//============================================================================ // MOG_SceneStatus.js // Translate to Japanese : fungamemake.com //============================================================================ /*: * @plugindesc (v1.0) Modifica a cena de status. * @author Moghunter * * @param Bust X-Axis * @desc Definição X-Axis da imagem do personagem. * @default 600 * * @param Bust Y-Axis * @desc Definição Y-Axis da imagem do personagem. * @default 0 * * @param States X-Axis * @desc Definição X-Axis das condições. * @default 59 * * @param States Y-Axis * @desc Definição Y-Axis das condições. * @default 120 * * @param Name X-Axis * @desc Definição X-Axis do nome. * @default 190 * * @param Name Y-Axis * @desc Definição Y-Axis do nome. * @default 103 * * @param Level X-Axis * @desc Definição X-Axis do level. * @default 290 * * @param Level Y-Axis * @desc Definição Y-Axis do level. * @default 6 * * @param Exp X-Axis * @desc Definição X-Axis da experiência. * @default 440 * * @param Exp Y-Axis * @desc Definição Y-Axis da experiência. * @default 6 * * @param Next Exp X-Axis * @desc Definição X-Axis da experiência necessária. * @default 660 * * @param Next Exp Y-Axis * @desc Definição Y-Axis da experiência necessária. * @default 6 * * @param HP Number X-Axis * @desc Definição X-Axis do número de HP. * @default 50 * * @param HP Number Y-Axis * @desc Definição Y-Axis do número de HP. * @default 155 * * @param HP Meter X-Axis * @desc Definição X-Axis do medidor de HP. * @default 45 * * @param HP Meter Y-Axis * @desc Definição Y-Axis do medidor de HP. * @default 210 * * @param MP Number X-Axis * @desc Definição X-Axis do número de MP. * @default 208 * * @param MP Number Y-Axis * @desc Definição Y-Axis do número de HP. * @default 155 * * @param MP Meter X-Axis * @desc Definição X-Axis do medidor de MP. * @default 203 * * @param MP Meter Y-Axis * @desc Definição Y-Axis do medidor de MP. * @default 210 * * @param TP Number X-Axis * @desc Definição X-Axis do número de TP. * @default 366 * * @param TP Number Y-Axis * @desc Definição Y-Axis do número de TP. * @default 155 * * @param TP Meter X-Axis * @desc Definição X-Axis do medidor de TP. * @default 361 * * @param TP Meter Y-Axis * @desc Definição Y-Axis do medidor de TP. * @default 210 * * @param ATK Number X-Axis * @desc Definição X-Axis do número de ATK. * @default 50 * * @param ATK Number Y-Axis * @desc Definição Y-Axis do número de ATK. * @default 211 * * @param ATK Meter X-Axis * @desc Definição X-Axis do medidor de ATK. * @default 45 * * @param ATK Meter Y-Axis * @desc Definição Y-Axis do medidor de ATK. * @default 266 * * @param MAT Number X-Axis * @desc Definição X-Axis do número de MAT. * @default 208 * * @param MAT Number Y-Axis * @desc Definição Y-Axis do número de MAT. * @default 211 * * @param MAT Meter X-Axis * @desc Definição X-Axis do medidor de MAT. * @default 203 * * @param MAT Meter Y-Axis * @desc Definição Y-Axis do medidor de MAT. * @default 266 * * @param AGI Number X-Axis * @desc Definição X-Axis do número de AGI. * @default 366 * * @param AGI Number Y-Axis * @desc Definição Y-Axis do número de AGI. * @default 211 * * @param AGI Meter X-Axis * @desc Definição X-Axis do medidor de AGI. * @default 361 * * @param AGI Meter Y-Axis * @desc Definição Y-Axis do medidor de AGI. * @default 266 * * @param DEF Number X-Axis * @desc Definição X-Axis do número de DEF. * @default 50 * * @param DEF Number Y-Axis * @desc Definição Y-Axis do número de DEF. * @default 267 * * @param DEF Meter X-Axis * @desc Definição X-Axis do medidor de DEF. * @default 45 * * @param DEF Meter Y-Axis * @desc Definição Y-Axis do medidor de AGI. * @default 322 * * @param MDF Number X-Axis * @desc Definição X-Axis do número de MDF. * @default 208 * * @param MDF Number Y-Axis * @desc Definição Y-Axis do número de MDF. * @default 267 * * @param MDF Meter X-Axis * @desc Definição X-Axis do medidor de MDF. * @default 203 * * @param MDF Meter Y-Axis * @desc Definição Y-Axis do medidor de MDF. * @default 322 * * @param LUK Number X-Axis * @desc Definição X-Axis do número de LUK. * @default 368 * * @param LUK Number Y-Axis * @desc Definição Y-Axis do número de LUK. * @default 267 * * @param LUK Meter X-Axis * @desc Definição X-Axis do medidor de LUK. * @default 361 * * @param LUK Meter Y-Axis * @desc Definição Y-Axis do medidor de LUK. * @default 322 * * @param Weapon X-Axis * @desc Definição X-Axis da arma. * @default 7 * * @param Weapon Y-Axis * @desc Definição Y-Axis do arma. * @default 347 * * @param Shield X-Axis * @desc Definição X-Axis do escudo. * @default 7 * * @param Shield Y-Axis * @desc Definição Y-Axis do escudo. * @default 398 * * @param Helmet X-Axis * @desc Definição X-Axis do capacete. * @default 7 * * @param Helmet Y-Axis * @desc Definição Y-Axis do capacete. * @default 449 * * @param Armor X-Axis * @desc Definição X-Axis da armadura. * @default 261 * * @param Armor Y-Axis * @desc Definição Y-Axis da armadura. * @default 376 * * @param Accessory X-Axis * @desc Definição X-Axis do acessório. * @default 261 * * @param Accessory Y-Axis * @desc Definição Y-Axis do acessório. * @default 427 * * @param Class X-Axis * @desc Definição X-Axis da classe. * @default 260 * * @param Class Y-Axis * @desc Definição Y-Axis da classe. * @default 320 * * @param Profile X-Axis * @desc Definição X-Axis do Profile. * @default 0 * * @param Profile Y-Axis * @desc Definição Y-Axis do Profile. * @default 505 * * @help * =========================================================================== * +++ MOG - Scene Status (v1.0) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * Modifica a cena de status. * * =========================================================================== * UTILIZAÇÃO * =========================================================================== * As imagens do sistema deverão ser gravados na pasta. * * /img/menus/status/ * * =========================================================================== */ /*:ja * @plugindesc (v1.0) 要MOG_SceneMenuとMOG_SceneEquip。ステータスシーンを装飾します。 * @author Moghunter * * @param Bust 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 600 * * @param Bust 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 States X-Axis * @text ステートのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 59 * * @param States Y-Axis * @text ステートのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 120 * * @param Name X-Axis * @text 名前のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 190 * * @param Name Y-Axis * @text 名前のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 103 * * @param Level X-Axis * @text レベルのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 290 * * @param Level Y-Axis * @text レベルのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 6 * * @param Exp X-Axis * @text 現在の経験値のX軸の位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 440 * * @param Exp Y-Axis * @text 現在の経験値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 6 * * @param Next Exp X-Axis * @text 次のレベルまでの経験値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 660 * * @param Next Exp Y-Axis * @text 次のレベルまでの経験値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 6 * * @param HP Number X-Axis * @text HP値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 50 * * @param HP Number Y-Axis * @text HP値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 155 * * @param HP Meter X-Axis * @text HPメーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 45 * * @param HP Meter Y-Axis * @text HPメーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 210 * * @param MP Number X-Axis * @text MP値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 208 * * @param MP Number Y-Axis * @text HP値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 155 * * @param MP Meter X-Axis * @text MPメーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 203 * * @param MP Meter Y-Axis * @text MPメーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 210 * * @param TP Number X-Axis * @text TP値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 366 * * @param TP Number Y-Axis * @text TP値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 155 * * @param TP Meter X-Axis * @text TPメーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 361 * * @param TP Meter Y-Axis * @text TPメーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 210 * * @param ATK Number X-Axis * @text 攻撃力値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 50 * * @param ATK Number Y-Axis * @text 攻撃力値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 211 * * @param ATK Meter X-Axis * @text 攻撃力メーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 45 * * @param ATK Meter Y-Axis * @text 攻撃力メーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 266 * * @param MAT Number X-Axis * @text 魔法力値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 208 * * @param MAT Number Y-Axis * @text 魔法力値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 211 * * @param MAT Meter X-Axis * @text 魔法力メーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 203 * * @param MAT Meter Y-Axis * @text 魔法力メーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 266 * * @param AGI Number X-Axis * @text 敏捷性値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 366 * * @param AGI Number Y-Axis * @text 敏捷性値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 211 * * @param AGI Meter X-Axis * @text 敏捷性メーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 361 * * @param AGI Meter Y-Axis * @text 敏捷性メーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 266 * * @param DEF Number X-Axis * @text 防御力値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 50 * * @param DEF Number Y-Axis * @text 防御力値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 267 * * @param DEF Meter X-Axis * @text 防御力メーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 45 * * @param DEF Meter Y-Axis * @text 防御力メーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 322 * * @param MDF Number X-Axis * @text 魔法防御値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 208 * * @param MDF Number Y-Axis * @text 魔法防御値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 267 * * @param MDF Meter X-Axis * @text 魔法防御メーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 203 * * @param MDF Meter Y-Axis * @text 魔法防御メーターのY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 322 * * @param LUK Number X-Axis * @text 運値のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 368 * * @param LUK Number Y-Axis * @text 運値のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 267 * * @param LUK Meter X-Axis * @text 運メーターのX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 361 * * @param LUK Meter Y-Axis * @text 運メーターのY軸分解能。 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 322 * * @param Weapon X-Axis * @text 武器のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 7 * * @param Weapon Y-Axis * @text 武器のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 347 * * @param Shield X-Axis * @text 盾のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 7 * * @param Shield Y-Axis * @text 盾のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 398 * * @param Helmet X-Axis * @text 頭のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 7 * * @param Helmet Y-Axis * @text 頭のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 449 * * @param Armor X-Axis * @text 身体のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 261 * * @param Armor Y-Axis * @text 身体のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 376 * * @param Accessory X-Axis * @text 装飾品のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 261 * * @param Accessory Y-Axis * @text 装飾品のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 427 * * @param Class X-Axis * @text 職業のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 260 * * @param Class Y-Axis * @text 職業のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 320 * * @param Profile X-Axis * @text 二つ名のX軸位置 * @desc 正:右 / 負:左 * @type number * @min -9007 * @max 9007 * @default 0 * * @param Profile Y-Axis * @text 二つ名のY軸位置 * @desc 正:下 / 負:上 * @type number * @min -9007 * @max 9007 * @default 505 * * @help * =========================================================================== * +++ MOG - Scene Status (v1.0) +++ * By Moghunter * https://atelierrgss.wordpress.com/ * =========================================================================== * ステータスシーンを装飾します。 * 動作には下記プラグインが必要です。 * MOG_SceneMenu * MOG_SceneEquip * * =========================================================================== * 必要ファイル * =========================================================================== * 必要画像ファイルは各フォルダに保存してください。 * * /img/menus/status/ * Layout.png * Meter1.png * Meter2.png * * /img/menus/faces/faces4/ * Actor_ + Actor ID.png * * 例 * -> Actor_1.png * -> Actor_2.png * -> Actor_3.png * -> ... * * =========================================================================== */ //============================================================================ // ** PLUGIN PARAMETERS //============================================================================ var Imported = Imported || {}; Imported.MOG_SceneStatus = true; var Moghunter = Moghunter || {}; Moghunter.parameters = PluginManager.parameters('MOG_SceneStatus'); Moghunter.scStatus_BustX = Number(Moghunter.parameters['Bust X-Axis'] || 600); Moghunter.scStatus_BustY = Number(Moghunter.parameters['Bust Y-Axis'] || 0); Moghunter.scStatus_StatesX = Number(Moghunter.parameters['States X-Axis'] || 59); Moghunter.scStatus_StatesY = Number(Moghunter.parameters['States Y-Axis'] || 120); Moghunter.scStatus_ActorNameX = Number(Moghunter.parameters['Name X-Axis'] || 190); Moghunter.scStatus_ActorNameY = Number(Moghunter.parameters['Name Y-Axis'] || 103); Moghunter.scStatus_LevelX = Number(Moghunter.parameters['Level X-Axis'] || 290); Moghunter.scStatus_LevelY = Number(Moghunter.parameters['Level Y-Axis'] || 6); Moghunter.scStatus_ExpX = Number(Moghunter.parameters['Exp X-Axis'] || 440); Moghunter.scStatus_ExpY = Number(Moghunter.parameters['Exp Y-Axis'] || 6); Moghunter.scStatus_NExpX = Number(Moghunter.parameters['Next Exp X-Axis'] || 680); Moghunter.scStatus_NExpY = Number(Moghunter.parameters['Next Exp Y-Axis'] || 6); Moghunter.scStatus_HPNumberX = Number(Moghunter.parameters['HP Number X-Axis'] || 50); Moghunter.scStatus_HPNumberY = Number(Moghunter.parameters['HP Number Y-Axis'] || 155); Moghunter.scStatus_MeterHPX = Number(Moghunter.parameters['HP Meter X-Axis'] || 45); Moghunter.scStatus_MeterHPY = Number(Moghunter.parameters['HP Meter Y-Axis'] || 210); Moghunter.scStatus_MPNumberX = Number(Moghunter.parameters['MP Number X-Axis'] || 208); Moghunter.scStatus_MPNumberY = Number(Moghunter.parameters['MP Number Y-Axis'] || 155); Moghunter.scStatus_MeterMPX = Number(Moghunter.parameters['MP Meter X-Axis'] || 203); Moghunter.scStatus_MeterMPY = Number(Moghunter.parameters['MP Meter Y-Axis'] || 210); Moghunter.scStatus_TPNumberX = Number(Moghunter.parameters['TP Number X-Axis'] || 366); Moghunter.scStatus_TPNumberY = Number(Moghunter.parameters['TP Number Y-Axis'] || 155); Moghunter.scStatus_MeterTPX = Number(Moghunter.parameters['TP Meter X-Axis'] || 361); Moghunter.scStatus_MeterTPY = Number(Moghunter.parameters['TP Meter Y-Axis'] || 210); Moghunter.scStatus_ATKNumberX = Number(Moghunter.parameters['ATK Number X-Axis'] || 50); Moghunter.scStatus_ATKNumberY = Number(Moghunter.parameters['ATK Number Y-Axis'] || 211); Moghunter.scStatus_MeterATKX = Number(Moghunter.parameters['ATK Meter X-Axis'] || 45); Moghunter.scStatus_MeterATKY = Number(Moghunter.parameters['ATK Meter Y-Axis'] || 266); Moghunter.scStatus_MATNumberX = Number(Moghunter.parameters['MAT Number X-Axis'] || 208); Moghunter.scStatus_MATNumberY = Number(Moghunter.parameters['MAT Number Y-Axis'] || 211); Moghunter.scStatus_MeterMATX = Number(Moghunter.parameters['MAT Meter X-Axis'] || 203); Moghunter.scStatus_MeterMATY = Number(Moghunter.parameters['MAT Meter Y-Axis'] || 266); Moghunter.scStatus_AGINumberX = Number(Moghunter.parameters['AGI Number X-Axis'] || 366); Moghunter.scStatus_AGINumberY = Number(Moghunter.parameters['AGI Number Y-Axis'] || 211); Moghunter.scStatus_MeterAGIX = Number(Moghunter.parameters['AGI Meter X-Axis'] || 361); Moghunter.scStatus_MeterAGIY = Number(Moghunter.parameters['AGI Meter Y-Axis'] || 266); Moghunter.scStatus_DEFNumberX = Number(Moghunter.parameters['DEF Number X-Axis'] || 50); Moghunter.scStatus_DEFNumberY = Number(Moghunter.parameters['DEF Number Y-Axis'] || 267); Moghunter.scStatus_MeterDEFX = Number(Moghunter.parameters['DEF Meter X-Axis'] || 45); Moghunter.scStatus_MeterDEFY = Number(Moghunter.parameters['DEF Meter Y-Axis'] || 322); Moghunter.scStatus_MDFNumberX = Number(Moghunter.parameters['MDF Number X-Axis'] || 208); Moghunter.scStatus_MDFNumberY = Number(Moghunter.parameters['MDF Number Y-Axis'] || 267); Moghunter.scStatus_MeterMDFX = Number(Moghunter.parameters['MDF Meter X-Axis'] || 203); Moghunter.scStatus_MeterMDFY = Number(Moghunter.parameters['MDF Meter Y-Axis'] || 322); Moghunter.scStatus_LUKNumberX = Number(Moghunter.parameters['LUK Number X-Axis'] || 366); Moghunter.scStatus_LUKNumberY = Number(Moghunter.parameters['LUK Number Y-Axis'] || 267); Moghunter.scStatus_MeterLUKX = Number(Moghunter.parameters['LUK Meter X-Axis'] || 361); Moghunter.scStatus_MeterLUKY = Number(Moghunter.parameters['LUK Meter Y-Axis'] || 322); Moghunter.scStatus_WeaponX = Number(Moghunter.parameters['Weapon X-Axis'] || 7); Moghunter.scStatus_WeaponY = Number(Moghunter.parameters['Weapon Y-Axis'] || 347); Moghunter.scStatus_ShieldX = Number(Moghunter.parameters['Shield X-Axis'] || 7); Moghunter.scStatus_ShieldY = Number(Moghunter.parameters['Shield Y-Axis'] || 398); Moghunter.scStatus_HelmetX = Number(Moghunter.parameters['Helmet X-Axis'] || 7); Moghunter.scStatus_HelmetY = Number(Moghunter.parameters['Helmet Y-Axis'] || 449); Moghunter.scStatus_ArmorX = Number(Moghunter.parameters['Armor X-Axis'] || 261); Moghunter.scStatus_ArmorY = Number(Moghunter.parameters['Armor Y-Axis'] || 376); Moghunter.scStatus_AccX = Number(Moghunter.parameters['Accessory X-Axis'] || 261); Moghunter.scStatus_AccY = Number(Moghunter.parameters['Accessory Y-Axis'] || 427); Moghunter.scStatus_ClassX = Number(Moghunter.parameters['Class X-Axis'] || 260); Moghunter.scStatus_ClassY = Number(Moghunter.parameters['Class Y-Axis'] || 320); Moghunter.scStatus_ProfileX = Number(Moghunter.parameters['Profile X-Axis'] || 0); Moghunter.scStatus_ProfileY = Number(Moghunter.parameters['Profile Y-Axis'] || 505); //============================================================================ // ** ImageManager //============================================================================ //============================== // * Status //============================== ImageManager.loadMenusstatus = function (filename) { return this.loadBitmap('img/menus/status/', filename, 0, true); }; //============================================================================ // ** Scene Status //============================================================================ //============================== // * create Background //============================== var _mog_scStatus_createBackground = Scene_Status.prototype.createBackground; Scene_Status.prototype.createBackground = function () { _mog_scEquip_createBackground.call(this); this._field = new Sprite(); this.addChild(this._field); }; //============================== // * Create //============================== var _mog_scStatusM_create = Scene_Status.prototype.create; Scene_Status.prototype.create = function () { _mog_scStatusM_create.call(this); this.createBust(); this.createLayout(); this.createStates(); this.createMeters(); this.resetPosition(); }; //============================== // * Create Meters //============================== Scene_Status.prototype.createMeters = function () { this._meters = new MetersStatusM(this._actor); this._field.addChild(this._meters); }; //============================== // * Create States //============================== Scene_Status.prototype.createStates = function () { this._states_data = [0, 0, 0]; this._state_icon = new Sprite(ImageManager.loadSystem("IconSet")); this._state_icon.x = Moghunter.scStatus_StatesX; this._state_icon.y = Moghunter.scStatus_StatesY; this._state_iconOrg = [this._state_icon.x, this._state_icon.y]; this._state_icon.visible = false; this.addChild(this._state_icon); this.refresh_states(); }; //============================== // * Create States //============================== Scene_Status.prototype.refresh_states = function () { this._states_data[0] = 0; this._states_data[2] = 0; this._state_icon.visible = false; if (this._actor.allIcons().length == 0) { this._states_data[1] = 0; return }; if (this._actor.allIcons()[this._states_data[1]]) { this._states_data[0] = this._actor.allIcons()[this._states_data[1]]; this._state_icon.visible = true; var sx = this._states_data[0] % 16 * 32; var sy = Math.floor(this._states_data[0] / 16) * 32; this._state_icon.setFrame(sx, sy, 32, 32); }; this._states_data[1] += 1; if (this._states_data[1] >= this._actor.allIcons().length) { this._states_data[1] = 0 }; }; //============================== // * Update States //============================== Scene_Status.prototype.update_states = function () { this._states_data[2] += 1; if (this.need_refresh_states()) { this.refresh_states(); }; this._state_icon.x = this._state_iconOrg[0] + this._statusWindow.x; this._state_icon.y = this._state_iconOrg[1] + this._statusWindow.y; this._state_icon.opacity = this._statusWindow.contentsOpacity; }; //============================== // * Update Meters //============================== Scene_Status.prototype.updateMeters = function () { this._meters.x = this._statusWindow.x; this._meters.y = this._statusWindow.y; this._meters.opacity = this._statusWindow.contentsOpacity; }; //============================== // * Need Refresh States //============================== Scene_Status.prototype.need_refresh_states = function () { if (this._states_data[2] > 60) { return true }; return false; }; //============================== // * On Actor Change //============================== var _mog_scsStatusM_onActorChange = Scene_Status.prototype.onActorChange; Scene_Status.prototype.onActorChange = function () { _mog_scsStatusM_onActorChange.call(this); this.resetPosition(); }; //============================== // * reset Position //============================== Scene_Status.prototype.resetPosition = function () { this.refreshBust(); this._statusWindow.contentsOpacity = 0; this._statusWindow.x = 100; this._layout.opacity = 0; this._layout.x = -100; this._meters.setActor(this._actor); this.refresh_states(); }; //============================== // * Create Layout //============================== Scene_Status.prototype.createLayout = function () { this._layout = new Sprite(ImageManager.loadMenusstatus("Layout")); this._field.addChild(this._layout); }; //============================== // * Create Bust //============================== Scene_Status.prototype.createBust = function () { this._bust = new Sprite(); this._bust.anchor.x = 0.5; this._bust.x = Moghunter.scStatus_BustX; this._bust.y = Moghunter.scStatus_BustY; this._bust.org = [this._bust.x, this._bust.y] this._field.addChild(this._bust); }; //============================== // * refresh Bust //============================== Scene_Status.prototype.refreshBust = function () { this._bust.bitmap = ImageManager.loadMenusFaces4("Actor_" + this._actor._actorId); this._bust.y = Graphics.boxHeight; this._bust.opacity = 0; }; //============================== // * update Slide //============================== Scene_Status.prototype.updateSlide = function () { this._statusWindow.opacity = 0; this._statusWindow.contentsOpacity += 5; if (this._statusWindow.x > 0) { this._statusWindow.x -= 5; if (this._statusWindow.x <= 0) { this._statusWindow.x = 0 }; }; this._layout.opacity += 5; if (this._layout.x < 0) { this._layout.x += 5; if (this._layout.x > 0) { this._layout.x = 0 }; }; this._bust.x = this._bust.org[0] this._bust.opacity += 5; var by = (Graphics.boxHeight - this._bust.height) + this._bust.org[1]; if (this._bust.y > by) { this._bust.y -= 20; if (this._bust.y < by) { this._bust.y = by }; }; }; //============================== // * Update //============================== var _mog_scStatatusM_update = Scene_Status.prototype.update; Scene_Status.prototype.update = function () { _mog_scStatatusM_update.call(this); this.updateSlide(); if (this._state_icon) { this.update_states() }; if (this._meters) { this.updateMeters() }; }; //============================================================================ // ** Window Status //============================================================================ //============================== // * refresh //============================== Window_Status.prototype.refresh = function () { this.contents.clear(); if (this._actor) { this.contents.fontSize = 24; this.drawText(this._actor.name(), Moghunter.scStatus_ActorNameX, Moghunter.scStatus_ActorNameY, 120, "center"); this.drawText(this._actor.level, Moghunter.scStatus_LevelX, Moghunter.scStatus_LevelY, 100, "center"); this.drawText(this._actor.currentExp(), Moghunter.scStatus_ExpX, Moghunter.scStatus_ExpY, 100, "center"); var nexp = this._actor.nextRequiredExp(); if (this._actor.isMaxLevel()) { nexp = '-------' }; this.drawText(nexp, Moghunter.scStatus_NExpX, Moghunter.scStatus_NExpY, 100, "center"); this.contents.fontSize = 22; this.drawText(this._actor.hp + " / " + this._actor.mhp, Moghunter.scStatus_HPNumberX, Moghunter.scStatus_HPNumberY, 100, "right"); this.drawText(this._actor.mp + " / " + this._actor.mmp, Moghunter.scStatus_MPNumberX, Moghunter.scStatus_MPNumberY, 100, "right"); this.drawText(this._actor.tp, Moghunter.scStatus_TPNumberX, Moghunter.scStatus_TPNumberY, 100, "right"); this.drawText(this._actor.atk, Moghunter.scStatus_ATKNumberX, Moghunter.scStatus_ATKNumberY, 100, "right"); this.drawText(this._actor.mat, Moghunter.scStatus_MATNumberX, Moghunter.scStatus_MATNumberY, 100, "right"); this.drawText(this._actor.agi, Moghunter.scStatus_AGINumberX, Moghunter.scStatus_AGINumberY, 100, "right"); this.drawText(this._actor.def, Moghunter.scStatus_DEFNumberX, Moghunter.scStatus_DEFNumberY, 100, "right"); this.drawText(this._actor.mdf, Moghunter.scStatus_MDFNumberX, Moghunter.scStatus_MDFNumberY, 100, "right"); this.drawText(this._actor.luk, Moghunter.scStatus_LUKNumberX, Moghunter.scStatus_LUKNumberY, 100, "right"); this.drawItemName(this._actor.equips()[0], Moghunter.scStatus_WeaponX, Moghunter.scStatus_WeaponY); this.drawItemName(this._actor.equips()[1], Moghunter.scStatus_ShieldX, Moghunter.scStatus_ShieldY); this.drawItemName(this._actor.equips()[2], Moghunter.scStatus_HelmetX, Moghunter.scStatus_HelmetY); this.drawItemName(this._actor.equips()[3], Moghunter.scStatus_ArmorX, Moghunter.scStatus_ArmorY); this.drawItemName(this._actor.equips()[4], Moghunter.scStatus_AccX, Moghunter.scStatus_AccY); this.drawActorClass(this._actor, Moghunter.scStatus_ClassX, Moghunter.scStatus_ClassY); this.drawTextEx(this._actor.profile(), Moghunter.scStatus_ProfileX, Moghunter.scStatus_ProfileY); }; }; //============================================================================ // * Meters Status M //============================================================================ function MetersStatusM() { this.initialize.apply(this, arguments); }; MetersStatusM.prototype = Object.create(Sprite.prototype); MetersStatusM.prototype.constructor = MetersStatusM; //============================== // * Initialize //============================== MetersStatusM.prototype.initialize = function (actor) { Sprite.prototype.initialize.call(this); this.loadBitmaps(); this._actor = actor; }; //============================== // * Set Actor //============================== MetersStatusM.prototype.setActor = function (actor) { this._actor = actor; this.update(); }; //============================== // * Load Bitmaps //============================== MetersStatusM.prototype.loadBitmaps = function () { this._meterImg1 = ImageManager.loadMenusstatus("Meter1"); this._meterImg2 = ImageManager.loadMenusstatus("Meter2"); }; //============================== // * create Meters //============================== MetersStatusM.prototype.createMeters = function () { this._meters = []; this._metersAni = []; for (var i = 0; i < 9; i++) { if (i < 3) { this._meters[i] = new Sprite(this._meterImg1); } else { this._meters[i] = new Sprite(this._meterImg2); }; this._metersAni[i] = 0; this.addChild(this._meters[i]); }; }; //============================== // * update Meters //============================== MetersStatusM.prototype.updateMeters = function () { for (var i = 0; i < this._meters.length; i++) { var par1 = this._actor.hp; var par2 = this._actor.mhp; if (i === 0) { var x = Moghunter.scStatus_MeterHPX; var y = Moghunter.scStatus_MeterHPY; par1 = this._actor.hp; par2 = this._actor.mhp; } else if (i === 1) { var x = Moghunter.scStatus_MeterMPX; var y = Moghunter.scStatus_MeterMPY; par1 = this._actor.mp; par2 = this._actor.mmp; } else if (i === 2) { var x = Moghunter.scStatus_MeterTPX; var y = Moghunter.scStatus_MeterTPY; par1 = this._actor.tp; par2 = 100; } else if (i === 3) { var x = Moghunter.scStatus_MeterATKX; var y = Moghunter.scStatus_MeterATKY; par1 = this._actor.atk; par2 = this._actor.paramMax(); } else if (i === 4) { var x = Moghunter.scStatus_MeterMATX; var y = Moghunter.scStatus_MeterMATY; par1 = this._actor.mat; par2 = this._actor.paramMax(); } else if (i === 5) { var x = Moghunter.scStatus_MeterAGIX; var y = Moghunter.scStatus_MeterAGIY; par1 = this._actor.agi; par2 = this._actor.paramMax(); } else if (i === 6) { var x = Moghunter.scStatus_MeterDEFX; var y = Moghunter.scStatus_MeterDEFY; par1 = this._actor.def; par2 = this._actor.paramMax(); } else if (i === 7) { var x = Moghunter.scStatus_MeterMDFX; var y = Moghunter.scStatus_MeterMDFY; par1 = this._actor.mdf; par2 = this._actor.paramMax(); } else { var x = Moghunter.scStatus_MeterLUKX; var y = Moghunter.scStatus_MeterLUKY; par1 = this._actor.luk; par2 = this._actor.paramMax(); }; this._meters[i].x = x; this._meters[i].y = y; this.updateFlow(this._meters[i], par1, par2, i); }; }; //============================== // * update Flow //============================== MetersStatusM.prototype.updateFlow = function (sprite, par1, par2, i) { var cw = sprite.bitmap.width / 3; var ch = sprite.bitmap.height; var cw2 = cw * 2; var wd = cw * par1 / par2; sprite.setFrame(this._metersAni[i], 0, wd, ch); this._metersAni[i] += 4; if (this._metersAni[i] > cw2) { this._metersAni[i] = 0 }; }; //============================== // * Update //============================== MetersStatusM.prototype.update = function () { Sprite.prototype.update.call(this); if (!this._meters && this._meterImg1.isReady()) { this.createMeters() }; if (this._meters && this._actor) { this.updateMeters() }; };