Files
infinitefusion-e18/Data/Scripts/017_Minigames/001_Minigame_Duel.rb
2021-04-17 23:45:42 +01:00

392 lines
14 KiB
Ruby

#===============================================================================
# "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 ? "<ar><c3=E00808,F8B870>" : "<c3=3050C8,A0C0F0>"
hp_color = "<c3=209808,90F090>"
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