#=============================================================================== # "Duel" mini-game # Based on the Duel minigame by Alael #=============================================================================== class DuelWindow < Window_AdvancedTextPokemon attr_reader :hp attr_reader :name attr_reader :is_enemy def initialize(name, is_enemy) @hp = 10 @name = name @is_enemy = is_enemy super() self.width = 160 self.height = 96 duel_refresh end def hp=(value) @hp = value duel_refresh end def name=(value) @name = value duel_refresh end def is_enemy=(value) @is_enemy = value duel_refresh end def duel_refresh name_color = @is_enemy ? "" : "" hp_color = "" self.text = _INTL("{1}{2}\r\n{3}HP: {4}", name_color, fmtescape(@name), hp_color, @hp) end end #=============================================================================== # #=============================================================================== class PokemonDuel def pbStartDuel(opponent, event) @event = event @viewport = Viewport.new(0, 0, Graphics.width, Graphics.height) @viewport.z = 99999 @sprites = {} @sprites["player"] = IconSprite.new(-128 - 32, 96, @viewport) @sprites["player"].setBitmap(GameData::TrainerType.front_sprite_filename($Trainer.trainer_type)) @sprites["opponent"] = IconSprite.new(Graphics.width + 32, 96, @viewport) @sprites["opponent"].setBitmap(GameData::TrainerType.front_sprite_filename(opponent.trainer_type)) @sprites["playerwindow"] = DuelWindow.new($Trainer.name, false) @sprites["playerwindow"].x = -@sprites["playerwindow"].width @sprites["playerwindow"].viewport = @viewport @sprites["opponentwindow"] = DuelWindow.new(opponent.name, true) @sprites["opponentwindow"].x = Graphics.width @sprites["opponentwindow"].viewport = @viewport pbWait(Graphics.frame_rate / 2) distance_per_frame = 8 * 20 / Graphics.frame_rate while @sprites["player"].x < 0 @sprites["player"].x += distance_per_frame @sprites["playerwindow"].x += distance_per_frame @sprites["opponent"].x -= distance_per_frame @sprites["opponentwindow"].x -= distance_per_frame Graphics.update Input.update pbUpdateSceneMap end @oldmovespeed = $game_player.move_speed @oldeventspeed = event.move_speed pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::DirectionFixOn]) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::DirectionFixOn]) pbWait(Graphics.frame_rate * 3 / 4) end def pbDuel(opponent, event, speeches) pbStartDuel(opponent, event) @hp = [10, 10] @special = [false, false] decision = nil loop do @hp[0] = 0 if @hp[0] < 0 @hp[1] = 0 if @hp[1] < 0 pbRefresh if @hp[0] <= 0 decision = false break elsif @hp[1] <= 0 decision = true break end action = 0 scores = [3, 4, 4, 2] choices = (@special[1]) ? 3 : 4 scores[3] = 0 if @special[1] total = scores[0] + scores[1] + scores[2] + scores[3] if total <= 0 action = rand(choices) else num = rand(total) cumtotal = 0 for i in 0...4 cumtotal += scores[i] if num < cumtotal action = i break end end end @special[1] = true if action == 3 pbMessage(_INTL("{1}: {2}", opponent.name, speeches[action * 3 + rand(3)])) list = [ _INTL("DEFEND"), _INTL("PRECISE ATTACK"), _INTL("FIERCE ATTACK") ] list.push(_INTL("SPECIAL ATTACK")) if !@special[0] command = pbMessage(_INTL("Choose a command."), list, 0) @special[0] = true if command == 3 if action == 0 && command == 0 pbMoveRoute($game_player, [ PBMoveRoute::ScriptAsync, "moveRight90", PBMoveRoute::ScriptAsync, "moveLeft90", PBMoveRoute::ScriptAsync, "moveLeft90", PBMoveRoute::ScriptAsync, "moveRight90"]) pbMoveRoute(event, [ PBMoveRoute::ScriptAsync, "moveLeft90", PBMoveRoute::ScriptAsync, "moveRight90", PBMoveRoute::ScriptAsync, "moveRight90", PBMoveRoute::ScriptAsync, "moveLeft90"]) pbWait(Graphics.frame_rate / 2) pbMessage(_INTL("You study each other's movements...")) elsif action == 0 && command == 1 pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::Forward]) pbWait(Graphics.frame_rate * 4 / 10) pbShake(9, 9, 8) pbFlashScreens(false, true) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Backward]) @hp[1] -= 1 pbMessage(_INTL("Your attack was not blocked!")) elsif action == 0 && command == 2 pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::ScriptAsync, "jumpForward"]) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::Backward]) pbWait(Graphics.frame_rate) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Backward]) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Forward]) pbMessage(_INTL("Your attack was evaded!")) elsif (action == 0 || action == 1 || action == 2) && command == 3 pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::ScriptAsync, "jumpForward"]) pbWait(Graphics.frame_rate * 4 / 10) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 5, PBMoveRoute::Backward, PBMoveRoute::ChangeSpeed, 2]) pbWait(Graphics.frame_rate / 2) pbShake(9, 9, 8) pbFlashScreens(false, true) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Backward]) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Forward]) @hp[1] -= 3 pbMessage(_INTL("You pierce through the opponent's defenses!")) elsif action == 1 && command == 0 pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::Forward]) pbWait(Graphics.frame_rate * 4 / 10) pbShake(9, 9, 8) pbFlashScreens(true, false) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Backward]) @hp[0] -= 1 pbMessage(_INTL("You fail to block the opponent's attack!")) elsif action == 1 && command == 1 pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::Forward]) pbWait(Graphics.frame_rate * 6 / 10) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Backward]) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Forward]) pbWait(Graphics.frame_rate * 6 / 10) pbMoveRoute(event, [PBMoveRoute::Backward]) pbMoveRoute($game_player, [PBMoveRoute::Forward]) pbWait(Graphics.frame_rate * 6 / 10) pbMoveRoute($game_player, [PBMoveRoute::Backward]) pbMessage(_INTL("You cross blades with the opponent!")) elsif (action == 1 && command == 2) || (action == 2 && command == 1) || (action == 2 && command == 2) pbMoveRoute($game_player, [ PBMoveRoute::Backward, PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::ScriptAsync, "jumpForward"]) pbWait(Graphics.frame_rate * 8 / 10) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::Forward]) pbWait(Graphics.frame_rate * 9 / 10) pbShake(9, 9, 8) pbFlashScreens(true, true) pbMoveRoute($game_player, [ PBMoveRoute::Backward, PBMoveRoute::ChangeSpeed, 2]) pbMoveRoute(event, [ PBMoveRoute::Backward, PBMoveRoute::Backward, PBMoveRoute::ChangeSpeed, 2]) pbWait(Graphics.frame_rate) pbMoveRoute(event, [PBMoveRoute::Forward]) pbMoveRoute($game_player, [PBMoveRoute::Forward]) @hp[0] -= action # Enemy action @hp[1] -= command # Player command pbMessage(_INTL("You hit each other!")) elsif action == 2 && command == 0 pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::Forward]) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::ScriptAsync, "jumpBackward"]) pbWait(Graphics.frame_rate) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Forward]) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Backward]) pbMessage(_INTL("You evade the opponent's attack!")) elsif action == 3 && (command == 0 || command == 1 || command == 2) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::ScriptAsync, "jumpForward"]) pbWait(Graphics.frame_rate * 4 / 10) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 5, PBMoveRoute::Backward, PBMoveRoute::ChangeSpeed, 2]) pbWait(Graphics.frame_rate / 2) pbShake(9, 9, 8) pbFlashScreens(true, false) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Forward]) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 2, PBMoveRoute::Backward]) @hp[0] -= 3 pbMessage(_INTL("The opponent pierces through your defenses!")) elsif action == 3 && command == 3 pbMoveRoute($game_player, [PBMoveRoute::Backward]) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::ScriptAsync, "jumpForward"]) pbMoveRoute(event, [ PBMoveRoute::Wait, 15, PBMoveRoute::ChangeSpeed, 4, PBMoveRoute::ScriptAsync, "jumpForward"]) pbWait(Graphics.frame_rate) pbMoveRoute(event, [ PBMoveRoute::ChangeSpeed, 5, PBMoveRoute::Backward, PBMoveRoute::ChangeSpeed, 2]) pbMoveRoute($game_player, [ PBMoveRoute::ChangeSpeed, 5, PBMoveRoute::Backward, PBMoveRoute::ChangeSpeed, 2]) pbShake(9, 9, 8) pbFlash(Color.new(255, 255, 255, 255), 20) pbFlashScreens(true, true) pbMoveRoute($game_player, [PBMoveRoute::Forward]) @hp[0] -= 4 @hp[1] -= 4 pbMessage(_INTL("Your special attacks collide!")) end end pbEndDuel return decision end def pbEndDuel pbWait(Graphics.frame_rate * 3 / 4) pbMoveRoute($game_player, [ PBMoveRoute::DirectionFixOff, PBMoveRoute::ChangeSpeed, @oldmovespeed]) pbMoveRoute(@event, [ PBMoveRoute::DirectionFixOff, PBMoveRoute::ChangeSpeed, @oldeventspeed]) fade_time = Graphics.frame_rate * 4 / 10 alpha_diff = (255.0 / fade_time).ceil fade_time.times do @sprites["player"].opacity -= alpha_diff @sprites["opponent"].opacity -= alpha_diff @sprites["playerwindow"].contents_opacity -= alpha_diff @sprites["opponentwindow"].contents_opacity -= alpha_diff @sprites["playerwindow"].opacity -= alpha_diff @sprites["opponentwindow"].opacity -= alpha_diff Graphics.update Input.update pbUpdateSceneMap end pbDisposeSpriteHash(@sprites) @viewport.dispose end def pbFlashScreens(player, opponent) i = 0 flash_time = Graphics.frame_rate * 2 / 10 alpha_diff = (2 * 255.0 / flash_time).ceil flash_time.times do i += 1 if player @sprites["player"].color = Color.new(255, 255, 255, i * alpha_diff) @sprites["playerwindow"].color = Color.new(255, 255, 255, i * alpha_diff) end if opponent @sprites["opponent"].color = Color.new(255, 255, 255, i * alpha_diff) @sprites["opponentwindow"].color = Color.new(255, 255, 255, i * alpha_diff) end Graphics.update Input.update pbUpdateSceneMap end flash_time.times do i -= 1 if player @sprites["player"].color = Color.new(255, 255, 255, i * alpha_diff) @sprites["playerwindow"].color = Color.new(255, 255, 255, i * alpha_diff) end if opponent @sprites["opponent"].color = Color.new(255, 255, 255, i * alpha_diff) @sprites["opponentwindow"].color = Color.new(255, 255, 255, i * alpha_diff) end Graphics.update Input.update pbUpdateSceneMap end pbWait(Graphics.frame_rate * 4 / 10) if !player || !opponent end def pbRefresh @sprites["playerwindow"].hp = @hp[0] @sprites["opponentwindow"].hp = @hp[1] pbWait(Graphics.frame_rate / 4) end end # Starts a duel. # trainer_id - ID or symbol of the opponent's trainer type. # trainer_name - Name of the opponent # event - Game_Event object for the character's event # speeches - Array of 12 speeches def pbDuel(trainer_id, trainer_name, event, speeches) trainer_id = GameData::TrainerType.get(trainer_id).id duel = PokemonDuel.new opponent = NPCTrainer.new( pbGetMessageFromHash(MessageTypes::TrainerNames,trainer_name), trainer_id) speech_texts = [] for i in 0...12 speech_texts.push(_I(speeches[i])) end duel.pbDuel(opponent, event, speech_texts) end