ultimate-angel-zerachiel/www/js/plugins/MOG_BattleResult.js
2024-01-17 11:38:37 -06:00

1023 lines
29 KiB
JavaScript

//=============================================================================
// MOG_BattleResult.js
//=============================================================================
/*:
* @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.
*/
//=============================================================================
// ** 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 - 4;
var w = s / 6;
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 > 1.0) {
this._layout.scale.x -= 0.05;
if (this._layout.scale.x < 1.0) {
this._layout.scale.x = 1.0;
}
} else {
this.phaseAniClear();
this._phase = 1;
}
};
//==============================
// * Update Vict Animation
//==============================
BattleResult.prototype.updateVictAnimation = function () {
if (this._phaseAnime[0] === 1) {
if (this._vict.scale.x > 1.0) {
this._vict.scale.x -= 0.05;
this._vict.opacity += 15;
if (this._vict.scale.x <= 1.0) {
this._vict.scale.x = 1.0;
this._vict.opacity = 255;
this._phaseAnime[0] = 2;
this._phaseAnime[1] = 40;
}
}
} else {
if (this._vict.scale.x < 3.0) {
this._vict.scale.x += 0.05;
this._vict.opacity -= 10;
if (this._vict.scale.x >= 3.0) {
this._vict.scale.x = 3.0;
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 > 1.0) {
this._levelLayout.scale.x -= 0.05;
if (this._levelLayout.scale.x < 1.0) {
this._levelLayout.scale.x = 1.0;
}
}
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();
}
};