586 lines
19 KiB
JavaScript
586 lines
19 KiB
JavaScript
//=============================================================================
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// MOG_ComboCounter.js
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//=============================================================================
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/*:
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* @plugindesc (v1.6) Apresenta a quantidade de acertos no alvo.
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* @author Moghunter
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*
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* @param C HIT Layout X-Axis
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* @desc Posição X-Axis do layout do HIT.
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* @default 118
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*
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* @param C HIT Layout Y-Axis
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* @desc Posição Y-Axis do layout do HI.
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* @default 134
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*
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* @param C DMG Layout X-Axis
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* @desc Posição X-Axis do layout do DMG.
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* @default 10
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*
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* @param C DMG Layout Y-Axis
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* @desc Posição Y-Axis do layout do DMG.
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* @default 100
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*
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* @param C HIT Number X-Axis
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* @desc Posição X-Axis do numero do HIT.
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* @default 115
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*
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* @param C HIT Number Y-Axis
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* @desc Posição Y-Axis do numero do HIT.
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* @default 145
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*
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* @param C DMG Number X-Axis
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* @desc Posição X-Axis do numero do DMG.
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* @default 150
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*
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* @param C DMG Number Y-Axis
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* @desc Posição Y-Axis do numero do DMG.
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* @default 103
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*
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* @help
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* =============================================================================
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* +++ MOG - Combo Counter (v1.6) +++
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* By Moghunter
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* https://atelierrgss.wordpress.com/
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* =============================================================================
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* Apresenta a quantidade de Hits ao atacar o inimigo.
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* Serão necessários os arquivos. (img/system/)
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*
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* Combo_A.png
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* Combo_B.png
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* Combo_C.png
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* Combo_D.png
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*
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* =============================================================================
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* ** Histórico **
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* =============================================================================
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* v1.6 - Melhoria na codificação e na compatibilidade de plugins.
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* v1.5 - Compatibilidade com Chrono Engine.
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* v1.4 - Correção do plugin parameter da posição Y-Axis do layout.
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* v1.3 - Melhoria no tempo de apresentação do contador.
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* v1.2 - Correção do setup do plugin.
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* v1.1 - Correção do glitch de piscar o layout no começo da batalha.
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*
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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_ComboCounter = true;
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var Moghunter = Moghunter || {};
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Moghunter.parameters = PluginManager.parameters("MOG_ComboCounter");
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Moghunter.combo_hit_layout_x = Number(
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Moghunter.parameters["C HIT Layout X-Axis"] || 118
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);
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Moghunter.combo_hit_layout_y = Number(
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Moghunter.parameters["C HIT Layout Y-Axis"] || 124
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);
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Moghunter.combo_dmg_layout_x = Number(
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Moghunter.parameters["C DMG Layout X-Axis"] || 10
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);
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Moghunter.combo_dmg_layout_y = Number(
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Moghunter.parameters["C DMG Layout Y-Axis"] || 90
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);
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Moghunter.combo_hit_number_x = Number(
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Moghunter.parameters["C HIT Number X-Axis"] || 115
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);
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Moghunter.combo_hit_number_y = Number(
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Moghunter.parameters["C HIT Number Y-Axis"] || 135
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);
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Moghunter.combo_dmg_number_x = Number(
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Moghunter.parameters["C DMG Number X-Axis"] || 150
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);
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Moghunter.combo_dmg_number_y = Number(
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Moghunter.parameters["C DMG Number Y-Axis"] || 93
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);
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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_hitCounter_TempInitialize = Game_Temp.prototype.initialize;
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Game_Temp.prototype.initialize = function () {
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_mog_hitCounter_TempInitialize.call(this);
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this.combo_data = [false, 0, 0, false, false];
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};
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//=============================================================================
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// ** Game System
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//=============================================================================
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//==============================
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// * Initialize
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//==============================
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var _mog_hitCounter_SysInitialize = Game_System.prototype.initialize;
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Game_System.prototype.initialize = function () {
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_mog_hitCounter_SysInitialize.call(this);
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this.clearComboSpriteData();
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};
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//==============================
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// * clear Combo Sprite Data
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//==============================
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Game_System.prototype.clearComboSpriteData = function () {
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this._comboSpriteA = {};
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this._comboSpriteB = {};
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this._comboSpriteN1 = [];
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this._comboSpriteN2 = [];
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};
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//=============================================================================
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// ** Game Action
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//=============================================================================
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//==============================
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// * Apply
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//==============================
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var _alias_mog_combocounter_apply = Game_Action.prototype.apply;
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Game_Action.prototype.apply = function (target) {
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_alias_mog_combocounter_apply.call(this, target);
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if (
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this.subject().isActor() &&
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target.isEnemy() &&
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!target.result().isHit()
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) {
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$gameTemp.combo_data[3] = true;
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}
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};
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//==============================
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// * Game Action
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//==============================
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var _mog_comboCounterGaction_executeHpDamage =
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Game_Action.prototype.executeHpDamage;
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Game_Action.prototype.executeHpDamage = function (target, value) {
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_mog_comboCounterGaction_executeHpDamage.call(this, target, value);
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if (value > 0) {
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if (Imported.MOG_ChronoEngine && $gameSystem.isChronoMode()) {
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$gameTemp.combo_data[0] = true;
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$gameTemp.combo_data[1] += 1;
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$gameTemp.combo_data[2] += value;
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} else {
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if (this.subject().isActor() && target.isEnemy()) {
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$gameTemp.combo_data[0] = true;
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$gameTemp.combo_data[1] += 1;
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$gameTemp.combo_data[2] += value;
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} else if (this.subject().isEnemy() && target.isActor()) {
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$gameTemp.combo_data[3] = true;
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$gameTemp.combo_data[4] = false;
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}
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}
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}
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};
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//=============================================================================
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// ** BattleManager
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//=============================================================================
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//==============================
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// * Start Action
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//==============================
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var _mog_ccount_bmngr_startAction = BattleManager.startAction;
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BattleManager.startAction = function () {
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$gameTemp.combo_data[4] = true;
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_mog_ccount_bmngr_startAction.call(this);
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};
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//==============================
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// * End Action
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//==============================
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var _mog_ccount_bmngr_endAction = BattleManager.endAction;
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BattleManager.endAction = function () {
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_mog_ccount_bmngr_endAction.call(this);
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$gameTemp.combo_data[4] = false;
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};
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//=============================================================================
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// ** Scene Battle
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//=============================================================================
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//==============================
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// * Terminate
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//==============================
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var _mog_ccount_sbattle_terminate = Scene_Battle.prototype.terminate;
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Scene_Battle.prototype.terminate = function () {
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_mog_ccount_sbattle_terminate.call(this);
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$gameTemp.combo_data = [false, 0, 0, false, false];
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};
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//=============================================================================
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// ** Scene Base
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//=============================================================================
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//==============================
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// ** create Hud Field
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//==============================
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Scene_Base.prototype.createHudField = function () {
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this._hudField = new Sprite();
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this._hudField.z = 10;
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this.addChild(this._hudField);
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};
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//==============================
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// ** sort MZ
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//==============================
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Scene_Base.prototype.sortMz = function () {
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this._hudField.children.sort(function (a, b) {
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return a.mz - b.mz;
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});
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};
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//==============================
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// ** create Combo Counter
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//==============================
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Scene_Base.prototype.createComboCounter = function () {
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this._hitCounterSprite = new HitCounterSprites();
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this._hitCounterSprite.mz = 140;
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this._hudField.addChild(this._hitCounterSprite);
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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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// ** create Spriteset
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//==============================
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var _mog_comboCounter_sbattle_createSpriteset =
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Scene_Battle.prototype.createSpriteset;
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Scene_Battle.prototype.createSpriteset = function () {
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_mog_comboCounter_sbattle_createSpriteset.call(this);
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if (!this._hudField) {
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this.createHudField();
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}
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this.createComboCounter();
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this.sortMz();
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};
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//=============================================================================
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// ** Scene Map
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//=============================================================================
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//==============================
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// ** create Spriteset
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//==============================
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var _mog_comboHud_sMap_createSpriteset = Scene_Map.prototype.createSpriteset;
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Scene_Map.prototype.createSpriteset = function () {
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_mog_comboHud_sMap_createSpriteset.call(this);
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if (!this._hudField) {
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this.createHudField();
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}
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if (Imported.MOG_ChronoEngine) {
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this.createComboCounter();
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}
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this.sortMz();
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};
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//==============================
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// * Terminate
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//==============================
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var _mog_ccount_smap_terminate = Scene_Map.prototype.terminate;
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Scene_Map.prototype.terminate = function () {
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_mog_ccount_smap_terminate.call(this);
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if (this._hitCounterSprite) {
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this._hitCounterSprite.recordComboSpriteData();
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}
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};
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//=============================================================================
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// * Hit Counter Sprites
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//=============================================================================
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function HitCounterSprites() {
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this.initialize.apply(this, arguments);
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}
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HitCounterSprites.prototype = Object.create(Sprite.prototype);
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HitCounterSprites.prototype.constructor = HitCounterSprites;
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//==============================
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// * Initialize
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//==============================
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HitCounterSprites.prototype.initialize = function () {
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Sprite.prototype.initialize.call(this);
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this.setup();
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this.loadImages();
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this.createLayout();
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if ($gameSystem._comboSpriteN1.length > 0 && $gameTemp.combo_data[1] > 0) {
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this.loadComboSpriteData();
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}
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};
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//==============================
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// * Setup
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//==============================
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HitCounterSprites.prototype.setup = function () {
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this.combo_sprite_data = [0, [], [], 0, 0];
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this.combo_sprite_n1 = [];
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this.combo_sprite_n2 = [];
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};
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//==============================
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// * Load Images
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//==============================
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HitCounterSprites.prototype.loadImages = function () {
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this._layImg1 = ImageManager.loadSystem("Combo_A");
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this._layImg2 = ImageManager.loadSystem("Combo_B");
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this._numberImg1 = ImageManager.loadSystem("Combo_C");
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this._numberImg2 = ImageManager.loadSystem("Combo_D");
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};
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//==============================
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// * Create Layout
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//==============================
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HitCounterSprites.prototype.createLayout = function () {
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this.combo_sprite_a = new Sprite(this._layImg1);
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this.combo_sprite_a.opacity = 0;
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this.combo_sprite_b = new Sprite(this._layImg2);
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this.combo_sprite_b.opacity = 0;
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this.addChild(this.combo_sprite_a);
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this.addChild(this.combo_sprite_b);
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};
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//==============================
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// * Update Combo Sprites
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//==============================
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HitCounterSprites.prototype.update = function () {
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Sprite.prototype.update.call(this);
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if ($gameTemp.combo_data[0]) {
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this.refresh_combo_sprite();
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}
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this.updateOpacity();
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this.updateLayout();
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this.updateNumber1();
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this.updateNumber2();
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if (this.needUpdateDuration()) {
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this.updateDuration();
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}
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};
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//==============================
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// * Update Opacity
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//==============================
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HitCounterSprites.prototype.updateOpacity = function () {
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if (this.combo_sprite_data[0] <= 0 && this.combo_sprite_a.opacity > 0) {
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this.combo_sprite_a.opacity -= 10;
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this.combo_sprite_b.opacity -= 10;
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this.combo_sprite_data[3] += 1;
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}
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};
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//==============================
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// * Update Layout
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//==============================
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HitCounterSprites.prototype.updateLayout = function () {
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this.combo_sprite_a.x =
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this.combo_sprite_data[3] + Moghunter.combo_hit_layout_x;
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this.combo_sprite_a.y = Moghunter.combo_hit_layout_y;
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this.combo_sprite_b.x =
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this.combo_sprite_data[3] + Moghunter.combo_dmg_layout_x;
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this.combo_sprite_b.y = Moghunter.combo_dmg_layout_y;
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};
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//==============================
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// * Update Number 1
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//==============================
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HitCounterSprites.prototype.updateNumber1 = function () {
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for (var i = 0; i < this.combo_sprite_n1.length; i++) {
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this.combo_sprite_n1[i].x =
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this.combo_sprite_data[3] +
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this.combo_sprite_data[1][i] +
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Moghunter.combo_hit_number_x;
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this.combo_sprite_n1[i].y = Moghunter.combo_hit_number_y;
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if (this.combo_sprite_n1[i].scale.x > 1.0) {
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this.combo_sprite_n1[i].scale.x -= 0.1;
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this.combo_sprite_n1[i].scale.y = this.combo_sprite_n1[i].scale.x;
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}
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if (this.combo_sprite_data[0] <= 0) {
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this.combo_sprite_n1[i].opacity -= 10;
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}
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}
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};
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//==============================
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// * Update Number 2
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//==============================
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HitCounterSprites.prototype.updateNumber2 = function () {
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for (var i = 0; i < this.combo_sprite_n2.length; i++) {
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this.combo_sprite_n2[i].x =
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this.combo_sprite_data[3] +
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this.combo_sprite_data[2][i] +
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Moghunter.combo_dmg_number_x;
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this.combo_sprite_n2[i].y = Moghunter.combo_dmg_number_y;
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if (this.combo_sprite_data[0] <= 0) {
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this.combo_sprite_n2[i].opacity -= 10;
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}
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}
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};
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//==============================
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// * Need Update Duration
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//==============================
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HitCounterSprites.prototype.needUpdateDuration = function () {
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if (this.combo_sprite_data[0] <= 0) {
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return false;
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}
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if (Imported.MOG_ChronoEngine && $gameSystem._chronoMode.inTurn) {
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return false;
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}
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return true;
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};
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//==============================
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// * Update Duration
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//==============================
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HitCounterSprites.prototype.updateDuration = function () {
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if (!$gameTemp.combo_data[4]) {
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this.combo_sprite_data[0] -= 1;
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}
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if ($gameTemp.combo_data[3]) {
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this.combo_sprite_data[0] = 0;
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}
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if (this.combo_sprite_data[0] == 0) {
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$gameTemp.combo_data = [false, 0, 0, false, false];
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$gameSystem.clearComboSpriteData();
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}
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};
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//==============================
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// * Load Combo Sprite Data
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//==============================
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HitCounterSprites.prototype.loadComboSpriteData = function () {
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this.combo_sprite_a.opacity = $gameSystem._comboSpriteA.opacity;
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this.combo_sprite_a.x = $gameSystem._comboSpriteA.x;
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this.combo_sprite_a.y = $gameSystem._comboSpriteA.y;
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this.combo_sprite_data[0] = $gameSystem._comboSpriteA.time;
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this.combo_sprite_b.opacity = $gameSystem._comboSpriteB.opacity;
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this.combo_sprite_b.x = $gameSystem._comboSpriteB.x;
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this.combo_sprite_b.y = $gameSystem._comboSpriteB.y;
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this.refresh_combo_hit();
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this.refresh_combo_damage();
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for (var i = 0; i < this.combo_sprite_n1.length; i++) {
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var sprite = this.combo_sprite_n1[i];
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var data = $gameSystem._comboSpriteN1[i];
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if (data) {
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sprite.x = data.x;
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sprite.y = data.y = sprite.y;
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sprite.opacity = data.opacity;
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sprite.scale.x = data.scale;
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sprite.scale.y = data.scale;
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}
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}
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for (var i = 0; i < this.combo_sprite_n2.length; i++) {
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var sprite = this.combo_sprite_n2[i];
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var data = $gameSystem._comboSpriteN2[i];
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if (data) {
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sprite.x = data.x;
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sprite.y = data.y = sprite.y;
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sprite.opacity = data.opacity;
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sprite.scale.x = data.scale;
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sprite.scale.y = data.scale;
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}
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}
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$gameSystem.clearComboSpriteData();
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};
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//==============================
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// * Record Combo Sprite Data
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//==============================
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HitCounterSprites.prototype.recordComboSpriteData = function () {
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$gameSystem.clearComboSpriteData();
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$gameSystem._comboSpriteA.opacity = this.combo_sprite_a.opacity;
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$gameSystem._comboSpriteA.x = this.combo_sprite_a.x;
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$gameSystem._comboSpriteA.y = this.combo_sprite_a.y;
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$gameSystem._comboSpriteA.time = this.combo_sprite_data[0];
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$gameSystem._comboSpriteB.opacity = this.combo_sprite_a.opacity;
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$gameSystem._comboSpriteB.x = this.combo_sprite_a.x;
|
|
$gameSystem._comboSpriteB.y = this.combo_sprite_a.y;
|
|
|
|
for (var i = 0; i < this.combo_sprite_n1.length; i++) {
|
|
var sprite = this.combo_sprite_n1[i];
|
|
$gameSystem._comboSpriteN1[i] = {};
|
|
$gameSystem._comboSpriteN1[i].x = sprite.x;
|
|
$gameSystem._comboSpriteN1[i].y = sprite.y;
|
|
$gameSystem._comboSpriteN1[i].opacity = sprite.opacity;
|
|
$gameSystem._comboSpriteN1[i].scale = sprite.scale.x;
|
|
}
|
|
|
|
for (var i = 0; i < this.combo_sprite_n2.length; i++) {
|
|
var sprite = this.combo_sprite_n2[i];
|
|
$gameSystem._comboSpriteN2[i] = {};
|
|
$gameSystem._comboSpriteN2[i].x = sprite.x;
|
|
$gameSystem._comboSpriteN2[i].y = sprite.y;
|
|
$gameSystem._comboSpriteN2[i].opacity = sprite.opacity;
|
|
$gameSystem._comboSpriteN2[i].scale = sprite.scale.x;
|
|
}
|
|
};
|
|
|
|
//==============================
|
|
// * Refresh Combo Sprite
|
|
//==============================
|
|
HitCounterSprites.prototype.refresh_combo_sprite = function () {
|
|
if (!this._numberImg1.isReady()) {
|
|
return;
|
|
}
|
|
$gameTemp.combo_data[0] = false;
|
|
$gameTemp.combo_data[3] = false;
|
|
this.combo_sprite_data[0] = 90;
|
|
this.combo_sprite_a.opacity = 255;
|
|
this.combo_sprite_b.opacity = 255;
|
|
this.combo_sprite_data[3] = 0;
|
|
this.refresh_combo_hit();
|
|
this.refresh_combo_damage();
|
|
$gameSystem.clearComboSpriteData();
|
|
};
|
|
|
|
//==============================
|
|
// * Refresh Combo Hit
|
|
//==============================
|
|
HitCounterSprites.prototype.refresh_combo_hit = function () {
|
|
var w = this._numberImg1.width / 10;
|
|
var h = this._numberImg1.height;
|
|
var dmg_number = Math.abs($gameTemp.combo_data[1]).toString().split("");
|
|
for (var i = 0; i < this.combo_sprite_n1.length; i++) {
|
|
this.removeChild(this.combo_sprite_n1[i]);
|
|
}
|
|
for (var i = 0; i < dmg_number.length; i++) {
|
|
var n = Number(dmg_number[i]);
|
|
this.combo_sprite_n1[i] = new Sprite(this._numberImg1);
|
|
this.combo_sprite_n1[i].setFrame(n * w, 0, w, h);
|
|
this.combo_sprite_data[1][i] = i * w - dmg_number.length * w;
|
|
this.combo_sprite_n1[i].anchor.x = 0.5;
|
|
this.combo_sprite_n1[i].anchor.y = 0.5;
|
|
this.combo_sprite_n1[i].scale.x = 2;
|
|
this.combo_sprite_n1[i].scale.y = 2;
|
|
this.addChild(this.combo_sprite_n1[i]);
|
|
}
|
|
};
|
|
|
|
//==============================
|
|
// * Refresh Combo Damage
|
|
//==============================
|
|
HitCounterSprites.prototype.refresh_combo_damage = function () {
|
|
var w = this._numberImg2.width / 10;
|
|
var h = this._numberImg2.height;
|
|
var dmg_number = Math.abs($gameTemp.combo_data[2]).toString().split("");
|
|
for (var i = 0; i < this.combo_sprite_n2.length; i++) {
|
|
this.removeChild(this.combo_sprite_n2[i]);
|
|
}
|
|
for (var i = 0; i < dmg_number.length; i++) {
|
|
var n = Number(dmg_number[i]);
|
|
this.combo_sprite_n2[i] = new Sprite(this._numberImg2);
|
|
this.combo_sprite_n2[i].setFrame(n * w, 0, w, h);
|
|
this.combo_sprite_data[2][i] = i * w;
|
|
this.addChild(this.combo_sprite_n2[i]);
|
|
}
|
|
};
|