//=========================================================================== // MOG_BattleResult.js // Translate to Japanese : fungamemake.com //=========================================================================== /*: * @plugindesc (v1.3) Modifica a tela de vítoria. * @author Moghunter * * @param Exp X-Axis * @desc Posição X-Axis da EXP. * @default 760 * * @param Exp Y-Axis * @desc Posição Y-Axis da EXP. * @default 160 * * @param Gold X-Axis * @desc Posição X-Axis do Gold. * @default 760 * * @param Gold Y-Axis * @desc Posição Y-Axis do Gold. * @default 230 * * @param Treasure X-Axis * @desc Posição X-Axis do tersouro. * @default 32 * * @param Treasure Y-Axis * @desc Posição Y-Axis do tesouro. * @default 330 * * @param Actor X-Axis * @desc Posição X-Axis do personagem. * @default 250 * * @param Actor Y-Axis * @desc Posição Y-Axis do personagem. * @default 0 * * @param Parameter Real X-Axis * @desc Posição X-Axis dos parâmetros. * @default 0 * * @param Parameter Real Y-Axis * @desc Posição Y-Axis dos parâmetros. * @default 0 * * @param Parameter 1 X-Axis * @desc Posição X-Axis dos parâmetros antes do level-up. * @default 550 * * @param Parameter 1 Y-Axis * @desc Posição Y-Axis dos parâmetros antes do level-up. * @default 140 * * @param Parameter 2 X-Axis * @desc Posição X-Axis dos parâmetros depois do level-up. * @default 700 * * @param Parameter 2 Y-Axis * @desc Posição Y-Axis dos parâmetros depois do level-up. * @default 140 * * @param New Skill X-Axis * @desc Posição X-Axis da nova habilidade. * @default 570 * * @param New Skill Y-Axis * @desc Posição Y-Axis da nova habilidade. * @default 520 * * @param Name X-Axis * @desc Posição X-Axis do nome do personagem. * @default 155 * * @param Name Y-Axis * @desc Posição Y-Axis do nome do personagem. * @default 540 * * @help * =========================================================================== * +++ MOG - Battle Result (v1.3) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * Modifica a tela de vítoria. * =========================================================================== * Serão necessários os arquivos. (img/system/) * * Result_A.png * Result_B.png * Result_C.png * Result_D.png * Result_E.png * * =========================================================================== * ACTOR PICTURE * =========================================================================== * As imagens deverão ser gravadas na pasta /img/picture/ * Nomeie as imagens da seguinte forma. * * Actor_ ID * * Exemplo * * Actor_1.png * Actor_2.png * Actor_3.png * ... * * =========================================================================== * HISTÓRICO * =========================================================================== * (v1.3) - Correção na apresentação de itens quando o valor é maior que 24. * (v1.2) - Correção do plugin parameter não funcionar. * (v1.1) - Correção de não apresentar a janela de status na batalha seguinte. */ /*:ja * @plugindesc (v1.3) 戦闘結果画面を装飾します。 * @author Moghunter * * @param Exp X-Axis * @text 経験値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 760 * * @param Exp Y-Axis * @text 経験値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 160 * * @param Gold X-Axis * @text 所持金のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 760 * * @param Gold Y-Axis * @text 所持金のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 230 * * @param Treasure X-Axis * @text ドロップアイテムのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 32 * * @param Treasure Y-Axis * @text ドロップアイテムのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 330 * * @param Actor X-Axis * @text アクター画像のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 250 * * @param Actor Y-Axis * @text アクター画像のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 0 * * @param Parameter Real X-Axis * @text 能力値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * * @param Parameter Real Y-Axis * @text 能力値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 0 * * @param Parameter 1 X-Axis * @text レベルアップ前能力値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 550 * * @param Parameter 1 Y-Axis * @text レベルアップ前能力値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 140 * * @param Parameter 2 X-Axis * @text レベルアップ後能力値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 700 * * @param Parameter 2 Y-Axis * @text レベルアップ後能力値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 140 * * @param New Skill X-Axis * @text 新しいスキルのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 570 * * @param New Skill Y-Axis * @text 新しいスキルのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 520 * * @param Name X-Axis * @text アクター名のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 155 * * @param Name Y-Axis * @text アクター名のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 540 * * @help * 翻訳:ムノクラ * https://fungamemake.com/ * https://twitter.com/munokura/ * * =========================================================================== * +++ MOG - Battle Result (v1.3) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * 戦闘結果画面を装飾します。 * =========================================================================== * 下記の画像が必要です。 * 画像は下記フォルダに保存してください。 * /img/system/ * * Result_A.png * Result_B.png * Result_C.png * Result_D.png * Result_E.png * * =========================================================================== * アクター画像 * =========================================================================== * 下記の画像が必要です。 * 画像は下記フォルダに保存してください。 * /img/picture/ * * 下記のように画像に名前を付けます。 * * Actor_ ActorID * * 例 * * Actor_1.png * Actor_2.png * Actor_3.png * ... * * =========================================================================== * 更新履歴 * =========================================================================== * (v1.3) - 値が24より大きい場合のアイテムの表示の修正 * (v1.2) - プラグインパラメータが機能しなかったのを修正 * (v1.1) - 次のバトルでステータスウィンドウを表示しないように修正 */ //=========================================================================== // ** PLUGIN PARAMETERS //=========================================================================== var Imported = Imported || {}; Imported.MOG_BattleResult = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters('MOG_BattleResult'); Moghunter.bresult_exp_x = Number(Moghunter.parameters['Exp X-Axis'] || 760); Moghunter.bresult_exp_y = Number(Moghunter.parameters['Exp Y-Axis'] || 160); Moghunter.bresult_gold_x = Number(Moghunter.parameters['Gold X-Axis'] || 760); Moghunter.bresult_gold_y = Number(Moghunter.parameters['Gold Y-Axis'] || 230); Moghunter.bresult_treasure_x = Number(Moghunter.parameters['Treasure X-Axis'] || 32); Moghunter.bresult_treasure_y = Number(Moghunter.parameters['Treasure Y-Axis'] || 330); Moghunter.bresult_actor_x = Number(Moghunter.parameters['Actor X-Axis'] || 250); Moghunter.bresult_actor_y = Number(Moghunter.parameters['Actor Y-Axis'] || 0); Moghunter.bresult_par0_x = Number(Moghunter.parameters['Parameter Real X-Axis'] || 0); Moghunter.bresult_par0_y = Number(Moghunter.parameters['Parameter Real Y-Axis'] || 0); Moghunter.bresult_par1_x = Number(Moghunter.parameters['Parameter 1 X-Axis'] || 550); Moghunter.bresult_par1_y = Number(Moghunter.parameters['Parameter 1 Y-Axis'] || 140); Moghunter.bresult_par2_x = Number(Moghunter.parameters['Parameter 2 X-Axis'] || 700); Moghunter.bresult_par2_y = Number(Moghunter.parameters['Parameter 2 Y-Axis'] || 140); Moghunter.bresult_skill_x = Number(Moghunter.parameters['New Skill X-Axis'] || 570); Moghunter.bresult_skill_y = Number(Moghunter.parameters['New Skill Y-Axis'] || 520); Moghunter.bresult_name_x = Number(Moghunter.parameters['Name X-Axis'] || 155); Moghunter.bresult_name_y = Number(Moghunter.parameters['Name Y-Axis'] || 540); //=========================================================================== // ** Game Temp //=========================================================================== //============================== // ** Initialize //============================== var _mog_bresult_gtemp_initialize = Game_Temp.prototype.initialize; Game_Temp.prototype.initialize = function () { _mog_bresult_gtemp_initialize.call(this); this.battleResultClear() }; //============================== // ** battle Result Clear //============================== Game_Temp.prototype.battleResultClear = function () { this._bResult = [false, [], 0, 0, []]; this._battleEnd = false; }; //=========================================================================== // ** Game Actor //=========================================================================== //============================== // ** display LevelUP //============================== var _mog_bresult_gact_displayLevelUp = Game_Actor.prototype.displayLevelUp; Game_Actor.prototype.displayLevelUp = function (newSkills) { if ($gameTemp._bResult[0]) { $gameTemp._bResult[4] = newSkills; return; }; _mog_bresult_gact_displayLevelUp.call(this, newSkills); }; //=========================================================================== // ** BattleManager //=========================================================================== //============================== // ** setup //============================== var _mog_brt_bmngr_setup = BattleManager.setup; BattleManager.setup = function (troopId, canEscape, canLose) { _mog_brt_bmngr_setup.call(this, troopId, canEscape, canLose); $gameTemp.battleResultClear(); }; //============================== // ** process Victory //============================== BattleManager.processVictory = function () { if (Imported.MOG_BattleCry) { var actor = this.randomActor(); if (actor) { SoundManager.selectVoice(actor._v_victory) }; }; AudioManager.fadeOutBgm(1); $gameTemp._battleEnd = true; $gameTemp._battleResult = true; this.getResultData(); $gameParty.removeBattleStates(); $gameParty.performVictory(); this.endBattle(0); }; //============================== // ** get Result Data //============================== BattleManager.getResultData = function () { this.makeRewards(); $gameTemp._bResult[0] = true; $gameTemp._bResult[1] = this._rewards.exp; $gameTemp._bResult[2] = this._rewards.gold; $gameTemp._bResult[3] = this._rewards.items; $gameTemp._bResult[4] = []; }; //============================== // ** Update //============================== var _mog_bresult_update = BattleManager.update; BattleManager.update = function () { if ($gameTemp._bResult[0]) { return }; _mog_bresult_update.call(this); }; //=========================================================================== // ** Scene Battle //=========================================================================== //============================== // ** Terminate //============================== var _mog_bresult_terminate = Scene_Battle.prototype.terminate; Scene_Battle.prototype.terminate = function () { _mog_bresult_terminate.call(this); $gameTemp._bResult = [false, [], 0, 0, []]; }; //============================== // ** Update //============================== var _mog_bresult_sbat_update = Scene_Battle.prototype.update; Scene_Battle.prototype.update = function () { _mog_bresult_sbat_update.call(this); if ($gameTemp._bResult[0]) { this.updateBResult() }; }; //============================== // ** updateWindow Position //============================== var _mog_bresult_updateWindowPositions = Scene_Battle.prototype.updateWindowPositions; Scene_Battle.prototype.updateWindowPositions = function () { _mog_bresult_updateWindowPositions.call(this); if ($gameTemp._battleEnd) { this._statusWindow.opacity -= 10; this._statusWindow.contentsOpacity -= 10; }; }; //============================== // ** Update BResult //============================== Scene_Battle.prototype.updateBResult = function () { if (!this._bresult) { this.createBResult() }; }; //============================== // ** createBresult //============================== Scene_Battle.prototype.createBResult = function () { this._bresult = new BattleResult(); this.addChild(this._bresult); }; //=========================================================================== // * Battle Result //=========================================================================== function BattleResult() { this.initialize.apply(this, arguments); }; BattleResult.prototype = Object.create(Sprite.prototype); BattleResult.prototype.constructor = BattleResult; //============================== // * Initialize //============================== BattleResult.prototype.initialize = function () { Sprite.prototype.initialize.call(this); if (BattleManager._spriteset && BattleManager._spriteset.combo_sprite_data) { BattleManager._spriteset.combo_sprite_data[0] = 1; }; this._phase = 0; this._actorIndex = 0; this._skillIndex = 0; this.z = 50; this._actor = null; this._actopar = []; this._playME = 10; this.phaseAniClear(); this._phaseAnime[0] = 1; this._phaseAnime[1] = 60; this._numbeData = [-1, -1]; this.loadImages(); this.createObjects(); }; //============================== // * Phase Ani Clear //============================== BattleResult.prototype.phaseAniClear = function () { this._phaseAnime = [0, 0, 0]; }; //============================== // * loadImages //============================== BattleResult.prototype.loadImages = function () { this._icon_img = ImageManager.loadSystem("IconSet"); this._layout_img = ImageManager.loadSystem("Result_A"); this._number_img1 = ImageManager.loadSystem("Result_B"); this._number_img2 = ImageManager.loadSystem("Result_C"); this._layout2_img = ImageManager.loadSystem("Result_D"); this._vict_img = ImageManager.loadSystem("Result_E"); }; //============================== // * Press Any Key //============================== BattleResult.prototype.pressAnyKey = function () { if (TouchInput.isTriggered()) { return true }; if (TouchInput.isCancelled()) { return true }; if (Input.isTriggered("ok")) { return true }; if (Input.isTriggered("cancel")) { return true }; return false; }; //============================== // * Create Objects //============================== BattleResult.prototype.createObjects = function () { this.createVict(); this.createLayout(); this.createExp(); this.createGold(); this.createTreasures(); }; //============================== // * Create Vict //============================== BattleResult.prototype.createVict = function () { this._vict = new Sprite(this._vict_img); this._vict.opacity = 0; this._vict.scale.x = 3.0; this._vict.scale.y = 3.0; this._vict.anchor.x = 0.5; this._vict.anchor.y = 0.5; this._vict.x = Graphics.boxWidth / 2; this._vict.y = Graphics.boxHeight / 2; this.addChild(this._vict); }; //============================== // * Create Layout //============================== BattleResult.prototype.createLayout = function () { this._layout = new Sprite(this._layout_img); this._layout.opacity = 0; this._layout.scale.x = 3.0; this._layout.anchor.x = 0.5; this._layout.x = Graphics.boxWidth / 2; this.addChild(this._layout); }; //============================== // * Create Exp //============================== BattleResult.prototype.createExp = function () { this._expNumber = []; this._expOld = 0; this._expOrg = [Moghunter.bresult_exp_x, Moghunter.bresult_exp_y]; for (var i = 0; i < 8; i++) { this._expNumber[i] = new Sprite(this._number_img1); this._expNumber[i].visible = false; this._expNumber[i].x = this._expOrg[0]; this._expNumber[i].y = this._expOrg[1]; this.addChild(this._expNumber[i]); }; }; //============================== // * Create Gold //============================== BattleResult.prototype.createGold = function () { this._goldNumber = []; this._goldNumber = []; this._goldOld = 0; this._goldOrg = [Moghunter.bresult_gold_x, Moghunter.bresult_gold_y]; for (var i = 0; i < 8; i++) { this._goldNumber[i] = new Sprite(this._number_img1); this._goldNumber[i].visible = false; this._goldNumber[i].x = this._goldOrg[0]; this._goldNumber[i].y = this._goldOrg[1]; this.addChild(this._goldNumber[i]); }; }; //============================== // * Add ICon //============================== BattleResult.prototype.addIcon = function (sprite, data) { var icon = new Sprite(this._icon_img); var w = Window_Base._iconWidth; var h = Window_Base._iconHeight; var sx = data.iconIndex % 16 * w; var sy = Math.floor(data.iconIndex / 16) * h; icon.setFrame(sx, sy, w, h); sprite.addChild(icon); var name = new Sprite(new Bitmap(160, 32)); name.bitmap.drawText(data.name, 0, 0, 160, 32); name.x = w + 4; sprite.addChild(name); }; //============================== // * Create Treasures //============================== BattleResult.prototype.createTreasures = function () { this._treasures = []; var x = Moghunter.bresult_treasure_x; var y = Moghunter.bresult_treasure_y; var s = Graphics.boxWidth - 64; var w = (s / 3); var h = Window_Base._iconHeight + 4; for (var i = 0; i < $gameTemp._bResult[3].length; i++) { if (i > 23) { break } this._treasures[i] = new Sprite(); this._treasures[i].opacity = 0; this.addChild(this._treasures[i]); var l = Math.floor(i / 3); this._treasures[i].x = x + (w * i) - Math.floor(l * s); this._treasures[i].y = y + (l * h); this.addIcon(this._treasures[i], $gameTemp._bResult[3][i]); }; }; //============================== // * getData //============================== BattleResult.prototype.getData = function () { this._numbeData[0] = this._number_img1.width / 10; this._numbeData[1] = this._number_img1.height; }; //============================== // * Update Dif //============================== BattleResult.prototype.update_dif = function (value, real_value, speed) { if (value == real_value) { return value }; var dnspeed = 1 + (Math.abs(value - real_value) / speed); if (value > real_value) { value -= dnspeed; if (value < real_value) { value = real_value }; } else if (value < real_value) { value += dnspeed; if (value > real_value) { value = real_value }; }; return Math.floor(value); }; //============================== // * Refresh Number //============================== BattleResult.prototype.refresh_number = function (sprites, value, img_data, x, center) { numbers = Math.abs(value).toString().split(""); for (var i = 0; i < sprites.length; i++) { sprites[i].visible = false; if (i > numbers.length) { return }; var n = Number(numbers[i]); sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]); sprites[i].visible = true; if (center === 0) { var nx = -(img_data[0] * i) + (img_data[0] * numbers.length); } else { var nx = -(img_data[0] * i) + ((img_data[0] / 2) * numbers.length); }; sprites[i].x = x - nx; }; }; //============================== // * Update //============================== BattleResult.prototype.update = function () { Sprite.prototype.update.call(this); if (this._numbeData[0] === -1 && this._number_img1.isReady() && this._number_img2.isReady()) { this.getData() }; if (this._numbeData[0] === -1) { return }; if (this._phaseAnime[1] > 0) { this._phaseAnime[1]--; return }; if (this._playME > 0) { this.updateME() }; switch (this._phase) { case 0: this.updateStart(); break; case 1: this.updateExp(); break; case 2: this.updateGold(); break; case 3: this.updateTreasure(); break; case 4: this.updateLevel(); break; case 5: this.updateEnd(); break; }; }; //============================== // * update ME //============================== BattleResult.prototype.updateME = function () { this._playME-- if (this._playME === 0) { BattleManager.playVictoryMe(); BattleManager.replayBgmAndBgs(); }; }; //============================== // * Update Start //============================== BattleResult.prototype.updateStart = function () { if (this._phaseAnime[0] > 0) { this.updateVictAnimation(); } else { this.updateLayoutAnimation(); }; }; //============================== // * Update Layout Animation //============================== BattleResult.prototype.updateLayoutAnimation = function () { this._layout.opacity += 5; if (this._layout.scale.x > 1.00) { this._layout.scale.x -= 0.05; if (this._layout.scale.x < 1.00) { this._layout.scale.x = 1.00 }; } else { this.phaseAniClear(); this._phase = 1; }; }; //============================== // * Update Vict Animation //============================== BattleResult.prototype.updateVictAnimation = function () { if (this._phaseAnime[0] === 1) { if (this._vict.scale.x > 1.00) { this._vict.scale.x -= 0.05; this._vict.opacity += 15; if (this._vict.scale.x <= 1.00) { this._vict.scale.x = 1.00; this._vict.opacity = 255; this._phaseAnime[0] = 2; this._phaseAnime[1] = 40; }; }; } else { if (this._vict.scale.x < 3.00) { this._vict.scale.x += 0.05; this._vict.opacity -= 10; if (this._vict.scale.x >= 3.00) { this._vict.scale.x = 3.00; this._vict.opacity = 0; this._phaseAnime[0] = 0; }; }; }; this._vict.scale.y = this._vict.scale.x; }; //============================== // * Update Exp //============================== BattleResult.prototype.updateExp = function () { if (this.pressAnyKey() && $gameTemp._bResult[1] > 0) { this._expOld = $gameTemp._bResult[1] - 1; }; var dif_number = this.update_dif(this._expOld, $gameTemp._bResult[1], 15); if (this._expOld != dif_number) { this._expOld = dif_number; this.refresh_number(this._expNumber, this._expOld, this._numbeData, this._expOrg[0], 0) }; if (this._expOld === $gameTemp._bResult[1]) { this.phaseAniClear(); this._phase = 2; SoundManager.playCursor(); }; }; //============================== // * Update Gold //============================== BattleResult.prototype.updateGold = function () { if (this.pressAnyKey() && $gameTemp._bResult[1] > 0) { this._goldOld = $gameTemp._bResult[2] - 1; }; var dif_number = this.update_dif(this._goldOld, $gameTemp._bResult[2], 15); if (this._goldOld != dif_number) { this._goldOld = dif_number; this.refresh_number(this._goldNumber, this._goldOld, this._numbeData, this._goldOrg[0], 0) }; if (this._goldOld === $gameTemp._bResult[2]) { BattleManager.gainGold(); this.phaseAniClear(); this._phase = 3; SoundManager.playCursor(); }; }; //============================== // * Update Treasure //============================== BattleResult.prototype.updateTreasure = function () { if (this._treasures.length > 0) { for (var i = 0; i < this._treasures.length; i++) { this._treasures[i].opacity += 10; }; if (this._treasures[0].opacity >= 255 && this._phaseAnime[0] === 0) { this._phaseAnime[0] = 1; }; } else { this._phaseAnime[0] = 1; }; if (this._phaseAnime[0] === 1 && this.pressAnyKey()) { BattleManager.gainDropItems(); this.phaseAniClear(); this._phase = 4; }; }; //============================== // * Update Level //============================== BattleResult.prototype.updateLevel = function () { if (this._layout.opacity > 0) { this.updateFade() }; if (!this._actor && this._actorIndex >= $gameParty.battleMembers().length) { this._phase = 5; SoundManager.playCursor(); } else { if (this._actor) { this.updateLevelAnimation(); } else { this.gainEXP(); }; }; }; //============================== // * Create Level Sprites //============================== BattleResult.prototype.createLevelSprites = function () { this.disposeLevel(); this._phaseAnime[0] = 0; this._phaseAnime[1] = 10; this.createActorSprite(); this.createLevelLayout(); this.createParameters(); this.createActorName(); this.playVoice(); }; //============================== // * Play Voice //============================== BattleResult.prototype.playVoice = function () { if (Imported.MOG_BattleCry) { SoundManager.selectVoice(this._actor._v_levelup) }; }; //============================== // * Create Level Layout //============================== BattleResult.prototype.createLevelLayout = function () { this._levelLayout = new Sprite(this._layout2_img); this._levelLayout.opacity = 0; this._levelLayout.anchor.x = 0.5; this._levelLayout.anchor.y = 0.5; this._levelLayout.x = Graphics.boxWidth / 2; this._levelLayout.y = Graphics.boxHeight / 2; this._levelLayout.scale.x = 3.0; this.addChild(this._levelLayout); }; //============================== // * Create Actor Name //============================== BattleResult.prototype.createActorName = function () { this._name = new Sprite(new Bitmap(140, 32)); this._name.opacity = 0; this._name.bitmap.drawText(this._actor._name, 0, 0, 140, 32); this._name.x = Moghunter.bresult_name_x; this._name.y = Moghunter.bresult_name_y; this.addChild(this._name); }; //============================== // * Create Actor Sprite //============================== BattleResult.prototype.createActorSprite = function () { var img = ImageManager.loadPicture("Actor_" + this._actor._actorId) this._spriteActor = new Sprite(img); this._spriteActor.opacity = 0; this._spriteActor.anchor.x = 0.5; this.addChild(this._spriteActor); }; //============================== // * Create Parameters //============================== BattleResult.prototype.createParameters = function () { var x = Moghunter.bresult_par1_x; var y = Moghunter.bresult_par1_y; this._par = new Sprite(new Bitmap(Graphics.boxWidth, Graphics.boxHeight)); this._par.opacity = 0; this._par.bitmap.drawText(this._actopar[0], x, y, 100, 32); this._par.bitmap.drawText(this._actopar[1], x, y + 32 * 1, 100, 32); this._par.bitmap.drawText(this._actopar[2], x, y + 32 * 2, 100, 32); this._par.bitmap.drawText(this._actopar[3], x, y + 32 * 3, 100, 32); this._par.bitmap.drawText(this._actopar[4], x, y + 32 * 4, 100, 32); this._par.bitmap.drawText(this._actopar[5], x, y + 32 * 5, 100, 32); this._par.bitmap.drawText(this._actopar[6], x, y + 32 * 6, 100, 32); this._par.bitmap.drawText(this._actopar[7], x, y + 32 * 7, 100, 32); this._par.bitmap.drawText(this._actopar[8], x, y + 32 * 8, 100, 32); var x = Moghunter.bresult_par2_x; var y = Moghunter.bresult_par2_y; this._par.bitmap.drawText(this._actor._level, x, y, 100, 32); this._par.bitmap.drawText(this._actor.mhp, x, y + 32 * 1, 100, 32); this._par.bitmap.drawText(this._actor.mmp, x, y + 32 * 2, 100, 32); this._par.bitmap.drawText(this._actor.atk, x, y + 32 * 3, 100, 32); this._par.bitmap.drawText(this._actor.def, x, y + 32 * 4, 100, 32); this._par.bitmap.drawText(this._actor.mat, x, y + 32 * 5, 100, 32); this._par.bitmap.drawText(this._actor.mdf, x, y + 32 * 6, 100, 32); this._par.bitmap.drawText(this._actor.agi, x, y + 32 * 7, 100, 32); this._par.bitmap.drawText(this._actor.luk, x, y + 32 * 8, 100, 32); this.addChild(this._par); }; //============================== // * Refresh New Skill //============================== BattleResult.prototype.refreshNewSkill = function () { SoundManager.playUseSkill(); this.removeChild(this._skill); this._skill = new Sprite(); this._skill.x = Moghunter.bresult_skill_x; this._skill.y = Moghunter.bresult_skill_y; this._skill.opacity = 0; this.addChild(this._skill); this.addIcon(this._skill, $gameTemp._bResult[4][this._skillIndex]); this._skillIndex += 1; this._skillAnime = [0, 0]; }; //============================== // * dispose Level //============================== BattleResult.prototype.disposeLevel = function () { this.removeChild(this._spriteActor); this.removeChild(this._par); this.removeChild(this._levelLayout); this.removeChild(this._name); this.removeChild(this._skill); this._skill = null; }; //============================== // * Update Animation //============================== BattleResult.prototype.updateLevelAnimation = function () { this.updateLevelPosition(); this._spriteActor.opacity += 10; this._levelLayout.opacity += 10; this._name.opacity += 10; this._par.opacity += 10; if (this._skill) { this.updateSkillAnimation() }; if (this.pressAnyKey()) { if (this._skillIndex >= $gameTemp._bResult[4].length) { this.clearParData(); } else { this.refreshNewSkill(); }; }; }; //============================== // * Update Level Position //============================== BattleResult.prototype.updateLevelPosition = function () { if (this._phaseAnime[0] === 0) { this._phaseAnime[0] = 1; this._spriteActor.x = -this._spriteActor.width + Moghunter.bresult_actor_x; this._par.x = this._spriteActor.width + Moghunter.bresult_actor_x; }; this._spriteActor.x = this.sprite_move_to(this._spriteActor.x, Moghunter.bresult_actor_x, 20); this._spriteActor.y = Graphics.boxHeight - this._spriteActor.height + Moghunter.bresult_actor_y; if (this._levelLayout.scale.x > 1.00) { this._levelLayout.scale.x -= 0.05; if (this._levelLayout.scale.x < 1.00) { this._levelLayout.scale.x = 1.00 }; }; this._par.x = this.sprite_move_to(this._par.x, Moghunter.bresult_par0_x, 20); this._par.y = Moghunter.bresult_par0_y; }; //============================== // * Update Skill Animation //============================== BattleResult.prototype.updateSkillAnimation = function () { this._skill.opacity += 10; this._skillAnime[0]++; if (this._skillAnime[0] < 20) { this._skill.y -= 2; } else if (this._skillAnime[0] < 40) { this._skill.y += 2; }; }; //============================== // * Sprite Move To //============================== BattleResult.prototype.sprite_move_to = function (value, real_value, speed) { if (value == real_value) { return value }; var dnspeed = 5 + (Math.abs(value - real_value) / speed); if (value > real_value) { value -= dnspeed; if (value < real_value) { value = real_value }; } else if (value < real_value) { value += dnspeed; if (value > real_value) { value = real_value }; }; return Math.floor(value); }; //============================== // * clear Par DAta //============================== BattleResult.prototype.clearParData = function () { this._actor = null; this.disposeLevel(); this._skillIndex = 0; $gameTemp._bResult[4] = []; }; //============================== // * Gain EXP //============================== BattleResult.prototype.gainEXP = function () { var actor = $gameParty.battleMembers()[this._actorIndex]; this._actopar = [actor._level, actor.mhp, actor.mmp, actor.atk, actor.def, actor.mat, actor.mdf, actor.agi, actor.luk]; var lvOld = actor._level actor.gainExp($gameTemp._bResult[1]); this._actorIndex += 1; if (actor._level > lvOld) { this._actor = actor; this.createLevelSprites(); SoundManager.playCursor(); } else { this.clearParData(); }; }; //============================== // * Update Fade //============================== BattleResult.prototype.updateFade = function () { this._layout.opacity -= 10; for (var i = 0; i < this._expNumber.length; i++) { this._expNumber[i].opacity = this._layout.opacity; }; for (var i = 0; i < this._goldNumber.length; i++) { this._goldNumber[i].opacity = this._layout.opacity; }; for (var i = 0; i < this._treasures.length; i++) { this._treasures[i].opacity = this._layout.opacity; }; if (this._phase === 5 && this._layout.opacity <= 0) { $gameTemp._bResult = [false, [], 0, 0, []];; }; }; //============================== // * Update End //============================== BattleResult.prototype.updateEnd = function () { if (this._layout.opacity <= 0) { $gameTemp._bResult = [false, [], 0, 0, []];; } else { this.updateFade(); }; };