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TM Bunny Touch - TMBunnyTouch.js

Plugin desc : Add a mini-game where you touch numbers in order.

License : MIT License

Author : tomoaky

Desc page : https://github.com/munokura/tomoaky-MV-plugins

Download Page : https://raw.githubusercontent.com/munokura/tomoaky-MV-plugins/refs/heads/master/TMBunnyTouch.js

File name : TMBunnyTouch.js

Help of plugin :

@plugindesc Add a mini-game where you touch numbers in order.
@author tomoaky
@url https://github.com/munokura/tomoaky-MV-plugins
@license MIT License

@help
English Help Translator: munokura
This is an unofficial English translation of the plugin help,
created to support global RPG Maker users.
Feedback is welcome to improve translation quality
(see: https://github.com/munokura/tomoaky-MV-plugins ).
Original plugin by tomoaky.
-----
TMPlugin - Bunny Touch ver. 1.1.0

How to Use:

Executing the "startBunnyTouch" Event's Contents ("Plugin Command")
will launch the Bunny Touch game.

When Bunny Touch ends, the result is assigned to a game variable.
By using this value for conditional branching, you can create processing based on the result.
By default, the required time is assigned to variable 1, and the number of successful touches is assigned to variable 2.
If time runs out, the required time is assigned to -1.

There is no function to play BGM. Please play your favorite BGM using the Event's Contents
just before Bunny Touch starts.

This plugin has been tested with RPG Maker MV Version 1.5.1.

This plugin is distributed under the MIT License. It is free to use, including commercial use, modifications, and redistribution.

Plugin Command:

startBunnyTouch 5 3 2 10 1.0
Starts Bunny Touch.
The values represent, in order, the number of bunnies, the number of columns, the number of rows, the time limit, and the magnification rate.
In the example above, five bunnies are placed on a 3x2 grid,
and the time limit is set to 10 seconds.
Setting the time limit to 0 will remove the time limit.

If the grid is small and takes up a lot of white space on the screen, you can enlarge the grid by setting the magnification rate
to a larger value.

You can also add optional values, as shown below.
startBunnyTouch 5 3 2 10 1.0 rm
r = Numbers are no longer consecutive
m = Numbers are reversed left and right
rm enables both options.

startBunnyCalc 6 4 3 2 30 1.0
Starts the bunny calculation.
The values represent, in order, the number of bunnies, the number of theme bunnies, the number of columns, the number of rows, the time limit, and
the magnification rate.
In the above example, the total number of four of the six bunnies is the theme.
The game involves touching the bunnies until the total equals the theme.

The other values are the same as for Bunny Touch, and optional values can also be used.

Additional plugin parameter information:

helpTexts
Control characters such as ¥C[n] and ¥} can also be used. To create a new line,
you can use ¥n to create a new line.

helpCalcTexts
The rules of Bunny Calculation do not count successful touches or misses.

@param characterName
@desc File name of the walking image to use as the bunny Default: People2
@default People2
@type file
@require 1
@dir img/characters/

@param characterIndex
@desc Index of the walking image to use as the bunny Default: 7
@default 7
@type number

@param numberColor
@desc Color of numbers drawn on bunny Default: #000000
@default #000000

@param numberOutlineColor
@desc The color of the border of the numbers drawn on the bunny. Default: #ffffff
@default #ffffff

@param selectColor
@desc Color of numbers drawn on bunny (selected) Default: #e02000
@default #e02000

@param selectOutlineColor
@desc The color of the border of the numbers drawn on the bunny (selected). Default: #ffffe0
@default #ffffe0

@param helpLines
@desc Number of lines in the window where the help text is displayed. Default: 2
@default 2

@param helpTexts
@desc Help text display (Bunny Touch)
@default {"prestart":"Touch the numbers in ascending order!¥¥n(Click or tap to start touching)","end":"¥¥C[2]Touch complete!!¥¥C[0]¥¥nTime required: %1 seconds (%2 misses × %3 seconds)", "timeup":"¥¥C[2]Time's up!!¥¥C[0]¥¥nSuccessful touches: %1 (%2 misses × %3 seconds)"}
@type struct<HelpText>

@param helpCalcTexts
@desc Help text display (Bunny Calculation)
@default {"prestart":"Touch so that the total is the same as the theme!¥¥n(Click or tap to start touching)","end":"¥¥C[2]Touch complete!!¥¥C[0]¥¥nTime required: %1 seconds", "timeup":"¥¥C[2]Time's up!!¥¥C[0]"}
@type struct<HelpText>

@param stateText
@desc Format for number of plays when continuous play option is enabled (%1 = current number of plays / %2 = maximum number of plays)
@default %1/%2 times

@param giveupText
@desc Message displayed when giving up using the shift key
@default I gave up.

@param penalty
@desc Mistouch penalty time (ms) Default: 1000
@default 1000
@type number

@param vnResultTime
@desc Game variable to assign the result (time required) Initial value: 1
@default 1
@type variable

@param vnResultSuccess
@desc Game variable to assign the result (successful touch) Initial value: 2
@default 2
@type variable

@param seTouchSuccess
@desc Successful touch sound effect
@default {"name":"Item3","volume":"90","pitch":"150","pan":"0"}
@type struct<SoundEffect>

@param seTouchMiss
@desc Mistouch sound effect
@default {"name":"Buzzer2","volume":"90","pitch":"100","pan":"0"}
@type struct<SoundEffect>

@param seCalcSelectOn
@desc Selection touch sound effect (Bunny Calculation)
@default {"name":"Cursor2","volume":"90","pitch":"100","pan":"0"}
@type struct<SoundEffect>

@param seCalcSelectOff
@desc Release Touch Sound Effect (Bunny Calculation)
@default {"name":"Cancel1","volume":"90","pitch":"100","pan":"0"}
@type struct<SoundEffect>

@param seTouchStart
@desc Touch start sound effect
@default {"name":"Magic3","volume":"90","pitch":"120","pan":"0"}
@type struct<SoundEffect>

@param seTouchEnd
@desc Touch end sound effect
@default {"name":"Applause1","volume":"90","pitch":"100","pan":"0"}
@type struct<SoundEffect>

@param seTimeup
@desc Time's up sound effect
@default {"name":"Applause2","volume":"90","pitch":"80","pan":"0"}
@type struct<SoundEffect>

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