1023 lines
29 KiB
JavaScript
1023 lines
29 KiB
JavaScript
//=============================================================================
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// MOG_BattleResult.js
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//=============================================================================
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/*:
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* @plugindesc (v1.3) Modifica a tela de vítoria.
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* @author Moghunter
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*
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* @param Exp X-Axis
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* @desc Posição X-Axis da EXP.
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* @default 760
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*
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* @param Exp Y-Axis
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* @desc Posição Y-Axis da EXP.
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* @default 160
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*
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* @param Gold X-Axis
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* @desc Posição X-Axis do Gold.
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* @default 760
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*
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* @param Gold Y-Axis
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* @desc Posição Y-Axis do Gold.
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* @default 230
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*
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* @param Treasure X-Axis
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* @desc Posição X-Axis do tersouro.
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* @default 32
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*
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* @param Treasure Y-Axis
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* @desc Posição Y-Axis do tesouro.
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* @default 330
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*
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* @param Actor X-Axis
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* @desc Posição X-Axis do personagem.
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* @default 250
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*
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* @param Actor Y-Axis
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* @desc Posição Y-Axis do personagem.
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* @default 0
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*
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* @param Parameter Real X-Axis
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* @desc Posição X-Axis dos parâmetros.
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* @default 0
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*
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* @param Parameter Real Y-Axis
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* @desc Posição Y-Axis dos parâmetros.
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* @default 0
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*
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* @param Parameter 1 X-Axis
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* @desc Posição X-Axis dos parâmetros antes do level-up.
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* @default 550
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*
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* @param Parameter 1 Y-Axis
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* @desc Posição Y-Axis dos parâmetros antes do level-up.
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* @default 140
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*
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* @param Parameter 2 X-Axis
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* @desc Posição X-Axis dos parâmetros depois do level-up.
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* @default 700
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*
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* @param Parameter 2 Y-Axis
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* @desc Posição Y-Axis dos parâmetros depois do level-up.
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* @default 140
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*
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* @param New Skill X-Axis
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* @desc Posição X-Axis da nova habilidade.
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* @default 570
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*
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* @param New Skill Y-Axis
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* @desc Posição Y-Axis da nova habilidade.
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* @default 520
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*
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* @param Name X-Axis
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* @desc Posição X-Axis do nome do personagem.
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* @default 155
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*
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* @param Name Y-Axis
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* @desc Posição Y-Axis do nome do personagem.
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* @default 540
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*
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* @help
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* =============================================================================
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* +++ MOG - Battle Result (v1.3) +++
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* By Moghunter
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* https://atelierrgss.wordpress.com/
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* =============================================================================
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* Modifica a tela de vítoria.
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* =============================================================================
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* Serão necessários os arquivos. (img/system/)
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*
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* Result_A.png
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* Result_B.png
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* Result_C.png
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* Result_D.png
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* Result_E.png
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*
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* =============================================================================
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* ACTOR PICTURE
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* =============================================================================
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* As imagens deverão ser gravadas na pasta /img/picture/
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* Nomeie as imagens da seguinte forma.
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*
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* Actor_ ID
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*
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* Exemplo
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*
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* Actor_1.png
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* Actor_2.png
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* Actor_3.png
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* ...
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*
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* =============================================================================
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* HISTÓRICO
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* =============================================================================
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* (v1.3) - Correção na apresentação de itens quando o valor é maior que 24.
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* (v1.2) - Correção do plugin parameter não funcionar.
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* (v1.1) - Correção de não apresentar a janela de status na batalha seguinte.
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*/
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//=============================================================================
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// ** PLUGIN PARAMETERS
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//=============================================================================
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var Imported = Imported || {};
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Imported.MOG_BattleResult = true;
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var Moghunter = Moghunter || {};
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Moghunter.parameters = PluginManager.parameters("MOG_BattleResult");
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Moghunter.bresult_exp_x = Number(Moghunter.parameters["Exp X-Axis"] || 760);
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Moghunter.bresult_exp_y = Number(Moghunter.parameters["Exp Y-Axis"] || 160);
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Moghunter.bresult_gold_x = Number(Moghunter.parameters["Gold X-Axis"] || 760);
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Moghunter.bresult_gold_y = Number(Moghunter.parameters["Gold Y-Axis"] || 230);
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Moghunter.bresult_treasure_x = Number(
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Moghunter.parameters["Treasure X-Axis"] || 32
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);
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Moghunter.bresult_treasure_y = Number(
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Moghunter.parameters["Treasure Y-Axis"] || 330
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);
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Moghunter.bresult_actor_x = Number(Moghunter.parameters["Actor X-Axis"] || 250);
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Moghunter.bresult_actor_y = Number(Moghunter.parameters["Actor Y-Axis"] || 0);
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Moghunter.bresult_par0_x = Number(
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Moghunter.parameters["Parameter Real X-Axis"] || 0
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);
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Moghunter.bresult_par0_y = Number(
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Moghunter.parameters["Parameter Real Y-Axis"] || 0
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);
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Moghunter.bresult_par1_x = Number(
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Moghunter.parameters["Parameter 1 X-Axis"] || 550
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);
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Moghunter.bresult_par1_y = Number(
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Moghunter.parameters["Parameter 1 Y-Axis"] || 140
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);
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Moghunter.bresult_par2_x = Number(
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Moghunter.parameters["Parameter 2 X-Axis"] || 700
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);
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Moghunter.bresult_par2_y = Number(
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Moghunter.parameters["Parameter 2 Y-Axis"] || 140
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);
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Moghunter.bresult_skill_x = Number(
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Moghunter.parameters["New Skill X-Axis"] || 570
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);
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Moghunter.bresult_skill_y = Number(
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Moghunter.parameters["New Skill Y-Axis"] || 520
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);
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Moghunter.bresult_name_x = Number(Moghunter.parameters["Name X-Axis"] || 155);
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Moghunter.bresult_name_y = Number(Moghunter.parameters["Name Y-Axis"] || 540);
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//=============================================================================
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// ** Game Temp
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//=============================================================================
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//==============================
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// ** Initialize
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//==============================
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var _mog_bresult_gtemp_initialize = Game_Temp.prototype.initialize;
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Game_Temp.prototype.initialize = function () {
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_mog_bresult_gtemp_initialize.call(this);
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this.battleResultClear();
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};
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//==============================
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// ** battle Result Clear
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//==============================
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Game_Temp.prototype.battleResultClear = function () {
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this._bResult = [false, [], 0, 0, []];
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this._battleEnd = false;
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};
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//=============================================================================
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// ** Game Actor
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//=============================================================================
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//==============================
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// ** display LevelUP
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//==============================
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var _mog_bresult_gact_displayLevelUp = Game_Actor.prototype.displayLevelUp;
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Game_Actor.prototype.displayLevelUp = function (newSkills) {
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if ($gameTemp._bResult[0]) {
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$gameTemp._bResult[4] = newSkills;
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return;
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}
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_mog_bresult_gact_displayLevelUp.call(this, newSkills);
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};
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//=============================================================================
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// ** BattleManager
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//=============================================================================
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//==============================
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// ** setup
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//==============================
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var _mog_brt_bmngr_setup = BattleManager.setup;
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BattleManager.setup = function (troopId, canEscape, canLose) {
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_mog_brt_bmngr_setup.call(this, troopId, canEscape, canLose);
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$gameTemp.battleResultClear();
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};
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//==============================
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// ** process Victory
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//==============================
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BattleManager.processVictory = function () {
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if (Imported.MOG_BattleCry) {
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var actor = this.randomActor();
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if (actor) {
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SoundManager.selectVoice(actor._v_victory);
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}
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}
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AudioManager.fadeOutBgm(1);
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$gameTemp._battleEnd = true;
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$gameTemp._battleResult = true;
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this.getResultData();
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$gameParty.removeBattleStates();
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$gameParty.performVictory();
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this.endBattle(0);
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};
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//==============================
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// ** get Result Data
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//==============================
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BattleManager.getResultData = function () {
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this.makeRewards();
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$gameTemp._bResult[0] = true;
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$gameTemp._bResult[1] = this._rewards.exp;
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$gameTemp._bResult[2] = this._rewards.gold;
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$gameTemp._bResult[3] = this._rewards.items;
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$gameTemp._bResult[4] = [];
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};
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//==============================
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// ** Update
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//==============================
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var _mog_bresult_update = BattleManager.update;
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BattleManager.update = function () {
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if ($gameTemp._bResult[0]) {
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return;
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}
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_mog_bresult_update.call(this);
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};
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//=============================================================================
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// ** Scene Battle
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//=============================================================================
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//==============================
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// ** Terminate
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//==============================
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var _mog_bresult_terminate = Scene_Battle.prototype.terminate;
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Scene_Battle.prototype.terminate = function () {
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_mog_bresult_terminate.call(this);
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$gameTemp._bResult = [false, [], 0, 0, []];
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};
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//==============================
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// ** Update
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//==============================
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var _mog_bresult_sbat_update = Scene_Battle.prototype.update;
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Scene_Battle.prototype.update = function () {
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_mog_bresult_sbat_update.call(this);
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if ($gameTemp._bResult[0]) {
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this.updateBResult();
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}
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};
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//==============================
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// ** updateWindow Position
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//==============================
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var _mog_bresult_updateWindowPositions =
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Scene_Battle.prototype.updateWindowPositions;
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Scene_Battle.prototype.updateWindowPositions = function () {
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_mog_bresult_updateWindowPositions.call(this);
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if ($gameTemp._battleEnd) {
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this._statusWindow.opacity -= 10;
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this._statusWindow.contentsOpacity -= 10;
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}
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};
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//==============================
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// ** Update BResult
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//==============================
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Scene_Battle.prototype.updateBResult = function () {
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if (!this._bresult) {
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this.createBResult();
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}
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};
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//==============================
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// ** createBresult
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//==============================
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Scene_Battle.prototype.createBResult = function () {
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this._bresult = new BattleResult();
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this.addChild(this._bresult);
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};
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//=============================================================================
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// * Battle Result
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//=============================================================================
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function BattleResult() {
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this.initialize.apply(this, arguments);
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}
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BattleResult.prototype = Object.create(Sprite.prototype);
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BattleResult.prototype.constructor = BattleResult;
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//==============================
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// * Initialize
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//==============================
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BattleResult.prototype.initialize = function () {
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Sprite.prototype.initialize.call(this);
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if (BattleManager._spriteset && BattleManager._spriteset.combo_sprite_data) {
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BattleManager._spriteset.combo_sprite_data[0] = 1;
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}
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this._phase = 0;
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this._actorIndex = 0;
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this._skillIndex = 0;
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this.z = 50;
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this._actor = null;
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this._actopar = [];
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this._playME = 10;
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this.phaseAniClear();
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this._phaseAnime[0] = 1;
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this._phaseAnime[1] = 60;
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this._numbeData = [-1, -1];
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this.loadImages();
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this.createObjects();
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};
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//==============================
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// * Phase Ani Clear
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//==============================
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BattleResult.prototype.phaseAniClear = function () {
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this._phaseAnime = [0, 0, 0];
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};
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//==============================
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// * loadImages
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//==============================
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BattleResult.prototype.loadImages = function () {
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this._icon_img = ImageManager.loadSystem("IconSet");
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this._layout_img = ImageManager.loadSystem("Result_A");
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this._number_img1 = ImageManager.loadSystem("Result_B");
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this._number_img2 = ImageManager.loadSystem("Result_C");
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this._layout2_img = ImageManager.loadSystem("Result_D");
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this._vict_img = ImageManager.loadSystem("Result_E");
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};
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//==============================
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// * Press Any Key
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//==============================
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BattleResult.prototype.pressAnyKey = function () {
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if (TouchInput.isTriggered()) {
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return true;
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}
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if (TouchInput.isCancelled()) {
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return true;
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}
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if (Input.isTriggered("ok")) {
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return true;
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}
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if (Input.isTriggered("cancel")) {
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return true;
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}
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return false;
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};
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//==============================
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// * Create Objects
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//==============================
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BattleResult.prototype.createObjects = function () {
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this.createVict();
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this.createLayout();
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this.createExp();
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this.createGold();
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this.createTreasures();
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};
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//==============================
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// * Create Vict
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//==============================
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BattleResult.prototype.createVict = function () {
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this._vict = new Sprite(this._vict_img);
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this._vict.opacity = 0;
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this._vict.scale.x = 3.0;
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this._vict.scale.y = 3.0;
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this._vict.anchor.x = 0.5;
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this._vict.anchor.y = 0.5;
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this._vict.x = Graphics.boxWidth / 2;
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this._vict.y = Graphics.boxHeight / 2;
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this.addChild(this._vict);
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};
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//==============================
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// * Create Layout
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//==============================
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BattleResult.prototype.createLayout = function () {
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this._layout = new Sprite(this._layout_img);
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this._layout.opacity = 0;
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this._layout.scale.x = 3.0;
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this._layout.anchor.x = 0.5;
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this._layout.x = Graphics.boxWidth / 2;
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this.addChild(this._layout);
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};
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//==============================
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// * Create Exp
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//==============================
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BattleResult.prototype.createExp = function () {
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this._expNumber = [];
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this._expOld = 0;
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this._expOrg = [Moghunter.bresult_exp_x, Moghunter.bresult_exp_y];
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for (var i = 0; i < 8; i++) {
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this._expNumber[i] = new Sprite(this._number_img1);
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this._expNumber[i].visible = false;
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this._expNumber[i].x = this._expOrg[0];
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this._expNumber[i].y = this._expOrg[1];
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this.addChild(this._expNumber[i]);
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}
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};
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//==============================
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// * Create Gold
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//==============================
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BattleResult.prototype.createGold = function () {
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this._goldNumber = [];
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this._goldNumber = [];
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this._goldOld = 0;
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this._goldOrg = [Moghunter.bresult_gold_x, Moghunter.bresult_gold_y];
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for (var i = 0; i < 8; i++) {
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this._goldNumber[i] = new Sprite(this._number_img1);
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this._goldNumber[i].visible = false;
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this._goldNumber[i].x = this._goldOrg[0];
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this._goldNumber[i].y = this._goldOrg[1];
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this.addChild(this._goldNumber[i]);
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}
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};
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//==============================
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// * Add ICon
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//==============================
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BattleResult.prototype.addIcon = function (sprite, data) {
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var icon = new Sprite(this._icon_img);
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var w = Window_Base._iconWidth;
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var h = Window_Base._iconHeight;
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var sx = (data.iconIndex % 16) * w;
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var sy = Math.floor(data.iconIndex / 16) * h;
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icon.setFrame(sx, sy, w, h);
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sprite.addChild(icon);
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var name = new Sprite(new Bitmap(160, 32));
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name.bitmap.drawText(data.name, 0, 0, 160, 32);
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name.x = w + 4;
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sprite.addChild(name);
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};
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//==============================
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// * Create Treasures
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//==============================
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BattleResult.prototype.createTreasures = function () {
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this._treasures = [];
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var x = Moghunter.bresult_treasure_x;
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var y = Moghunter.bresult_treasure_y;
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var s = Graphics.boxWidth - 4;
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var w = s / 6;
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var h = Window_Base._iconHeight + 4;
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for (var i = 0; i < $gameTemp._bResult[3].length; i++) {
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if (i > 23) {
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break;
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}
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this._treasures[i] = new Sprite();
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this._treasures[i].opacity = 0;
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this.addChild(this._treasures[i]);
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var l = Math.floor(i / 3);
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this._treasures[i].x = x + w * i - Math.floor(l * s);
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this._treasures[i].y = y + l * h;
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this.addIcon(this._treasures[i], $gameTemp._bResult[3][i]);
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}
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};
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//==============================
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// * getData
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//==============================
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BattleResult.prototype.getData = function () {
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this._numbeData[0] = this._number_img1.width / 10;
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this._numbeData[1] = this._number_img1.height;
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};
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//==============================
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// * Update Dif
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//==============================
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BattleResult.prototype.update_dif = function (value, real_value, speed) {
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if (value == real_value) {
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return value;
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}
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var dnspeed = 1 + Math.abs(value - real_value) / speed;
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if (value > real_value) {
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value -= dnspeed;
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if (value < real_value) {
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value = real_value;
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}
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} else if (value < real_value) {
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value += dnspeed;
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if (value > real_value) {
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value = real_value;
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}
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}
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return Math.floor(value);
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};
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//==============================
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// * Refresh Number
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//==============================
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BattleResult.prototype.refresh_number = function (
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sprites,
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value,
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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();
|
|
}
|
|
};
|