol
Salve a tutti, come da titolo, sto usando lo script di Moghunter per creare delle skill con combinazioni di tasti, il problema è che, una volta implementata l'abilità, nel battle test non compare la sequenza di tasti. Mi spiego meglio:
Per creare una skill con la chain basta inserire nelle note la stringa "<Chain Action = X>" Dove X è l'ID della combinazione di tasti specificata nello stesso script. Il problema è che se uso l'abilità nel battle test tale sequenza non appare, qualcuno mi sa dire perché? Allego lo script nel caso. Grazie in anticipo.
#============================================================================== # +++ MOG - Active Chain Commands (v2.7) +++ #============================================================================== # By Moghunter # http://www.atelier-rgss.com/ #============================================================================== # Permite combinar (Linkar) ataques consecutivos através do uso de # sequência de botões. #============================================================================== # Arquivos necessários. Graphics/System/ # # Chain_Command.png # Chain_Battle_Layout.png # Chain_Battle_Meter.png # #============================================================================== # UTILIZAÇÃO #============================================================================== # No banco de dados use o sequinte comentário para linkar as ações. # # <Chain Action = X> # # X - ID da habilidade. #============================================================================== #============================================================================== # ● Histórico (Version History) #============================================================================== # v2.7 - Melhoria na compatibilidade de scripts. #============================================================================== $imported = {} if $imported.nil? $imported[:mog_active_chain] = true module MOG_CHAIN_ACTIONS #============================================================================= # CHAIN_ACTIONS = { 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 # # CHAIN_SWITCH_COMMAND = { # 25=>["Down","D","S","Right"], # 59=>["Down","Up","Left","Right","Shift","D","S","A","Z","X","Q","W"], # 80=>["Shift","D"] # } #============================================================================== CHAIN_ACTIONS = { 29=>["Left","Up","Right","Down"], 52=>["Up","Down","Left","Right","Z"], 70=>["X","Right","Left","Z","Z"], 138=>["X"], 139=>["A","S"], 140=>["Z","D","X"], 141=>["Up","Down"], 142=>["Left","Right","Z"], 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"] } #Definição padrão do tempo limite para pressionar o botão. CHAIN_DEFAULT_INPUT_DURATION = 60 #60 = 1s #Definição do tempo limite para pressionar o botão. CHAIN_INPUT_DURATION = { 138=>60, 139=>40, 140=>30 #141=>160, #240=>2000 } #Som ao acertar. CHAIN_RIGHT_SE = "Chime1" #Som ao errar. CHAIN_WRONG_SE = "Buzzer1" #Definição do som ao ativar o sistema de chain. CHAIN_START_SE = "Open1" #Definição da posição do botão. CHAIN_SPRITE_POSITION = [0,-15] #Posição do layout do medidor. CHAIN_LAYOUT_POSITION = [1,-7] #Posição do medidor de tempo. CHAIN_METER_POSITION = [0,-6] #Posição do Ícone CHAIN_ICON_POSITION = [0,-32] #Definição da palavra Chain. CHAIN_COMMAND_WORD = "Chain Action!" #Definição das palavras de erro. CHAIN_MISSED_WORDS = ["Missed!", "Timeover"] #Definição da posição da palavra. CHAIN_COMMAND_WORD_POSITION = [0,0] #Definição do tamanho da fonte CHAIN_WORD_FONT_SIZE = 20 #Definição da cor da fonte CHAIN_WORD_FONT_COLOR = Color.new(255,255,255) #Prioridade do sprite. CHAIN_SPRITE_Z = 150 end #============================================================================== # ■ Game Temp #============================================================================== class Game_Temp attr_accessor :chain_actions attr_accessor :active_chain attr_accessor :chain_ot attr_accessor :chain_action_phase #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_chain_actions_initialize initialize def initialize @chain_actions = [0,0,0,false] ; @active_chain = false @chain_action_phase = false mog_chain_actions_initialize end end #============================================================================== # ■ Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # ● Use Item #-------------------------------------------------------------------------- alias mog_chain_actions_use_item use_item def use_item prepare_chain_command if can_use_chain_commands? mog_chain_actions_use_item execute_chain_actions if can_use_chain_commands? end #-------------------------------------------------------------------------- # ● Can Use Chain Commands #-------------------------------------------------------------------------- def can_use_chain_commands? return false if @subject == nil return false if !@subject.is_a?(Game_Actor) return false if @subject.restriction != 0 return true end #-------------------------------------------------------------------------- # ● Prepare Chain Commands #-------------------------------------------------------------------------- def prepare_chain_command @chain_skill_original = @subject.current_action.item rescue nil if $game_temp.chain_ot == nil and @subject.is_a?(Game_Actor) targets = @subject.current_action.make_targets.compact $game_temp.chain_ot = targets[0] end check_chain_targets end #-------------------------------------------------------------------------- # ● Check Chain Command Position #-------------------------------------------------------------------------- def check_chain_command_position scx = $game_temp.chain_ot.screen_x rescue nil return if scx == nil if $game_temp.chain_ot != nil and !$game_temp.chain_ot.dead? $game_temp.chain_actions = [$game_temp.chain_ot.screen_x,$game_temp.chain_ot.screen_y,true] end end #-------------------------------------------------------------------------- # ● Check Chain Targets #-------------------------------------------------------------------------- def check_chain_targets return if @subject == nil or $game_temp.chain_ot == nil if [1,7,9,10,11].include?(@subject.current_action.item.scope) @pre_target = $game_temp.chain_ot ; @pre_target_hp = $game_temp.chain_ot.hp else @pre_target = nil ; @pre_target_hp = nil end end #-------------------------------------------------------------------------- # ● Execute Chain Actions #-------------------------------------------------------------------------- def execute_chain_actions $game_temp.active_chain = false return if !can_execute_chain_actions_base? check_chain_command_position skill = @subject.current_action.item rescue nil skill = @chain_skill_original rescue nil action_id = skill.note =~ /<Chain Action = (\d+)>/i ? $1.to_i : nil rescue nil return if action_id == nil or action_id < 1 chain_command_sequence = MOG_CHAIN_ACTIONS::CHAIN_ACTIONS[action_id] $game_temp.chain_actions[2] = action_id if can_execute_chain_sequence?(chain_command_sequence,action_id) chain_act_before_action if @chain_command == nil chain_sq = Chain_Actions.new(chain_command_sequence,$game_temp.chain_actions) loop do $game_temp.chain_action_phase = true (chain_sq.update ; Input.update) unless @spriteset.animation? $game_temp.active_chain = true ; chain_sq.update_skill_name @spriteset.update ; Graphics.update break if chain_sq.phase == 9 end action_id = nil if !chain_sq.success or $game_temp.chain_ot.dead? chain_sq.dispose ; set_chain_skill(action_id) if action_id != nil end $game_temp.active_chain = false ; $game_temp.chain_ot = nil $game_temp.chain_action_phase = false end #-------------------------------------------------------------------------- # ● Chain Act Before Action #-------------------------------------------------------------------------- def chain_act_before_action @chain_command = true 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 #-------------------------------------------------------------------------- # ● Turn End #-------------------------------------------------------------------------- alias mog_chain_command_process_action_end process_action_end def process_action_end mog_chain_command_process_action_end chain_act_after_action end #-------------------------------------------------------------------------- # ● Chain Act After ACtion #-------------------------------------------------------------------------- def chain_act_after_action @chain_skill_original = nil $game_temp.chain_ot = nil return if @chain_command == nil restore_window_data if $imported[:mog_atb_system] $game_temp.menu_cursor[2] = @chain_curor_x if $imported[:mog_menu_cursor] @chain_command = nil end #-------------------------------------------------------------------------- # ● Set Chain Skill #-------------------------------------------------------------------------- def set_chain_skill(action_id) return if action_id == nil @subject.input.set_skill(action_id) $game_temp.chain_actions = [0,0,0,false] ; execute_action end #-------------------------------------------------------------------------- # ● Can Execute Chain Sequence? #-------------------------------------------------------------------------- def can_execute_chain_sequence?(chain_command_sequence = nil,action_id = nil) return false if chain_command_sequence == nil skill = $data_skills[action_id] rescue nil return false if skill == nil return false if $game_temp.chain_ot == nil or $game_temp.chain_ot.dead? if [9,10].include?(skill.scope) $game_party.battle_members.each do |i| return true if i.dead? end return false end return true end #-------------------------------------------------------------------------- # ● Can Execute Chain Actions Base #-------------------------------------------------------------------------- def can_execute_chain_actions_base? return false if @subject == nil or @subject.dead? return false if $game_temp.chain_ot == nil or $game_temp.chain_ot.dead? return false if @subject.is_a?(Game_Enemy) return false if @subject.current_action == nil @subject.states.each do |i| return false if i.restriction > 0 end return false if $game_party.members.empty? return false if $game_party.all_dead? return false if $game_troop.all_dead? if @pre_target != nil and $game_temp.chain_ot.hp == @pre_target_hp return false if $game_temp.chain_ot.result.missed return false if $game_temp.chain_ot.result.evaded end return true end end #============================================================================== # ■ Game Temp #============================================================================== class Game_Temp attr_accessor :cache_active_chain #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_active_chain_initialize initialize def initialize mog_active_chain_initialize cache_act_chain end #-------------------------------------------------------------------------- # ● Cache Act Chain #-------------------------------------------------------------------------- def cache_act_chain @cache_active_chain = [] @cache_active_chain.push(Cache.system("IconSet")) @cache_active_chain.push(Cache.system("Chain_Battle_Layout")) @cache_active_chain.push(Cache.system("Chain_Battle_Meter")) @cache_active_chain.push(Cache.system("Chain_Battle_Command")) end end #============================================================================== # ■ Spriteset Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_active_chain_commands_initialize initialize def initialize $game_temp.cache_act_chain ; $game_temp.active_chain = false $game_temp.chain_ot = nil mog_active_chain_commands_initialize end end #============================================================================== # ■ Chain Actions #============================================================================== class Chain_Actions include MOG_CHAIN_ACTIONS attr_accessor :phase attr_accessor :success #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(sequence,chain_temp) $game_temp.chain_actions[3] = true @chain_command = sequence @x = chain_temp[0] + CHAIN_SPRITE_POSITION[0] @y = chain_temp[1] + CHAIN_SPRITE_POSITION[1] @y = (Graphics.height - 36) if @y > (Graphics.height - 36) @y = 0 if @y < 0 @skill = $data_skills[chain_temp[2]] @skillname = @skill.name if CHAIN_INPUT_DURATION[chain_temp[2]] != nil @duration = [CHAIN_INPUT_DURATION[chain_temp[2]],CHAIN_INPUT_DURATION[chain_temp[2]]] else @duration = [CHAIN_DEFAULT_INPUT_DURATION, CHAIN_DEFAULT_INPUT_DURATION] end @phase = 0 ; @success = false ; @com = 0 ; @com_index = 0 @initial_wait = 1 ; @wrong_commnad = [false,0,0] Audio.se_play("Audio/SE/" + CHAIN_START_SE, 100, 100) rescue nil create_button_sprite ; create_skill_name ; create_icon ; create_meter end #-------------------------------------------------------------------------- # ● Create Icon #-------------------------------------------------------------------------- def create_icon @icon_image = $game_temp.cache_active_chain[0] @icon_sprite = Sprite.new ; @icon_sprite.bitmap = Bitmap.new(24,24) @icon_sprite.z = CHAIN_SPRITE_Z + 1 @org_x2 = @x - 12 + CHAIN_ICON_POSITION[0] - @center @icon_sprite.x = @org_x2 - 50 @icon_sprite.y = @y + CHAIN_ICON_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 #-------------------------------------------------------------------------- # ● Create Meter #-------------------------------------------------------------------------- def create_meter @meter_layout = Sprite.new @meter_layout.bitmap = $game_temp.cache_active_chain[1] @meter_layout.z = CHAIN_SPRITE_Z @meter_layout.x = @x - (@meter_layout.width / 2) + CHAIN_LAYOUT_POSITION[0] @meter_layout.y = @y + CHAIN_LAYOUT_POSITION[1] @meter_image = $game_temp.cache_active_chain[2] @meter_cw = @meter_image.width ; @meter_ch = @meter_image.height @meter = Sprite.new @meter.bitmap = Bitmap.new(@meter_image.width, @meter_image.height) @meter.z = CHAIN_SPRITE_Z + 1 @meter.x = @x - (@meter_image.width / 2) + CHAIN_METER_POSITION[0] @meter.y = @y + CHAIN_METER_POSITION[1] @meter.visible = false ; @meter_layout.visible = false ; update_meter end #-------------------------------------------------------------------------- # ● Update Meter #-------------------------------------------------------------------------- def update_meter return if @meter == nil @meter.bitmap.clear ; range = @meter_cw * @duration[0] / @duration[1] m_scr = Rect.new(0,0,range,@meter_ch ) @meter.bitmap.blt(0,0, @meter_image ,m_scr) end #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def create_skill_name @skill_name = Sprite.new ; @skill_name.bitmap = Bitmap.new(200,32) @skill_name.bitmap.font.size = CHAIN_WORD_FONT_SIZE @skill_name.bitmap.font.color = CHAIN_WORD_FONT_COLOR @skill_name.z = CHAIN_SPRITE_Z @skill_name.y = @y - 32 + CHAIN_COMMAND_WORD_POSITION[1] 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 = @x - (@button_cw / 2) - 85 + CHAIN_COMMAND_WORD_POSITION[0] @skill_name.x = @org_x - 50 @skill_name.bitmap.draw_text(0,0,200,32,@skillname.to_s,1) end #-------------------------------------------------------------------------- # ● Create Button Sprite #-------------------------------------------------------------------------- def create_button_sprite @button_image = $game_temp.cache_active_chain[3] @button_cw = @button_image.width / 13 ; @button_ch = @button_image.height @button_sprite = Sprite.new @button_sprite.bitmap = Bitmap.new(@button_cw,@button_ch) @button_sprite.z = CHAIN_SPRITE_Z + 1 @button_sprite.ox = @button_cw / 2 ; @button_sprite.oy = @button_ch / 2 @button_sprite.x = @x + @button_sprite.ox - (@button_cw / 2) @button_sprite.y = @y + @button_sprite.oy end #-------------------------------------------------------------------------- # ● Refresh Button Command #-------------------------------------------------------------------------- def refresh_button_command return if @button_sprite == nil @duration[0] = @duration[1] command_list_check(@chain_command[@com_index]) @button_sprite.bitmap.clear button_scr = Rect.new(@com * @button_cw , 0,@button_cw,@button_ch) @button_sprite.bitmap.blt(0,0,@button_image,button_scr) @button_sprite.zoom_x = 2 ; @button_sprite.zoom_y = 2 @button_sprite.opacity = 255 end #-------------------------------------------------------------------------- # ● Dispose #-------------------------------------------------------------------------- def dispose dispose_button ; dispose_meter ; dispose_name ; dispose_icon_sprite $game_temp.chain_actions[3] = false ; $game_temp.active_chain = false 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 Button #-------------------------------------------------------------------------- def dispose_button return if @button_sprite == nil @button_sprite.bitmap.dispose ; @button_sprite.dispose ; @button_sprite = nil end #-------------------------------------------------------------------------- # ● Dispose Meter #-------------------------------------------------------------------------- def dispose_meter return if @meter_layout == nil @meter_layout.dispose ; @meter_layout = nil @meter.bitmap.dispose ; @meter.dispose end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update if @initial_wait > 0 @initial_wait -= 1 if @initial_wait == 0 refresh_button_command ; @meter.visible = true @meter_layout.visible = true end return end if @wrong_commnad[0] update_fade_command return end update_command ; update_sprite_button ; update_time ; update_meter end #-------------------------------------------------------------------------- # ● Update Skill Name #-------------------------------------------------------------------------- def update_fade_command fade_speed = 6 @skill_name.opacity -= fade_speed ; @meter.opacity -= fade_speed @meter_layout.opacity -= fade_speed ; @icon_sprite.opacity -= fade_speed @button_sprite.opacity -= fade_speed * 2 ; missed if @meter.opacity == 0 end #-------------------------------------------------------------------------- # ● Update Skill Name #-------------------------------------------------------------------------- def update_skill_name return if @skill_name == nil if @skill_name.x < @org_x @skill_name.x += 3 ; @icon_sprite.x += 3 if @skill_name.x > @org_x @skill_name.x = @org_x ; @icon_sprite.x = @org_x2 end end end #-------------------------------------------------------------------------- # ● Update Time #-------------------------------------------------------------------------- def update_time return if @button_sprite == nil @duration[0] -= 1 if @duration[0] > 0 wrong_command(1) if @duration[0] == 0 end #-------------------------------------------------------------------------- # ● Update Sprite Button #-------------------------------------------------------------------------- def update_sprite_button return if @button_sprite == nil if @button_sprite.zoom_x > 1.00 @button_sprite.zoom_x -= 0.05 @button_sprite.zoom_x = 1.00 if @button_sprite.zoom_x < 1.00 end @button_sprite.zoom_y = @button_sprite.zoom_x end #-------------------------------------------------------------------------- # ● Update Command #-------------------------------------------------------------------------- def update_command if Input.trigger?(: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 @com_index += 1 Audio.se_play("Audio/SE/" + CHAIN_RIGHT_SE, 100, 100) if @com_index == @chain_command.size @phase = 9 ; @success = true return end refresh_button_command end #-------------------------------------------------------------------------- # ● wrong_command #-------------------------------------------------------------------------- def wrong_command(type = 0) @wrong_commnad[0] = true ; @wrong_commnad[1] = type @skill_name.bitmap.clear Audio.se_play("Audio/SE/" + CHAIN_WRONG_SE, 100, 100) wname = type == 0 ? CHAIN_MISSED_WORDS[0] : CHAIN_MISSED_WORDS[1] @skill_name.bitmap.draw_text(0,0,200,32,wname.to_s,1) end #-------------------------------------------------------------------------- # ● missed #-------------------------------------------------------------------------- def missed @success = false ; @phase = 9 end endPROGETTI IN CORSO
http://www.freankexpo.net/signature/1084.pnghttp://www.freankexpo.net/signature/1111.png
Link to comment
Share on other sites
1 answer to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now