#==============================================================================
# +++ MOG - 战斗输入挑战 (v3.3) +++
#==============================================================================
# By Moghunter
# [url]https://atelierrgss.wordpress.com/[/url]
#==============================================================================
# 在技能发动之前可以设定一个输入挑战,全部输入正确后才能施放技能.
#==============================================================================
# 需要以下图片,放在 Graphics/System/
#
# Chain_Command.png
# Chain_Battle_Layout.png
# Chain_Battle_Meter.png
#
#==============================================================================
# 使用方法
#==============================================================================
# 技能备注:
#
# <Chain Action = X>
#
# X - 技能ID
#==============================================================================
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v3.3 - Melhoria na compatibilidade com MOG Battle Camera
# v3.2 - Compatibilidade com MOG Sprite Actor.
# v3.1 - Compatibilidade com MOG Battle Camera.
# v3.0 - Adição de comandos aleatórios.
# v2.9 - Correção do bug de não ocultar a janela com MOG ATB.
# v2.8 - Melhoria na codificação.
#==============================================================================
$imported = {} if $imported.nil?
$imported[:mog_active_chain] = true
module MOG_CHAIN_ACTIONS
#=============================================================================
# CHAIN_ACTIONS = { 技能ID => [按键顺序] }
#
# 技能ID = 数据库中的技能ID.
# 按键顺序 = 设定按键顺序
# (以下为全部可用按键)
#
# "Down" ,"Up" ,"Left" ,"Right" ,"Shift" ,"D" ,"S" ,"A" ,"Z" ,"X" ,"Q" ,"W",
# "Random"
#
# 例子:
#
# CHAIN_ACTIONS = {
# 25=>["Down","D","S","Right"],
# 59=>["Down","Up","Left","Right","Shift","D","S","A","Z","X","Q","W"],
# 80=>["Shift","D"]
# }
#==============================================================================
CHAIN_ACTIONS = {
29=>["Random","Random","Random","Random"],
52=>["Up","Down","Left","Right","Z"],
70=>["X","Right","Left","Z","Z"],
138=>["Random"],
139=>["Random","Random"],
140=>["Random","Random","Random"],
#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"]
}
#设置随机指令.
RANDOM_KEYS = ["Left","Right","Up","Down","D","S","A","Z","X"]
#默认按键的等待时间(玩家需要正确按下的时间).
CHAIN_DEFAULT_INPUT_DURATION = 60 #60帧 = 1s
#指定按键的等待时间
CHAIN_INPUT_DURATION = {
138=>60,
139=>40,
140=>30
#141=>160,
#240=>2000
}
#正确点击时的音效.
CHAIN_RIGHT_SE = "Chime1"
#错误点击时的音效.
CHAIN_WRONG_SE = "Buzzer1"
#输入挑战开始时播放的音效.
CHAIN_START_SE = "Open1"
#输入挑战精灵的位置.
CHAIN_SPRITE_POSITION = [0,-15]
#输入挑战图片的位置
CHAIN_LAYOUT_POSITION = [1,-7]
#进度条图片的位置
CHAIN_METER_POSITION = [0,-6]
#图标的位置
CHAIN_ICON_POSITION = [0,-32]
#输入挑战开始时显示的文字.
CHAIN_COMMAND_WORD = "输入挑战!"
#未命中和时间结束的文字
CHAIN_MISSED_WORDS = ["未命中!", "时间结束"]
#文字位置
CHAIN_COMMAND_WORD_POSITION = [0,0]
#文字大小
CHAIN_WORD_FONT_SIZE = 20
#文字颜色
CHAIN_WORD_FONT_COLOR = Color.new(255,255,255)
#文字Z坐标
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].dup rescue nil
$game_temp.chain_actions[2] = action_id
if can_execute_chain_sequence?(chain_command_sequence,action_id)
chain_act_before_action if @chain_command == nil
chain_sq = Chain_Actions.new(chain_command_sequence,$game_temp.chain_actions)
loop do
$game_temp.chain_action_phase = true
(chain_sq.update($game_temp.chain_ot) ; Input.update) unless @spriteset.animation?
$game_temp.active_chain = true ; chain_sq.update_skill_name
@spriteset.update ; Graphics.update ; update_info_viewport
break if chain_sq.phase == 9
end
@subject.wp_animation = [true,chain_sq.success] if $imported[:mog_sprite_actor]
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 ; @bb_cursor
if $imported[:mog_battle_cursor]
@bb_cursor = $game_temp.battle_cursor[2]
$game_temp.battle_cursor[2] = false
end
if $imported[:mog_menu_cursor]
@chain_curor_x = $game_temp.menu_cursor[2]
$game_temp.menu_cursor[2] = -999
force_cursor_visible(false)
end
if $imported[:mog_atb_system]
record_window_data if @wd_rec.nil?
hide_base_window
@wd_rec = true
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]
$game_temp.battle_cursor[2] = @bb_cursor if @bb_cursor != nil
@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
#--------------------------------------------------------------------------
# ● Turn End
#--------------------------------------------------------------------------
alias mog_chain_command_turn_end turn_end
def turn_end
mog_chain_command_turn_end
@wd_rec = nil
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_original = sequence.dup
@chain_command = sequence
random_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
set_opacity(0)
end
#--------------------------------------------------------------------------
# ● Random Sequence
#--------------------------------------------------------------------------
def random_sequence
@chain_command_original.each_with_index do |c, i|
next if c != "Random"
k = rand(RANDOM_KEYS.size) ; @chain_command[i] = RANDOM_KEYS[k]
end
end
#--------------------------------------------------------------------------
# ● Create 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_oxy = [@button_sprite.ox,@button_sprite.oy]
@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 = 1.3 ; @button_sprite.zoom_y = 1.3
@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(battler)
if @initial_wait > 0
@initial_wait -= 1
if @initial_wait == 0
refresh_button_command ; @meter.visible = true
@meter_layout.visible = true
set_opacity(0)
end
return
end
if @wrong_commnad[0]
update_fade_command
return
else
update_opacity
end
update_command ; update_sprite_button ; update_time ; update_meter
update_battle_camera if oxy_camera?(battler)
end
#--------------------------------------------------------------------------
# ● OXY_CAMERA
#--------------------------------------------------------------------------
def oxy_camera?(battler)
return false if battler == nil
return false if $imported[:mog_battle_camera] == nil
if battler.is_a?(Game_Actor)
return false if $imported[:mog_battle_hud_ex] and SceneManager.face_battler?
end
return true
end
#--------------------------------------------------------------------------
# ● Update Battle Camera
#--------------------------------------------------------------------------
def update_battle_camera
@meter_layout.ox = $game_temp.viewport_oxy[0]
@meter_layout.oy = $game_temp.viewport_oxy[1]
@meter.ox = $game_temp.viewport_oxy[0]
@meter.oy = $game_temp.viewport_oxy[1]
@skill_name.ox = $game_temp.viewport_oxy[0]
@skill_name.oy = $game_temp.viewport_oxy[1]
@button_sprite.ox = $game_temp.viewport_oxy[0] + @button_sprite_oxy[0]
@button_sprite.oy = $game_temp.viewport_oxy[1] + @button_sprite_oxy[1]
@icon_sprite.ox = $game_temp.viewport_oxy[0]
@icon_sprite.oy = $game_temp.viewport_oxy[1]
end
#--------------------------------------------------------------------------
# ● Set Opacity
#--------------------------------------------------------------------------
def set_opacity(opc)
@meter_layout.opacity = opc
@meter.opacity = opc
@skill_name.opacity = opc
@button_sprite.opacity = opc
@icon_sprite.opacity = opc
end
#--------------------------------------------------------------------------
# ● Update Opacity
#--------------------------------------------------------------------------
def update_opacity
@meter_layout.opacity += 75
@meter.opacity += 75
@skill_name.opacity += 75
@button_sprite.opacity += 75
@icon_sprite.opacity += 75
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