4253 lines
No EOL
152 KiB
JavaScript
4253 lines
No EOL
152 KiB
JavaScript
//=============================================================================
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// MOG_BattleHud.js - (Template 11)
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//=============================================================================
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/*:
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* @target MZ
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* @plugindesc (v1.1) Permite customizar o layout de batalha.
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* @author Moghunter
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* @url https://atelierrgss.wordpress.com
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*
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* @param -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Hud X-Axis
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* @text X-Axis
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* @desc Definição da posição X-Axis da Hud.
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* @default -90
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Y-Axis
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* @text Y-Axis
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* @desc Definição da posição Y-Axis da Hud.
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* @default 480
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Space X
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* @text Space X
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* @desc Define o espaço na horizontal entre as huds.
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* @default 0
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Space Y
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* @text Space Y
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||
* @desc Define o espaço na vertical entre as huds.
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||
* @default 0
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||
* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Slide X
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* @text Slide Animation X
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* @desc Deslizar X-Axis.
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* @default 0
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||
* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Slide Y
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* @text Slide Animation Y
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||
* @desc Deslizar Y-Axis.
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* @default 250
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Vertical Mode
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* @desc Deixar a Hud na posição vertical.
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* @default false
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* @type boolean
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* @on Vertical Mode
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* @off Horizontal Mode
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Max Battle Members
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* @desc Quantidade de maxima de battler na batalha.
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* @type number
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* @min 1
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* @default 4
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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*
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* @param -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Layout2 Visible
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* @text Visible
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* @desc Ativar o segunda imagem do layout, esta imagem
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* ficará acima das faces e medidores.
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* @default true
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* @type boolean
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* @parent -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Layout2 X-Axis
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* @text X-Axis
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* @desc Definição da posição X-Axis da Hud.
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* @default 0
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* @parent -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Layout2 Y-Axis
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* @text Y-Axis
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* @desc Definição da posição Y-Axis da Hud.
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* @default 0
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* @parent -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<<
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*
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||
* @param
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||
*
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||
* @param -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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||
* @desc
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||
*
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||
* @param Turn Visible
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||
* @text Visible
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||
* @desc Apresentar a imagem do turno.
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||
* @default true
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||
* @type boolean
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||
* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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*
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||
* @param Turn X-Axis
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* @text X-Axis
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* @desc Definição da posição X-Axis do turno.
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||
* @default -5
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||
* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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* @param Turn Y-Axis
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||
* @text Y-Axis
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||
* @desc Definição da posição Y-Axis do turno.
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* @default -160
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||
* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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* @param Turn Rotation Speed
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||
* @text Rotation Animation Speed
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||
* @desc Definição da velocidade de rotação da imagem.
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||
* @default 0
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||
* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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*
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||
* @param Turn Zoom Animation
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||
* @text Zoom Animation
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||
* @desc Ativar a animação de zoom ao ativar.
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||
* @default true
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||
* @type boolean
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||
* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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||
*
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* @param -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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||
*
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* @param Face Visible
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* @text Visible
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* @desc Apresentar a imagem da face.
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||
* @default true
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||
* @type boolean
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||
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face X-Axis
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||
* @text X-Axis
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||
* @desc Definição da posição X-Axis da face.
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||
* @default 80
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||
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face Y-Axis
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||
* @text Y-Axis
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||
* @desc Definição da posição Y-Axis da face.
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||
* @default 10
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||
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face Shake Animation
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* @text Shake Animation
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* @desc Ativar animação de tremer da face.
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||
* @default true
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||
* @type boolean
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||
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param Face Zoom Animation
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||
* @text Zoom Animation
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||
* @desc Ativar animação de zoom de ação.
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||
* @default true
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||
* @type boolean
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||
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face Frame Animation
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||
* @text Animated (Frames)
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* @desc Ativar animação por frames.
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* É necessário dividir a imagem por 5.
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* @default true
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||
* @type boolean
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||
* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param Face Priority
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||
* @text Priority
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||
* @desc Prioridade da Face. (0 Low - 1 High)
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||
* @type select
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||
* @option Low (Below of Gauge)
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* @value 0
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||
* @option High (Above of Gauge)
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* @value 1
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||
* @default 0
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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||
*
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* @param -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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||
*
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||
* @param Name Visible
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* @text Visible
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* @desc Apresentar o nome do personagem.
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||
* @default true
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||
* @type boolean
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||
* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name X-Axis
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* @text X-Axis
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* @desc Definição da posição X-Axis do nome.
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* @default -45
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* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name Y-Axis
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* @text Y-Axis
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* @desc Definição da posição Y-Axis do nome.
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||
* @default 65
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||
* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param Name Align
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||
* @text Text Alignment
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||
* @desc Alinhamento do nome.
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||
* 0 - Left 1 - Center 2 - Right
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||
* @type select
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||
* @option Left
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||
* @value 0
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||
* @option Center
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||
* @value 1
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* @option Right
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||
* @value 2
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* @default 1
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||
* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name Font Size
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||
* @text Font Size
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||
* @desc Definição do tamanho da fonte do nome.
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||
* @default 20
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||
* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param Name Bold Size
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||
* @text Bold Size
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||
* @desc Definição do tamanho do contorno.
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||
* @default 4
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||
* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name Font Italic
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* @text Font Italic
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* @desc Ativar fonte em itálico.
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||
* @default false
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* @type boolean
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||
* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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*
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||
* @param -> HP <<<<<<<<<<<<<<<<<<<<<<<
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||
* @desc
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||
*
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||
* @param HP Meter Visible
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||
* @text Gauge Visible
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||
* @desc Apresentar o medidor de HP
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||
* @default true
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||
* @type boolean
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||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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* @param HP Meter X-Axis
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||
* @text Gauge X-Axis
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||
* @desc Definição da posição X-Axis do medidor de HP.
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||
* @default 87
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||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param HP Meter Y-Axis
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||
* @text Gauge Y-Axis
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||
* @desc Definição da posição Y-Axis do medidor de HP.
|
||
* @default 7
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||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param HP Meter Angle
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||
* @text Gauge Angle
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||
* @desc Ángulo do medidor.
|
||
* @default 0
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||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param HP Meter Flow Anime
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||
* @text Gradient Animation
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||
* @desc Ativar animação de gradiente no medidor.
|
||
* É necessário que a imagem tenha 3x a largura do medidor.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param HP Number Visible
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||
* @text Number Visible
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||
* @desc Apresentar o numero de HP
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||
* @default true
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||
* @type boolean
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||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param HP Number Align type
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||
* @text Number Alignment
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||
* @desc Definição do tipo de alinhamento dos números.
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||
* (0 - right / 1 - Center / 2 - Left / 3 - Diagonal)
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||
* @type select
|
||
* @option Right
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||
* @value 0
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||
* @option Center
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||
* @value 1
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||
* @option Left
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||
* @value 2
|
||
* @option Diagonal
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||
* @value 3
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||
* @default 0
|
||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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||
*
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||
* @param HP Number X-Axis
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||
* @text Number X-Axis
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||
* @desc Definição da posição X-Axis do numero de HP.
|
||
* @default 170
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||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param HP Number Y-Axis
|
||
* @text Number Y-Axis
|
||
* @desc Definição da posição Y-Axis do numero de HP.
|
||
* @default -11
|
||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MaxHP Number Visible
|
||
* @text Max HP Visible
|
||
* @desc Apresentar o numero de HP maximo.
|
||
* @default false
|
||
* @type boolean
|
||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MaxHP Number X-Axis
|
||
* @text Max HP X-Axis
|
||
* @desc Definição da posição X-Axis do numero de HP maximo.
|
||
* @default 0
|
||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MaxHP Number Y-Axis
|
||
* @text Max HP Y-Axis
|
||
* @desc Definição da posição Y-Axis do numero de HP maximo.
|
||
* @default 0
|
||
* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param MP Meter Visible
|
||
* @text Gauge Visible
|
||
* @desc Apresentar o medidor de MP
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MP Meter X-Axis
|
||
* @text Gauge X-Axis
|
||
* @desc Definição da posição X-Axis do medidor de MP.
|
||
* @default 104
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MP Meter Y-Axis
|
||
* @text Gauge Y-Axis
|
||
* @desc Definição da posição Y-Axis do medidor de MP.
|
||
* @default 33
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MP Meter Angle
|
||
* @text Gauge Angle
|
||
* @desc Ángulo do medidor.
|
||
* @default 0
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MP Meter Flow Anime
|
||
* @text Gradient Animation
|
||
* @desc Ativar animação de gradiente no medidor.
|
||
* É necessário que a imagem tenha 3x a largura do medidor.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MP Number Visible
|
||
* @text Number Visible
|
||
* @desc Apresentar o numero de MP
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MP Number Align type
|
||
* @text Number Alignment
|
||
* @desc Definição do tipo de alinhamento dos números.
|
||
* (0 - right / 1 - Center / 2 - Left / 3 - Diagonal)
|
||
* @type select
|
||
* @option Right
|
||
* @value 0
|
||
* @option Center
|
||
* @value 1
|
||
* @option Left
|
||
* @value 2
|
||
* @option Diagonal
|
||
* @value 3
|
||
* @default 0
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MP Number X-Axis
|
||
* @text Number X-Axis
|
||
* @desc Definição da posição X-Axis do numero de MP.
|
||
* @default 187
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MP Number Y-Axis
|
||
* @text Number Y-Axis
|
||
* @desc Definição da posição Y-Axis do numero de MP.
|
||
* @default 26
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MaxMP Number Visible
|
||
* @text Max MP Visible
|
||
* @desc Apresentar o numero de MP maximo.
|
||
* @default false
|
||
* @type boolean
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MaxMP Number X-Axis
|
||
* @text Max HP X-Axis
|
||
* @desc Definição da posição X-Axis do numero de MP maximo.
|
||
* @default 0
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MaxMP Number Y-Axis
|
||
* @text Max HP Y-Axis
|
||
* @desc Definição da posição Y-Axis do numero de MP maximo.
|
||
* @default 0
|
||
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param TP Meter Visible
|
||
* @text Gauge Visible
|
||
* @desc Apresentar o medidor de TP
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param TP Meter X-Axis
|
||
* @text Gauge X-Axis
|
||
* @desc Definição da posição X-Axis do medidor de TP.
|
||
* @default 104
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param TP Meter Y-Axis
|
||
* @text Gauge Y-Axis
|
||
* @desc Definição da posição Y-Axis do medidor de TP.
|
||
* @default 59
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param TP Meter Angle
|
||
* @text Gauge Angle
|
||
* @desc Ángulo do medidor.
|
||
* @default 0
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param TP Meter Flow Anime
|
||
* @text Gradient Animation
|
||
* @desc Ativar animação de gradiente no medidor.
|
||
* É necessário que a imagem tenha 3x a largura do medidor.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param TP Number Visible
|
||
* @text Number Visible
|
||
* @desc Apresentar o numero de TP.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param TP Number Align type
|
||
* @text Number Alignment
|
||
* @desc Definição do tipo de alinhamento dos números.
|
||
* (0 - right / 1 - Center / 2 - Left / 3 - Diagonal)
|
||
* @type select
|
||
* @option Right
|
||
* @value 0
|
||
* @option Center
|
||
* @value 1
|
||
* @option Left
|
||
* @value 2
|
||
* @option Diagonal
|
||
* @value 3
|
||
* @default 0
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param TP Number X-Axis
|
||
* @text Number X-Axis
|
||
* @desc Definição da posição X-Axis do numero de TP.
|
||
* @default 187
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param TP Number Y-Axis
|
||
* @text Number Y-Axis
|
||
* @desc Definição da posição Y-Axis do numero de TP.
|
||
* @default 43
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MaxTP Number Visible
|
||
* @text Max TP Visible
|
||
* @desc Apresentar o numero de TP maximo.
|
||
* @default false
|
||
* @type boolean
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MaxTP Number X-Axis
|
||
* @text Max TP X-Axis
|
||
* @desc Definição da posição X-Axis do numero de TP maximo.
|
||
* @default 0
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param MaxTP Number Y-Axis
|
||
* @text Max TP Y-Axis
|
||
* @desc Definição da posição Y-Axis do numero de TP maximo.
|
||
* @default 0
|
||
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param ATB Meter Visible
|
||
* @text Gauge Visible
|
||
* @desc Apresentar o medidor de TP
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param ATB Meter X-Axis
|
||
* @text Gauge X-Axis
|
||
* @desc Definição da posição X-Axis do medidor de ATB.
|
||
* @default 69
|
||
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param ATB Meter Y-Axis
|
||
* @text Gauge Y-Axis
|
||
* @desc Definição da posição Y-Axis do medidor de ATB.
|
||
* @default 117
|
||
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param ATB Meter Angle
|
||
* @text Gauge Angle
|
||
* @desc Ángulo do medidor.
|
||
* @default 0
|
||
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param ATB Meter Flow Anime
|
||
* @text Gradient Animation
|
||
* @desc Ativar animação de gradiente no medidor.
|
||
* É necessário que a imagem tenha 3x a largura do medidor.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param States Visible
|
||
* @text Visible
|
||
* @desc Apresentar o numero as condições.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param States X-Axis
|
||
* @text X-Axis
|
||
* @desc Definição da posição X-Axis das condições.
|
||
* @default 102
|
||
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param States Y-Axis
|
||
* @text Y-Axis
|
||
* @desc Definição da posição Y-Axis das condições.
|
||
* @default 76
|
||
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param States Mode
|
||
* @text View Mode
|
||
* @desc Definição do modo apresentado das condições.
|
||
* 0 - Timing Mode 1 - Line Mode
|
||
* @type select
|
||
* @option Timing Mode (Show one state for second)
|
||
* @value 0
|
||
* @option Line Mode (Show all states)
|
||
* @value 1
|
||
* @default 0
|
||
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param States Max
|
||
* @text Max number of states
|
||
* @desc Quantidade maxima de ícones apresentados.
|
||
* @type number
|
||
* @min 1
|
||
* @default 4
|
||
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param States Align
|
||
* @text Alignment
|
||
* @desc Alinhamento dos ícones.
|
||
* 0 - Left 1 - Right 2 - Upper 3 - Below
|
||
* @type select
|
||
* @option Left
|
||
* @value 0
|
||
* @option Right
|
||
* @value 1
|
||
* @option Upper
|
||
* @value 2
|
||
* @option Below
|
||
* @value 3
|
||
* @default 0
|
||
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @text -> Window Command <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param Command Auto Adjust
|
||
* @text Position Mode
|
||
* @desc Ativar ajuste automático baseado na posição
|
||
* da Hud.
|
||
* @type select
|
||
* @option Auto
|
||
* @value 0
|
||
* @option Static
|
||
* @value 1
|
||
* @default 0
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Command X-Axis
|
||
* @text X-Axis
|
||
* @desc Definição do posição X-axis do comando.
|
||
* @default 0
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Command Y-Axis
|
||
* @text Y-Axis
|
||
* @desc Definição do posição Y-axis do comando.
|
||
* @default -120
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Command Width
|
||
* @text Width
|
||
* @desc Definição da largura da janela.
|
||
* @default 0
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Command Height
|
||
* @text Height
|
||
* @desc Definição da altura da janela.
|
||
* @default 0
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Command Slide X
|
||
* @text Slide Animation X
|
||
* @desc Animação de slide X-Axis.
|
||
* @default 0
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Command Slide Y
|
||
* @text Slide Animation Y
|
||
* @desc Animação de slide Y-Axis.
|
||
* @default 64
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Layout Command
|
||
* @text Layout (Picture)
|
||
* @desc Ativar a imagem de layout.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Command X-Axis
|
||
* @text Layout X-Axis
|
||
* @desc Definição do posição X-axis do layout.
|
||
* @default -20
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Command Y-Axis
|
||
* @text Layout Y-Axis
|
||
* @desc Definição do posição Y-axis do layout.
|
||
* @default -25
|
||
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @text -> Window Party <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param W Party X-Axis
|
||
* @text X-Axis
|
||
* @desc Definição do posição X-axis da janela.
|
||
* @default 325
|
||
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Party Y-Axis
|
||
* @text Y-Axis
|
||
* @desc Definição do posição Y-axis do janela.
|
||
* @default 170
|
||
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Party Width
|
||
* @text Width
|
||
* @desc Definição da largura da janela.
|
||
* @default 0
|
||
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Party Height
|
||
* @text Height
|
||
* @desc Definição da altura da janela.
|
||
* @default 0
|
||
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Party Slide X
|
||
* @text Slide Animation X
|
||
* @desc Animação de Slide X-Axis.
|
||
* @default 0
|
||
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Party Slide Y
|
||
* @text Slide Animation Y
|
||
* @desc Animação de Slide Y-Axis.
|
||
* @default -100
|
||
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Layout Party
|
||
* @text Layout (Picture)
|
||
* @desc Ativar a imagem de layout.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Party X-Axis
|
||
* @text Layout X-Axis
|
||
* @desc Definição do posição X-axis do layout.
|
||
* @default -325
|
||
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Party Y-Axis
|
||
* @text Layout Y-Axis
|
||
* @desc Definição do posição Y-axis do layout.
|
||
* @default -42
|
||
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @text -> Window Help <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param W Help X-Axis
|
||
* @text X-Axis
|
||
* @desc Definição do posição X-axis da janela.
|
||
* @default 0
|
||
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Help Y-Axis
|
||
* @text Y-Axis
|
||
* @desc Definição do posição Y-axis do janela.
|
||
* @default 0
|
||
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Help Width
|
||
* @text Width
|
||
* @desc Definição da largura da janela.
|
||
* @default 0
|
||
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Help Height
|
||
* @text Height
|
||
* @desc Definição da altura da janela.
|
||
* @default 0
|
||
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Help Slide X
|
||
* @text Slide Animation X
|
||
* @desc Animação de Slide X-Axis.
|
||
* @default 0
|
||
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Help Slide Y
|
||
* @text Slide Animation Y
|
||
* @desc Animação de Slide Y-Axis.
|
||
* @default -50
|
||
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Layout Help
|
||
* @text Layout (Picture)
|
||
* @desc Ativar a imagem de layout.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Help X-Axis
|
||
* @text Layout X-Axis
|
||
* @desc Definição do posição X-axis do layout.
|
||
* @default 0
|
||
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Help Y-Axis
|
||
* @text Layout Y-Axis
|
||
* @desc Definição do posição Y-axis do layout.
|
||
* @default 0
|
||
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @text -> Window Skill <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param W Skill X-Axis
|
||
* @text X-Axis
|
||
* @desc Definição do posição X-axis da janela.
|
||
* @default 0
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Skill Y-Axis
|
||
* @text Y-Axis
|
||
* @desc Definição do posição Y-axis do janela.
|
||
* @default 0
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Skill Width
|
||
* @text Width
|
||
* @desc Definição da largura da janela.
|
||
* @default 0
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Skill Height
|
||
* @text Height
|
||
* @desc Definição da altura da janela.
|
||
* @default 0
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Skill maxCols
|
||
* @text Max Columns
|
||
* @desc Definição da quantidade de colunas da janela.
|
||
* @type number
|
||
* @min 1
|
||
* @default 2
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Skill Slide X
|
||
* @text Slide Animation X
|
||
* @desc Animação de Slide X-Axis.
|
||
* @default 0
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Skill Slide Y
|
||
* @text Slide Animation Y
|
||
* @desc Animação de Slide Y-Axis.
|
||
* @default 50
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Layout Skill
|
||
* @text Layout (Picture)
|
||
* @desc Ativar a imagem de layout.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Skill X-Axis
|
||
* @text Layout X-Axis
|
||
* @desc Definição do posição X-axis do layout.
|
||
* @default 0
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Skill Y-Axis
|
||
* @text Layout Y-Axis
|
||
* @desc Definição do posição Y-axis do layout.
|
||
* @default -67
|
||
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @text -> Window Item <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
* @default
|
||
*
|
||
* @param W Item X-Axis
|
||
* @text X-Axis
|
||
* @desc Definição do posição X-axis da janela.
|
||
* @default 0
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Item Y-Axis
|
||
* @text Y-Axis
|
||
* @desc Definição do posição Y-axis do janela.
|
||
* @default 0
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Item Width
|
||
* @text Width
|
||
* @desc Definição da largura da janela.
|
||
* @default 0
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Item Height
|
||
* @text Height
|
||
* @desc Definição da altura da janela.
|
||
* @default 0
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Item maxCols
|
||
* @text Max Columns
|
||
* @desc Definição da quantidade de colunas da janela.
|
||
* @type number
|
||
* @min 1
|
||
* @default 2
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Item Slide X
|
||
* @text Slide Animation X
|
||
* @desc Animação de Slide X-Axis.
|
||
* @default 0
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Item Slide Y
|
||
* @text Slide Animation Y
|
||
* @desc Animação de Slide Y-Axis.
|
||
* @default 50
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Layout Item
|
||
* @text Layout (Picture)
|
||
* @desc Ativar a imagem de layout.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Item X-Axis
|
||
* @text Layout X-Axis
|
||
* @desc Definição do posição X-axis do layout.
|
||
* @default 0
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Item Y-Axis
|
||
* @text Layout Y-Axis
|
||
* @desc Definição do posição Y-axis do layout.
|
||
* @default -67
|
||
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @text -> Window Actor <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param W Actor X-Axis
|
||
* @text X-Axis
|
||
* @desc Definição do posição X-axis da janela.
|
||
* @default 0
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Actor Y-Axis
|
||
* @text Y-Axis
|
||
* @desc Definição do posição Y-axis do janela.
|
||
* @default 0
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Actor Width
|
||
* @text Width
|
||
* @desc Definição da largura da janela.
|
||
* @default 200
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Actor Height
|
||
* @text Height
|
||
* @desc Definição da altura da janela.
|
||
* @default 0
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Actor maxCols
|
||
* @text Max Columns
|
||
* @desc Definição da quantidade de colunas da janela.
|
||
* @type number
|
||
* @min 1
|
||
* @default 1
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Actor Slide X
|
||
* @text Slide Animation X
|
||
* @desc Animação de Slide X-Axis.
|
||
* @default 0
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Actor Slide Y
|
||
* @text Slide Animation Y
|
||
* @desc Animação de Slide Y-Axis.
|
||
* @default 50
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Layout Actor
|
||
* @text Layout (Picture)
|
||
* @desc Ativar a imagem de layout.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Actor X-Axis
|
||
* @text Layout X-Axis
|
||
* @desc Definição do posição X-axis do layout.
|
||
* @default 0
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Actor Y-Axis
|
||
* @text Layout Y-Axis
|
||
* @desc Definição do posição Y-axis do layout.
|
||
* @default -67
|
||
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @text -> Window Enemy <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param W Enemy X-Axis
|
||
* @text X-Axis
|
||
* @desc Definição do posição X-axis da janela.
|
||
* @default 0
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Enemy Y-Axis
|
||
* @text Y-Axis
|
||
* @desc Definição do posição Y-axis do janela.
|
||
* @default 0
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Enemy Width
|
||
* @text Width
|
||
* @desc Definição da largura da janela.
|
||
* @default 200
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Enemy Height
|
||
* @text Height
|
||
* @desc Definição da altura da janela.
|
||
* @default 0
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Enemy maxCols
|
||
* @text Max Columns
|
||
* @desc Definição da quantidade de colunas da janela.
|
||
* @type number
|
||
* @min 1
|
||
* @default 2
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Enemy Slide X
|
||
* @text Slide Animation X
|
||
* @desc Animação de Slide X-Axis.
|
||
* @default 0
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param W Enemy Slide Y
|
||
* @text Slide Animation Y
|
||
* @desc Animação de Slide Y-Axis.
|
||
* @default 50
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Layout Enemy
|
||
* @text Layout (Picture)
|
||
* @desc Ativar a imagem de layout.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Enemy X-Axis
|
||
* @text Layout X-Axis
|
||
* @desc Definição do posição X-axis do layout.
|
||
* @default 0
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param L Enemy Y-Axis
|
||
* @text Layout Y-Axis
|
||
* @desc Definição do posição Y-axis do layout.
|
||
* @default -67
|
||
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param Screen Layout
|
||
* @text Visible
|
||
* @desc Ativar o Layout da tela.
|
||
* @default true
|
||
* @type boolean
|
||
* @parent -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Screen X-Axis
|
||
* @text X-Axis
|
||
* @desc Definição do posição X-axis da imagem.
|
||
* @default 0
|
||
* @parent -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Screen Y-Axis
|
||
* @text Y-Axis
|
||
* @desc Definição do posição Y-axis da imagem.
|
||
* @default 0
|
||
* @parent -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param
|
||
*
|
||
* @param -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
||
* @desc
|
||
*
|
||
* @param Custom Position 1
|
||
* @desc Definição da posição da hud.
|
||
* Ex - 200,200
|
||
* @default
|
||
* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Custom Position 2
|
||
* @desc Definição da posição da hud.
|
||
* Ex - 200,200
|
||
* @default
|
||
* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Custom Position 3
|
||
* @desc Definição da posição da hud.
|
||
* Ex - 200,200
|
||
* @default
|
||
* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Custom Position 4
|
||
* @desc Definição da posição da hud.
|
||
* Ex - 200,200
|
||
* @default
|
||
* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Custom Position 5
|
||
* @desc Definição da posição da hud.
|
||
* Ex - 200,200
|
||
* @default
|
||
* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Custom Position 6
|
||
* @desc Definição da posição da hud.
|
||
* Ex - 200,200
|
||
* @default
|
||
* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Custom Position 7
|
||
* @desc Definição da posição da hud.
|
||
* Ex - 200,200
|
||
* @default
|
||
* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @param Custom Position 8
|
||
* @desc Definição da posição da hud.
|
||
* Ex - 200,200
|
||
* @default
|
||
* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
||
*
|
||
* @help
|
||
* =============================================================================
|
||
* +++ MOG_BattleHud (v1.1) +++
|
||
* By Moghunter
|
||
* https://atelierrgss.wordpress.com/
|
||
* =============================================================================
|
||
* O plugin permite customizar o layout de batalha.
|
||
*
|
||
* =============================================================================
|
||
* - REQUIRED FILES
|
||
* =============================================================================
|
||
* Serão necessários os arquivos. (img/battlehud/)
|
||
*
|
||
* -> HP_Meter.png
|
||
* -> HP_Number.png
|
||
* -> MP_Meter.png
|
||
* -> MP_Number.png
|
||
* -> TP_Meter.png
|
||
* -> TP_Number.png
|
||
* -> ATB_Meter.png
|
||
* -> Layout.png
|
||
* -> Layout_Actor.png
|
||
* -> Layout_Command.png
|
||
* -> Layout_Enemy.png
|
||
* -> Layout_Help.png
|
||
* -> Layout_Item.png
|
||
* -> Layout_Party.png
|
||
* -> Layout_Screen.png
|
||
* -> Layout_Skill.png
|
||
* -> Turn.png
|
||
*
|
||
* =============================================================================
|
||
* Para nomear as faces dos battlers basta nomear da seguinte forma.
|
||
*
|
||
* Face_ + ACTOR_ID.png
|
||
*
|
||
* Face_1.png
|
||
* Face_2.png
|
||
* Face_3.png
|
||
* ...
|
||
*
|
||
* =============================================================================
|
||
* - NOTETAGS
|
||
* =============================================================================
|
||
* Para ativar o efeito de respirar nas faces utilize a notetag abaixo
|
||
*
|
||
* Face Breath Effect
|
||
*
|
||
* =============================================================================
|
||
* - SCRIPT COMMANDS
|
||
* =============================================================================
|
||
* Para ocultar a hud use o comando abaixo.
|
||
*
|
||
* $gameSystem._bhud_visible = false
|
||
*
|
||
* Para apresentar a hud use o commando abaixo.
|
||
*
|
||
* $gameSystem._bhud_visible = true
|
||
*
|
||
* =============================================================================
|
||
* * HISTÓRICO
|
||
* =============================================================================
|
||
* (v1.1) - Compatibilidade com MOG_Menu Cursor e outros plugins.
|
||
*
|
||
*/
|
||
|
||
//=============================================================================
|
||
// ** PLUGIN PARAMETERS
|
||
//=============================================================================
|
||
|
||
var Imported = Imported || {};
|
||
Imported.MOG_BattleHud = true;
|
||
var Moghunter = Moghunter || {};
|
||
|
||
Moghunter.parameters = PluginManager.parameters('MOG_BattleHud');
|
||
|
||
// HUD POSITION
|
||
Moghunter.bhud_pos_x = Number(Moghunter.parameters['Hud X-Axis'] || -90);
|
||
Moghunter.bhud_pos_y = Number(Moghunter.parameters['Hud Y-Axis'] || 480);
|
||
Moghunter.bhud_space_x = Number(Moghunter.parameters['Hud Space X'] || 0);
|
||
Moghunter.bhud_space_y = Number(Moghunter.parameters['Hud Space Y'] || 0);
|
||
Moghunter.bhud_pos_mode = String(Moghunter.parameters['Vertical Mode'] || false);
|
||
Moghunter.bhud_max_battle_members = Number(Moghunter.parameters['Max Battle Members'] || 4);
|
||
Moghunter.bhud_slideX = Number(Moghunter.parameters['Hud Slide X'] || 0);
|
||
Moghunter.bhud_slideY = Number(Moghunter.parameters['Hud Slide Y'] || 0);
|
||
|
||
// Layout Overlay
|
||
Moghunter.bhud_layoverlay_visible = String(Moghunter.parameters['Layout2 Visible'] || "true");
|
||
Moghunter.bhud_layoverlay_x = Number(Moghunter.parameters['Layout2 X-Axis'] || 0);
|
||
Moghunter.bhud_layoverlay_y = Number(Moghunter.parameters['Layout2 Y-Axis'] || 0);
|
||
|
||
// Screen Layout
|
||
Moghunter.bhud_screen_layout = String(Moghunter.parameters['Screen Layout'] || "true");
|
||
Moghunter.bhud_screen_layout_x = Number(Moghunter.parameters['Screen X-Axis'] || 0);
|
||
Moghunter.bhud_screen_layout_y = Number(Moghunter.parameters['Screen Y-Axis'] || 0);
|
||
|
||
// TURN POSITION
|
||
Moghunter.bhud_turn_visible = String(Moghunter.parameters['Turn Visible'] || true);
|
||
Moghunter.bhud_turn_pos_x = Number(Moghunter.parameters['Turn X-Axis'] || -10);
|
||
Moghunter.bhud_turn_pos_y = Number(Moghunter.parameters['Turn Y-Axis'] || -10);
|
||
Moghunter.bhud_turn_rotation = Number(Moghunter.parameters['Turn Rotation Speed'] || 0.01);
|
||
Moghunter.bhud_turn_zoom = String(Moghunter.parameters['Turn Zoom Animation'] || "true");
|
||
|
||
// FACE POSITION
|
||
Moghunter.bhud_face_visible = String(Moghunter.parameters['Face Visible'] || true);
|
||
Moghunter.bhud_face_shake = String(Moghunter.parameters['Face Shake Animation'] || true);
|
||
Moghunter.bhud_face_zoom = String(Moghunter.parameters['Face Zoom Animation'] || true);
|
||
Moghunter.bhud_face_animated = String(Moghunter.parameters['Face Frame Animation'] || false);
|
||
Moghunter.bhud_face_pos_x = Number(Moghunter.parameters['Face X-Axis'] || 52);
|
||
Moghunter.bhud_face_pos_y = Number(Moghunter.parameters['Face Y-Axis'] || 52);
|
||
Moghunter.bhud_face_priority = Number(Moghunter.parameters['Face Priority'] || 0);
|
||
|
||
// NAME POSITION
|
||
Moghunter.bhud_name_visible = String(Moghunter.parameters['Name Visible'] || true);
|
||
Moghunter.bhud_name_font_size = Number(Moghunter.parameters['Name Font Size'] || 20);
|
||
Moghunter.bhud_name_font_bold_size = Number(Moghunter.parameters['Name Bold Size'] || 4);
|
||
Moghunter.bhud_name_font_italic = String(Moghunter.parameters['Name Font Italic'] || false);
|
||
Moghunter.bhud_name_align = Number(Moghunter.parameters['Name Align'] || 1);
|
||
Moghunter.bhud_name_pos_x = Number(Moghunter.parameters['Name X-Axis'] || -25);
|
||
Moghunter.bhud_name_pos_y = Number(Moghunter.parameters['Name Y-Axis'] || 65);
|
||
|
||
// HP METER POSITION
|
||
Moghunter.bhud_hp_meter_visible = String(Moghunter.parameters['HP Meter Visible'] || true);
|
||
Moghunter.bhud_hp_meter_pos_x = Number(Moghunter.parameters['HP Meter X-Axis'] || 87);
|
||
Moghunter.bhud_hp_meter_pos_y = Number(Moghunter.parameters['HP Meter Y-Axis'] || 7);
|
||
Moghunter.bhud_hp_meter_rotation = Number(Moghunter.parameters['HP Meter Angle'] || 0);
|
||
Moghunter.bhud_hp_meter_flow = String(Moghunter.parameters['HP Meter Flow Anime'] || true);
|
||
|
||
// HP NUMBER POSITION
|
||
Moghunter.bhud_hp_number_visible = String(Moghunter.parameters['HP Number Visible'] || true);
|
||
Moghunter.bhud_hp_number_pos_x = Number(Moghunter.parameters['HP Number X-Axis'] || 170);
|
||
Moghunter.bhud_hp_number_pos_y = Number(Moghunter.parameters['HP Number Y-Axis'] || -11);
|
||
Moghunter.bhud_maxhp_number_visible = String(Moghunter.parameters['MaxHP Number Visible'] || false);
|
||
Moghunter.bhud_maxhp_number_pos_x = Number(Moghunter.parameters['MaxHP Number X-Axis'] || 245);
|
||
Moghunter.bhud_maxhp_number_pos_y = Number(Moghunter.parameters['MaxHP Number Y-Axis'] || 20);
|
||
Moghunter.bhud_hp_align_type = Number(Moghunter.parameters['HP Number Align type'] || 0);
|
||
|
||
// MP METER POSITION
|
||
Moghunter.bhud_mp_meter_visible = String(Moghunter.parameters['MP Meter Visible'] || true);
|
||
Moghunter.bhud_mp_meter_pos_x = Number(Moghunter.parameters['MP Meter X-Axis'] || 104);
|
||
Moghunter.bhud_mp_meter_pos_y = Number(Moghunter.parameters['MP Meter Y-Axis'] || 33);
|
||
Moghunter.bhud_mp_meter_rotation = Number(Moghunter.parameters['MP Meter Angle'] || 0);
|
||
Moghunter.bhud_mp_meter_flow = String(Moghunter.parameters['MP Meter Flow Anime'] || true);
|
||
|
||
// MP NUMBER POSITION
|
||
Moghunter.bhud_mp_number_visible = String(Moghunter.parameters['MP Number Visible'] || true);
|
||
Moghunter.bhud_mp_number_pos_x = Number(Moghunter.parameters['MP Number X-Axis'] || 187);
|
||
Moghunter.bhud_mp_number_pos_y = Number(Moghunter.parameters['MP Number Y-Axis'] || 16);
|
||
Moghunter.bhud_maxmp_number_visible = String(Moghunter.parameters['MaxMP Number Visible'] || false);
|
||
Moghunter.bhud_maxmp_number_pos_x = Number(Moghunter.parameters['MaxMP Number X-Axis'] || 196);
|
||
Moghunter.bhud_maxmp_number_pos_y = Number(Moghunter.parameters['MaxMP Number Y-Axis'] || 78);
|
||
Moghunter.bhud_mp_align_type = Number(Moghunter.parameters['MP Number Align type'] || 0);
|
||
Moghunter.bhud_mp_diagonal_number = Number(Moghunter.parameters['MP Number Diagonal'] || true);
|
||
|
||
// TP METER POSITION
|
||
Moghunter.bhud_tp_meter_visible = String(Moghunter.parameters['TP Meter Visible'] || true);
|
||
Moghunter.bhud_tp_meter_pos_x = Number(Moghunter.parameters['TP Meter X-Axis'] || 104);
|
||
Moghunter.bhud_tp_meter_pos_y = Number(Moghunter.parameters['TP Meter Y-Axis'] || 59);
|
||
Moghunter.bhud_tp_meter_rotation = Number(Moghunter.parameters['TP Meter Angle'] || 0);
|
||
Moghunter.bhud_tp_meter_flow = String(Moghunter.parameters['TP Meter Flow Anime'] || true);
|
||
|
||
// TP NUMBER POSITION
|
||
Moghunter.bhud_tp_number_visible = String(Moghunter.parameters['TP Number Visible'] || true);
|
||
Moghunter.bhud_tp_number_pos_x = Number(Moghunter.parameters['TP Number X-Axis'] || 187);
|
||
Moghunter.bhud_tp_number_pos_y = Number(Moghunter.parameters['TP Number Y-Axis'] || 43);
|
||
Moghunter.bhud_maxtp_number_visible = String(Moghunter.parameters['MaxTP Number Visible'] || false);
|
||
Moghunter.bhud_maxtp_number_pos_x = Number(Moghunter.parameters['MaxTP Number X-Axis'] || 185);
|
||
Moghunter.bhud_maxtp_number_pos_y = Number(Moghunter.parameters['MaxTP Number Y-Axis'] || 116);
|
||
Moghunter.bhud_tp_align_type = Number(Moghunter.parameters['TP Number Align type'] || 0);
|
||
Moghunter.bhud_tp_diagonal_number = Number(Moghunter.parameters['TP Number Diagonal'] || false);
|
||
|
||
// AT METER POSITION
|
||
Moghunter.bhud_at_meter_visible = String(Moghunter.parameters['ATB Meter Visible'] || true);
|
||
Moghunter.bhud_at_meter_pos_x = Number(Moghunter.parameters['ATB Meter X-Axis'] || 69);
|
||
Moghunter.bhud_at_meter_pos_y = Number(Moghunter.parameters['ATB Meter Y-Axis'] || 117);
|
||
Moghunter.bhud_at_meter_rotation = Number(Moghunter.parameters['ATB Meter Angle'] || 0);
|
||
Moghunter.bhud_at_meter_flow = String(Moghunter.parameters['ATB Meter Flow Anime'] || true);
|
||
|
||
// STATES POSITION
|
||
Moghunter.bhud_states_visible = String(Moghunter.parameters['States Visible'] || true);
|
||
Moghunter.bhud_states_pos_x = Number(Moghunter.parameters['States X-Axis'] || 102);
|
||
Moghunter.bhud_states_pos_y = Number(Moghunter.parameters['States Y-Axis'] || 76);
|
||
Moghunter.bhud_statesType = Number(Moghunter.parameters['States Mode'] || 0);
|
||
Moghunter.bhud_statesMax = Number(Moghunter.parameters['States Max'] || 4);
|
||
Moghunter.bhud_statesAlign = Number(Moghunter.parameters['States Align'] || 0);
|
||
|
||
// COMMAND WINDOWS
|
||
Moghunter.bhud_auto_pos = Number(Moghunter.parameters['Command Auto Adjust'] || 0);
|
||
Moghunter.bhud_com_x = Number(Moghunter.parameters['W Command X-Axis'] || -5);
|
||
Moghunter.bhud_com_y = Number(Moghunter.parameters['W Command Y-Axis'] || -15);
|
||
Moghunter.bhud_com_layout = String(Moghunter.parameters['Layout Command'] || true);
|
||
Moghunter.bhud_com_lay_x = Number(Moghunter.parameters['L Command X-Axis'] || -25);
|
||
Moghunter.bhud_com_lay_y = Number(Moghunter.parameters['L Command Y-Axis'] || -35);
|
||
Moghunter.bhud_com_width = Number(Moghunter.parameters['W Command Width'] || 192);
|
||
Moghunter.bhud_com_height = Number(Moghunter.parameters['W Command Height'] || 200);
|
||
Moghunter.bhud_com_slideX = Number(Moghunter.parameters['W Command Slide X'] || 0);
|
||
Moghunter.bhud_com_slideY = Number(Moghunter.parameters['W Command Slide Y'] || 64);
|
||
|
||
|
||
// PARTY WINDOWS
|
||
Moghunter.bhud_party_x = Number(Moghunter.parameters['W Party X-Axis'] || 325);
|
||
Moghunter.bhud_party_y = Number(Moghunter.parameters['W Party Y-Axis'] || 170);
|
||
Moghunter.bhud_party_layout = String(Moghunter.parameters['Layout Party'] || true);
|
||
Moghunter.bhud_party_lay_x = Number(Moghunter.parameters['L Party X-Axis'] || -325);
|
||
Moghunter.bhud_party_lay_y = Number(Moghunter.parameters['L Party Y-Axis'] || -42);
|
||
Moghunter.bhud_party_width = Number(Moghunter.parameters['W Party Width'] || 0);
|
||
Moghunter.bhud_party_height = Number(Moghunter.parameters['W Party Height'] || 0);
|
||
Moghunter.bhud_party_slide_x = Number(Moghunter.parameters['W Party Slide X'] || 0);
|
||
Moghunter.bhud_party_slide_y = Number(Moghunter.parameters['W Party Slide Y'] || -150);
|
||
|
||
// HELP WINDOW
|
||
Moghunter.bhud_help_x = Number(Moghunter.parameters['W Help X-Axis'] || 0);
|
||
Moghunter.bhud_help_y = Number(Moghunter.parameters['W Help Y-Axis'] || 0);
|
||
Moghunter.bhud_help_layout = String(Moghunter.parameters['Layout Help'] || true);
|
||
Moghunter.bhud_help_lay_x = Number(Moghunter.parameters['L Help X-Axis'] || 0);
|
||
Moghunter.bhud_help_lay_y = Number(Moghunter.parameters['L Help Y-Axis'] || 0);
|
||
Moghunter.bhud_help_width = Number(Moghunter.parameters['W Help Width'] || 0);
|
||
Moghunter.bhud_help_height = Number(Moghunter.parameters['W Help Height'] || 0);
|
||
Moghunter.bhud_help_slide_x = Number(Moghunter.parameters['W Help Slide X'] || 0);
|
||
Moghunter.bhud_help_slide_y = Number(Moghunter.parameters['W Help Slide Y'] || -150);
|
||
|
||
// SKILL WINDOW
|
||
Moghunter.bhud_skill_x = Number(Moghunter.parameters['W Skill X-Axis'] || 0);
|
||
Moghunter.bhud_skill_y = Number(Moghunter.parameters['W Skill Y-Axis'] || 416);
|
||
Moghunter.bhud_skill_layout = String(Moghunter.parameters['Layout Skill'] || true);
|
||
Moghunter.bhud_skill_lay_x = Number(Moghunter.parameters['L Skill X-Axis'] || 0);
|
||
Moghunter.bhud_skill_lay_y = Number(Moghunter.parameters['L Skill Y-Axis'] || -67);
|
||
Moghunter.bhud_skill_width = Number(Moghunter.parameters['W Skill Width'] || 0);
|
||
Moghunter.bhud_skill_height = Number(Moghunter.parameters['W Skill Height'] || 0);
|
||
Moghunter.bhud_skill_maxcols = Number(Moghunter.parameters['W Skill maxCols'] || 2);
|
||
Moghunter.bhud_skill_slide_x = Number(Moghunter.parameters['W Skill Slide X'] || 0);
|
||
Moghunter.bhud_skill_slide_y = Number(Moghunter.parameters['W Skill Slide Y'] || 100);
|
||
|
||
// ITEM WINDOW
|
||
Moghunter.bhud_item_x = Number(Moghunter.parameters['W Item X-Axis'] || 0);
|
||
Moghunter.bhud_item_y = Number(Moghunter.parameters['W Item Y-Axis'] || 416);
|
||
Moghunter.bhud_item_layout = String(Moghunter.parameters['Layout Item'] || true);
|
||
Moghunter.bhud_item_lay_x = Number(Moghunter.parameters['L Item X-Axis'] || 0);
|
||
Moghunter.bhud_item_lay_y = Number(Moghunter.parameters['L Item Y-Axis'] || -67);
|
||
Moghunter.bhud_item_width = Number(Moghunter.parameters['W Item Width'] || 0);
|
||
Moghunter.bhud_item_height = Number(Moghunter.parameters['W Item Height'] || 0);
|
||
Moghunter.bhud_item_maxcols = Number(Moghunter.parameters['W Item maxCols'] || 2);
|
||
Moghunter.bhud_item_slide_x = Number(Moghunter.parameters['W Item Slide X'] || 0);
|
||
Moghunter.bhud_item_slide_y = Number(Moghunter.parameters['W Item Slide Y'] || 150);
|
||
|
||
// ACTOR WINDOWS
|
||
Moghunter.bhud_actor_x = Number(Moghunter.parameters['W Actor X-Axis'] || 0);
|
||
Moghunter.bhud_actor_y = Number(Moghunter.parameters['W Actor Y-Axis'] || 0);
|
||
Moghunter.bhud_actor_layout = String(Moghunter.parameters['Layout Actor'] || true);
|
||
Moghunter.bhud_actor_lay_x = Number(Moghunter.parameters['L Actor X-Axis'] || 0);
|
||
Moghunter.bhud_actor_lay_y = Number(Moghunter.parameters['L Actor Y-Axis'] || -67);
|
||
Moghunter.bhud_actor_width = Number(Moghunter.parameters['W Actor Width'] || 0);
|
||
Moghunter.bhud_actor_height = Number(Moghunter.parameters['W Actor Height'] || 0);
|
||
Moghunter.bhud_actor_maxcols = Number(Moghunter.parameters['W Actor maxCols'] || 1);
|
||
Moghunter.bhud_actor_slide_x = Number(Moghunter.parameters['W Actor Slide X'] || 0);
|
||
Moghunter.bhud_actor_slide_y = Number(Moghunter.parameters['W Actor Slide Y'] || 150);
|
||
|
||
// ENEMY WINDOWS
|
||
Moghunter.bhud_enemy_x = Number(Moghunter.parameters['W Enemy X-Axis'] || 0);
|
||
Moghunter.bhud_enemy_y = Number(Moghunter.parameters['W Enemy Y-Axis'] || 416);
|
||
Moghunter.bhud_enemy_layout = String(Moghunter.parameters['Layout Enemy'] || true);
|
||
Moghunter.bhud_enemy_lay_x = Number(Moghunter.parameters['L Enemy X-Axis'] || 0);
|
||
Moghunter.bhud_enemy_lay_y = Number(Moghunter.parameters['L Enemy Y-Axis'] || -67);
|
||
Moghunter.bhud_enemy_width = Number(Moghunter.parameters['W Enemy Width'] || 0);
|
||
Moghunter.bhud_enemy_height = Number(Moghunter.parameters['W Enemy Height'] || 0);
|
||
Moghunter.bhud_enemy_maxcols = Number(Moghunter.parameters['W Enemy maxCols'] || 2);
|
||
Moghunter.bhud_enemy_slide_x = Number(Moghunter.parameters['W Enemy Slide X'] || 0);
|
||
Moghunter.bhud_enemy_slide_y = Number(Moghunter.parameters['W Enemy Slide Y'] || 150);
|
||
|
||
// Custom Position
|
||
Moghunter.bhud_custom_pos = [];
|
||
for (var i = 0; i < 8; i++) {
|
||
Moghunter.bhud_custom_pos[i] = (Moghunter.parameters['Custom Position ' + String(i + 1)] || null);
|
||
};
|
||
|
||
//=============================================================================
|
||
//■■■■■■■■■■■■■■ SYSTEM PART ■■■■■■■■■■■■■■■■■■
|
||
//=============================================================================
|
||
|
||
|
||
//=============================================================================
|
||
// ■■■ ImageManager ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// * BHud
|
||
//==============================
|
||
ImageManager.loadBHud = function(filename) {
|
||
return this.loadBitmap('img/battlehud/', filename);
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Game_Temp ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Initialize
|
||
//==============================
|
||
var _alias_mog_bhud_temp_initialize = Game_Temp.prototype.initialize;
|
||
Game_Temp.prototype.initialize = function() {
|
||
_alias_mog_bhud_temp_initialize.call(this);
|
||
this._bhud_position = [];
|
||
this._bhud_position_active = null;
|
||
this._battleEnd = false;
|
||
this._bhud_dp = false;
|
||
this._refreshBhud = false;
|
||
this._forceCreateBattleHud = false;
|
||
this._forceRemoveBattleHud = false;
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Game_System ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Initialize
|
||
//==============================
|
||
var _alias_mog_bhud_sys_initialize = Game_System.prototype.initialize;
|
||
Game_System.prototype.initialize = function() {
|
||
_alias_mog_bhud_sys_initialize.call(this);
|
||
this._bhud_position = [];
|
||
for (var i = 0; i < 8; i++) {
|
||
this._bhud_position[i] = this.set_hudcp(Moghunter.bhud_custom_pos[i]);
|
||
};
|
||
this._bhud_auto_com = false;
|
||
this._bhud_pos_mode = 0;
|
||
this._bhud_visible = true;
|
||
this._bhudFaceBattler = String(Moghunter.bhud_face_visible) == "true" && !$dataSystem.optSideView ? true : false;
|
||
if (String(Moghunter.bhud_pos_mode) == "true") {this._bhud_pos_mode = 1};
|
||
if (Number(Moghunter.bhud_auto_pos) == 0) {this._bhud_auto_com = true};
|
||
};
|
||
|
||
//==============================
|
||
// * set Hudcp
|
||
//==============================
|
||
Game_System.prototype.set_hudcp = function(value) {
|
||
if (!value) {return null};
|
||
var s = value.split(',');
|
||
if (!s[0] || !s[1]) {return null};
|
||
return [Number(s[0]),Number(s[1])];
|
||
}
|
||
|
||
//=============================================================================
|
||
// ■■■ Game Interpreter ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Command129
|
||
//==============================
|
||
var _alias_mog_bhud_command129 = Game_Interpreter.prototype.command129;
|
||
Game_Interpreter.prototype.command129 = function(params) {
|
||
_alias_mog_bhud_command129.call(this,params);
|
||
$gameTemp._refresh_Bhud = true;
|
||
return true;
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Game Party ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦♦♦ OVEWRITE ♦♦♦ max Battle Members
|
||
//==============================
|
||
Game_Party.prototype.maxBattleMembers = function() {
|
||
return Math.max(Number(Moghunter.bhud_max_battle_members),1);
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ BattleManager ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ processVictory
|
||
//==============================
|
||
var _alias_mog_bhud_processVictory = BattleManager.processVictory;
|
||
BattleManager.processVictory = function() {
|
||
$gameTemp._battleEnd = true;
|
||
_alias_mog_bhud_processVictory.call(this);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ processAbort
|
||
//==============================
|
||
var _alias_mog_bhud_processAbort = BattleManager.processAbort;
|
||
BattleManager.processAbort = function() {
|
||
$gameTemp._battleEnd = true;
|
||
_alias_mog_bhud_processAbort.call(this);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ processDefeat
|
||
//==============================
|
||
var _alias_mog_bhud_processDefeat = BattleManager.processDefeat;
|
||
BattleManager.processDefeat = function() {
|
||
$gameTemp._battleEnd = true;
|
||
_alias_mog_bhud_processDefeat.call(this);
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Game BattlerBase ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Initialize
|
||
//==============================
|
||
var _alias_mog_bhud_gbat_initMembers = Game_BattlerBase.prototype.initMembers
|
||
Game_BattlerBase.prototype.initMembers = function() {
|
||
_alias_mog_bhud_gbat_initMembers.call(this);
|
||
this.need_refresh_bhud_states = false;
|
||
this._bhud_face_data = [0,0,0,0];
|
||
this._face_pos = [0,0];
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ addNewState
|
||
//==============================
|
||
var _alias_mog_bhud_addNewState = Game_BattlerBase.prototype.addNewState
|
||
Game_BattlerBase.prototype.addNewState = function(stateId) {
|
||
_alias_mog_bhud_addNewState.call(this,stateId);
|
||
this.need_refresh_bhud_states = true;
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ eraseState
|
||
//==============================
|
||
var _alias_mog_bhud_eraseState = Game_BattlerBase.prototype.eraseState
|
||
Game_BattlerBase.prototype.eraseState = function(stateId) {
|
||
_alias_mog_bhud_eraseState.call(this,stateId);
|
||
this.need_refresh_bhud_states = true;
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Game Battler ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ iniMembers
|
||
//==============================
|
||
var _mog_bhud_gbattler_initMembers = Game_Battler.prototype.initMembers;
|
||
Game_Battler.prototype.initMembers = function() {
|
||
_mog_bhud_gbattler_initMembers.call(this);
|
||
this._bhud = {};
|
||
this._bhud.faceBreath = false;
|
||
};
|
||
|
||
//==============================
|
||
// * Notetags
|
||
//==============================
|
||
Game_Battler.prototype.notetags = function() {
|
||
if (this.isEnemy()) {return this.enemy().note.split(/[\r\n]+/)};
|
||
;; if (this.isActor()) {return this.actor().note.split(/[\r\n]+/)};
|
||
};
|
||
|
||
//==============================
|
||
// ** get Bmotion Idle
|
||
//==============================
|
||
Game_Battler.prototype.checkBhudNoteTags = function() {
|
||
this.notetags().forEach(function(note) {
|
||
var note_data = note.split(': ')
|
||
if (note_data[0].toLowerCase() == "face breath effect"){
|
||
this._bhud.faceBreath = true;
|
||
};
|
||
},this);
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Game Action ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Apply
|
||
//==============================
|
||
var _alias_mog_bhud_apply = Game_Action.prototype.apply;
|
||
Game_Action.prototype.apply = function(target) {
|
||
var oldhp = target.hp
|
||
_alias_mog_bhud_apply.call(this,target);
|
||
if (target.isActor()) {
|
||
if (oldhp > target.hp) {target._bhud_face_data = [60,0,3,60]}
|
||
else if (oldhp < target.hp) {target._bhud_face_data = [0,70,1,70]};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Prepare
|
||
//==============================
|
||
var _alias_mog_bmhud_action_prepare = Game_Action.prototype.prepare
|
||
Game_Action.prototype.prepare = function() {
|
||
_alias_mog_bmhud_action_prepare.call(this);
|
||
if (this.subject().isActor() && String(Moghunter.bhud_face_zoom) === "true"){this.subject()._bhud_face_data = [0,70,2,70];};
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Game Actor ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Gain HP
|
||
//==============================
|
||
var _alias_mog_bhud_gainHp = Game_Battler.prototype.gainHp;
|
||
Game_Battler.prototype.gainHp = function(value) {
|
||
_alias_mog_bhud_gainHp.call(this,value);
|
||
if (this.isActor()) {this._bhud_face_data[3] += 1};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Recover All
|
||
//==============================
|
||
var _alias_mog_bhud_recoverAll = Game_Battler.prototype.recoverAll;
|
||
Game_Battler.prototype.recoverAll = function() {
|
||
_alias_mog_bhud_recoverAll.call(this);
|
||
if (this.isActor()) {this._bhud_face_data[3] += 1};
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Sprite Battler ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ update Position
|
||
//==============================
|
||
var _alias_mog_bhud_sprt_actor_updatePosition = Sprite_Battler.prototype.updatePosition;
|
||
Sprite_Battler.prototype.updatePosition = function() {
|
||
if (!$gameSystem.isSideView() && this._sprite_face) {
|
||
if (this._battler && $gameTemp._bhud_position[this._battler.index()]) {
|
||
this.x = $gameTemp._bhud_position[this._battler.index()][0] + Moghunter.bhud_face_pos_x;
|
||
this.y = $gameTemp._bhud_position[this._battler.index()][1] + Moghunter.bhud_face_pos_y;
|
||
return;
|
||
};
|
||
};
|
||
_alias_mog_bhud_sprt_actor_updatePosition.call(this);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Setup Damage Popup
|
||
//==============================
|
||
var _alias_mog_bhud_sprt_actor_setupDamagePopup = Sprite_Battler.prototype.setupDamagePopup
|
||
Sprite_Battler.prototype.setupDamagePopup = function() {
|
||
if (!$gameSystem.isSideView() && this._sprite_face) {this.setupDamagePopupBhud();return};
|
||
_alias_mog_bhud_sprt_actor_setupDamagePopup.call(this);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ Setup Damage Popup Bhud
|
||
//==============================
|
||
Sprite_Battler.prototype.setupDamagePopupBhud = function() {
|
||
if (this._battler.isDamagePopupRequested()) {
|
||
var sprite = new Sprite_Damage();
|
||
sprite.x = this.x;
|
||
sprite.y = this.y;
|
||
sprite.setup(this._battler);
|
||
this._damages.push(sprite);
|
||
this.parent.addChild(sprite);
|
||
this._battler.clearDamagePopup();
|
||
this._battler.clearResult();
|
||
};
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Sprite Actor ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Initialize
|
||
//==============================
|
||
var _alias_bhud_sprt_actor_initialize = Sprite_Actor.prototype.initialize
|
||
Sprite_Actor.prototype.initialize = function(battler) {
|
||
_alias_bhud_sprt_actor_initialize.call(this,battler);
|
||
this._sprite_face = false;
|
||
if (String(Moghunter.bhud_face_visible) == "true") {this._sprite_face = true};
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Spriteset Battle ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ update Actors
|
||
//==============================
|
||
var _mog_bhud_sprbat_updateActors = Spriteset_Battle.prototype.updateActors;
|
||
Spriteset_Battle.prototype.updateActors = function() {
|
||
if (!$gameSystem.isSideView()) {return};
|
||
_mog_bhud_sprbat_updateActors.call(this);
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■■■■■■■■■■ SPRITESET BATTLE HUD PART■■■■■■■■■■■■
|
||
//=============================================================================
|
||
|
||
//=============================================================================
|
||
// ■■■ Game Temp ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Initialize
|
||
//==============================
|
||
var _mog_bhud_anifTemp_initialize = Game_Temp.prototype.initialize;
|
||
Game_Temp.prototype.initialize = function() {
|
||
_mog_bhud_anifTemp_initialize.call(this);
|
||
this._bhud_animationQueue = null;
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Spriteset Base ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ createAnimation
|
||
//==============================
|
||
var _mog_bhud_aniF_createAnimation = Spriteset_Base.prototype.createAnimation;
|
||
Spriteset_Base.prototype.createAnimation = function(request) {
|
||
$gameTemp._bhud_animationQueue = request;
|
||
_mog_bhud_aniF_createAnimation.call(this,request)
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Scene Base ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ** create Hud Field
|
||
//==============================
|
||
Scene_Base.prototype.createHudField = function() {
|
||
this._hudField = new Sprite();
|
||
this._hudField.z = 10;
|
||
this.addChild(this._hudField);
|
||
};
|
||
|
||
//==============================
|
||
// ** sort MZ
|
||
//==============================
|
||
Scene_Base.prototype.sortMz = function() {
|
||
this._hudField.children.sort((a, b) => a.z - b.z);
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Scene Battle ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// * create spriteset Battle Hud
|
||
//==============================
|
||
Scene_Battle.prototype.createSpritesetBattleHud = function() {
|
||
this._spriteSetBatHud = new(Spriteset_BattleHud);
|
||
this._spriteSetBatHud.z = 10;
|
||
this._hudField.addChild(this._spriteSetBatHud);
|
||
this.sortMz()
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Spriteset_BattleHud Base■■■
|
||
//=============================================================================
|
||
//=============================================================================
|
||
// * Spriteset_BattleHudBase
|
||
//=============================================================================
|
||
function Spriteset_BattleHudBase() {
|
||
this.initialize.apply(this, arguments);
|
||
};
|
||
|
||
Spriteset_BattleHudBase.prototype = Object.create(Sprite.prototype);
|
||
Spriteset_BattleHudBase.prototype.constructor = Spriteset_BattleHudBase;
|
||
|
||
//==============================
|
||
// ♦ Initialize ♦
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.initialize = function() {
|
||
Sprite.prototype.initialize.call(this);
|
||
this.createSprites();
|
||
this.sortMz();
|
||
};
|
||
|
||
//==============================
|
||
// * sort MZ
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.sortMz = function() {
|
||
this.children.sort((a, b) => a.z - b.z);
|
||
};
|
||
|
||
//==============================
|
||
// * need Create Actors
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.needCreateActors = function() {
|
||
if(!$gameSystem.isSideView()) {return true};
|
||
return false
|
||
};
|
||
|
||
//==============================
|
||
// * create Sprites
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.createSprites = function() {
|
||
this.createBattleHud();
|
||
};
|
||
|
||
|
||
//==============================
|
||
// * create Battle Hud
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.createBattleHud = function() {
|
||
if (String(Moghunter.bhud_screen_layout) === "true") {this.createBattleHudScreenLayout();};
|
||
$gameTemp.refresh_Bhud = false;
|
||
$gameTemp._battleEnd = false;
|
||
this._com_mode = Number($gameSystem._bhud_pos_mode)
|
||
this._battle_hud = [];
|
||
for (var i = 0; i < $gameParty.maxBattleMembers(); i++) {
|
||
this._battle_hud[i] = new Battle_Hud(i);
|
||
this._battle_hud[i].z = 30 + i;
|
||
this.addChild(this._battle_hud[i]);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// ** remove Battle Hud
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.removeBattleHud = function() {
|
||
if (!this._battle_hud) {return};
|
||
if (this._screen_layout) {
|
||
this.removeChild(this._screen_layout);
|
||
};
|
||
for (var i = 0; i < this._battle_hud.length; i++) {
|
||
this.removeChild(this._battle_hud[i]);
|
||
};
|
||
this._battle_hud = null;
|
||
};
|
||
|
||
//==============================
|
||
// * Create Battle Hud Screen
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.createBattleHudScreenLayout = function() {
|
||
this._screen_layout = new Sprite(ImageManager.loadBHud("Layout_Screen"));
|
||
this._screen_layout.opacity = 0;
|
||
this._screen_layout.x = Moghunter.bhud_screen_layout_x;
|
||
this._screen_layout.y = Moghunter.bhud_screen_layout_y;
|
||
this._screen_layout.resize = [true,false];
|
||
this._screen_layout.z = 10;
|
||
this.addChild(this._screen_layout);
|
||
};
|
||
|
||
//==============================
|
||
// * needResizeScreenLayout
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.needResizeScreenLayout = function() {
|
||
if (!this._screen_layout) {return false};
|
||
if (!this._screen_layout.resize[0]) {return false};
|
||
if (this._screen_layout.resize[1]) {return false};
|
||
if (!this._screen_layout.bitmap.isReady()) {return false};
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// * Resize Screen Layout
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.resizeScreenLayout = function() {
|
||
if (this._screen_layout.bitmap.width < Graphics.width) {
|
||
this._screen_layout.scale.x = Graphics.width / this._screen_layout.bitmap.width;
|
||
};
|
||
if (this._screen_layout.bitmap.height < Graphics.height) {
|
||
this._screen_layout.scale.y = Graphics.height / this._screen_layout.bitmap.height;
|
||
};
|
||
this._screen_layout.resize[1] = true;
|
||
};
|
||
|
||
//==============================
|
||
// * create Animation Base
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.createAnimationBase = function() {
|
||
this._animationSprites = [];
|
||
this._effectsContainer = new Sprite();
|
||
this._effectsContainer.z = 80;
|
||
this.addChild(this._effectsContainer);
|
||
};
|
||
|
||
//==============================
|
||
// * createActors
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.createActors = function() {
|
||
this._actorSprites = [];
|
||
for (let i = 0; i < $gameParty.maxBattleMembers(); i++) {
|
||
const sprite = new Sprite_Actor();
|
||
sprite.z = 50 + i;
|
||
this._actorSprites.push(sprite);
|
||
this.addChild(sprite);
|
||
}
|
||
};
|
||
|
||
//==============================
|
||
// * Update Battle Hud visible
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.updateBattleHudVisible = function() {
|
||
if (this.isBattleHudVisible()) {this._screen_layout.opacity += 10}
|
||
else {this._screen_layout.opacity -= 10};
|
||
};
|
||
|
||
//==============================
|
||
// * Is Battle Hud Visible
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.isBattleHudVisible = function() {
|
||
if ($gameMessage.isBusy()) {return false};
|
||
if ($gameTemp._battleEnd) {return false};
|
||
if (!$gameSystem._bhud_visible) {return false};
|
||
return true
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Battle Hud
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.refreshBattleHud = function() {
|
||
if (!this._battle_hud) {return};
|
||
$gameTemp._refresh_Bhud = false;
|
||
for (var i = 0; i < $gameParty.maxBattleMembers(); i++) {
|
||
this._battle_hud[i].refresh_bhud();
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * force Create Battle Hud
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.forceCreateBattleHud = function() {
|
||
$gameTemp._forceCreateBattleHud = false;
|
||
this.forceRemoveBattleHud();
|
||
this.createBattleHud();
|
||
this.sortMz();
|
||
};
|
||
|
||
//==============================
|
||
// * force Remove Battle Hud
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.forceRemoveBattleHud = function() {
|
||
$gameTemp._forceRemoveBattleHud = false;
|
||
this.removeBattleHud();
|
||
};
|
||
|
||
//==============================
|
||
// * update Animations
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.updateAnimations = function() {
|
||
for (const sprite of this._animationSprites) {
|
||
if (!sprite.isPlaying()) {
|
||
this.removeAnimation(sprite);
|
||
};
|
||
};
|
||
this.processAnimationRequests();
|
||
};
|
||
|
||
//==============================
|
||
// * processAnimations Requests
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.processAnimationRequests = function() {
|
||
if ($gameTemp._bhud_animationQueue) {
|
||
this.createAnimation($gameTemp._bhud_animationQueue);
|
||
};
|
||
$gameTemp._bhud_animationQueue = null;
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Update
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.update = function() {
|
||
Sprite.prototype.update.call(this);
|
||
if (this._screen_layout) {this.updateBattleHudVisible()};
|
||
if ($gameTemp._forceCreateBattleHud) {this.forceCreateBattleHud()};
|
||
if ($gameTemp._forceRemoveBattleHud) {this.forceRemoveBattleHud()};
|
||
if ($gameTemp._refresh_Bhud) {this.refreshBattleHud()};
|
||
};
|
||
|
||
//-------------------------------------------------------------------------
|
||
// ♣♣♣♣ Codes from "rmmz_sprites.JS" (Default Core) ♣♣♣♣
|
||
//-------------------------------------------------------------------------
|
||
|
||
//==============================
|
||
// ♣♣ create Animations ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.createAnimation = function(request) {
|
||
const animation = $dataAnimations[request.animationId];
|
||
const targets = request.targets;
|
||
const mirror = request.mirror;
|
||
let delay = this.animationBaseDelay();
|
||
const nextDelay = this.animationNextDelay();
|
||
if (this.isAnimationForEach(animation)) {
|
||
for (const target of targets) {
|
||
this.createAnimationSprite([target], animation, mirror, delay);
|
||
delay += nextDelay;
|
||
}
|
||
} else {
|
||
this.createAnimationSprite(targets, animation, mirror, delay);
|
||
}
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ create Animation Sprite ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.createAnimationSprite = function(targets, animation, mirror, delay){
|
||
const mv = this.isMVAnimation(animation);
|
||
const sprite = new (mv ? Sprite_AnimationMV : Sprite_Animation)();
|
||
const targetSprites = this.makeTargetSprites(targets);
|
||
const baseDelay = this.animationBaseDelay();
|
||
const previous = delay > baseDelay ? this.lastAnimationSprite() : null;
|
||
if (this.animationShouldMirror(targets[0])) {
|
||
mirror = !mirror;
|
||
}
|
||
sprite.targetObjects = targets;
|
||
sprite.setup(targetSprites, animation, mirror, delay, previous);
|
||
this._effectsContainer.addChild(sprite);
|
||
this._animationSprites.push(sprite);
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ findTargetSprite ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.findTargetSprite = function(target) {
|
||
return this._actorSprites.find(sprite => sprite.checkBattler(target));
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ isMVAnimation ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.isMVAnimation = function(animation) {
|
||
return !!animation.frames;
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ makeTargetSprites ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.makeTargetSprites = function(targets) {
|
||
const targetSprites = [];
|
||
for (const target of targets) {
|
||
const targetSprite = this.findTargetSprite(target);
|
||
if (targetSprite) {
|
||
targetSprites.push(targetSprite);
|
||
}
|
||
}
|
||
return targetSprites;
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ lastAnimationSprite ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.lastAnimationSprite = function() {
|
||
return this._animationSprites[this._animationSprites.length - 1];
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ is AnimationFor Each ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.isAnimationForEach = function(animation) {
|
||
const mv = this.isMVAnimation(animation);
|
||
return mv ? animation.position !== 3 : animation.displayType === 0;
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ animationBaseDelay ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.animationBaseDelay = function() {
|
||
return 8;
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ animationNextDelay ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.animationNextDelay = function() {
|
||
return 12;
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ animationShouldMirror ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.animationShouldMirror = function(target) {
|
||
return target && target.isActor && target.isActor();
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ removeAnimation ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.removeAnimation = function(sprite) {
|
||
this._animationSprites.remove(sprite);
|
||
this._effectsContainer.removeChild(sprite);
|
||
for (const target of sprite.targetObjects) {
|
||
if (target.endAnimation) {
|
||
target.endAnimation();
|
||
}
|
||
}
|
||
sprite.destroy();
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ removeAllAnimations ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.removeAllAnimations = function() {
|
||
for (const sprite of this._animationSprites) {
|
||
this.removeAnimation(sprite);
|
||
}
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ isAnimationPlaying ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.isAnimationPlaying = function() {
|
||
return this._animationSprites.length > 0;
|
||
};
|
||
|
||
//==============================
|
||
// ♣♣ update Actors ♣♣
|
||
//==============================
|
||
Spriteset_BattleHudBase.prototype.updateActors = function() {
|
||
const members = $gameParty.battleMembers();
|
||
for (let i = 0; i < this._actorSprites.length; i++) {
|
||
this._actorSprites[i].setBattler(members[i]);
|
||
}
|
||
};
|
||
|
||
//-------------------------------------------------------------------------
|
||
// ♣♣♣ DEFAULT CORE END ♣♣♣
|
||
//-------------------------------------------------------------------------
|
||
|
||
//=============================================================================
|
||
// ■■■ Spriteset_BattleHud ■■■
|
||
//=============================================================================
|
||
|
||
//=============================================================================
|
||
// * Spriteset_BattleHud
|
||
//=============================================================================
|
||
function Spriteset_BattleHud() {
|
||
this.initialize.apply(this, arguments);
|
||
};
|
||
|
||
Spriteset_BattleHud.prototype = Object.create(Spriteset_BattleHudBase.prototype);
|
||
Spriteset_BattleHud.prototype.constructor = Spriteset_BattleHud;
|
||
|
||
//==============================
|
||
// ♦ Initialize ♦
|
||
//==============================
|
||
Spriteset_BattleHud.prototype.initialize = function() {
|
||
Spriteset_BattleHudBase.prototype.initialize.call(this);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ createSprites ♦
|
||
//==============================
|
||
Spriteset_BattleHud.prototype.createSprites = function() {
|
||
Spriteset_BattleHudBase.prototype.createSprites.call(this);
|
||
if (this.needCreateActors()) {
|
||
this.createActors();
|
||
this.createAnimationBase();
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ Update ♦
|
||
//==============================
|
||
Spriteset_BattleHud.prototype.update = function() {
|
||
Spriteset_BattleHudBase.prototype.update.call(this);
|
||
if (this._actorSprites) {this.updateActors()};
|
||
if (this._animationSprites) {this.updateAnimations()};
|
||
if (this.needResizeScreenLayout()) {this.resizeScreenLayout()};
|
||
};
|
||
|
||
//=============================================================================
|
||
//■■■■■■■■■■■■ WINDOW PART ■■■■■■■■■■■■■■■■■■■■
|
||
//=============================================================================
|
||
|
||
//=============================================================================
|
||
// ■■■ Scene_Battle ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ startActor Selection
|
||
//==============================
|
||
var _mog_bhud_startActorSelection = Scene_Battle.prototype.startActorSelection;
|
||
Scene_Battle.prototype.startActorSelection = function() {
|
||
_mog_bhud_startActorSelection.call(this);
|
||
this._skillWindow.hide();
|
||
this._itemWindow.hide();
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ onEnemyCancel
|
||
//==============================
|
||
var _mog_batHud_Scene_Battle_onEnemyCancel = Scene_Battle.prototype.onEnemyCancel;
|
||
Scene_Battle.prototype.onEnemyCancel = function() {
|
||
_mog_batHud_Scene_Battle_onEnemyCancel.call(this);
|
||
this._statusWindow.hide();
|
||
this._statusWindow.close();
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ onSkillCancel
|
||
//==============================
|
||
var _mog_batHud_Scene_Battle_onSkillCancel = Scene_Battle.prototype.onSkillCancel;
|
||
Scene_Battle.prototype.onSkillCancel = function() {
|
||
_mog_batHud_Scene_Battle_onSkillCancel.call(this);
|
||
this._statusWindow.hide();
|
||
this._statusWindow.close();
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ onItemCancel
|
||
//==============================
|
||
var _mog_batHud_Scene_Battle_onItemCancel = Scene_Battle.prototype.onItemCancel;
|
||
Scene_Battle.prototype.onItemCancel = function() {
|
||
_mog_batHud_Scene_Battle_onItemCancel.call(this);
|
||
this._statusWindow.hide();
|
||
this._statusWindow.close();
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ endCommandSelection
|
||
//==============================
|
||
var _mog_batHud_Scene_Battle_endCommandSelection = Scene_Battle.prototype.endCommandSelection;
|
||
Scene_Battle.prototype.endCommandSelection = function() {
|
||
_mog_batHud_Scene_Battle_endCommandSelection.call(this);
|
||
this._statusWindow.hide();
|
||
this._statusWindow.close();
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ endCommandSelection
|
||
//==============================
|
||
var _mog_batHud_Scene_Battle_selectPreviousCommand = Scene_Battle.prototype.selectPreviousCommand;
|
||
Scene_Battle.prototype.selectPreviousCommand = function() {
|
||
_mog_batHud_Scene_Battle_selectPreviousCommand.call(this);
|
||
this._statusWindow.hide();
|
||
this._statusWindow.close();
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ startActorCommandSelection
|
||
//==============================
|
||
var _mog_batHud_Scene_Battle_startActorCommandSelection = Scene_Battle.prototype.startActorCommandSelection;
|
||
Scene_Battle.prototype.startActorCommandSelection = function() {
|
||
_mog_batHud_Scene_Battle_startActorCommandSelection.call(this);
|
||
this._statusWindow.hide();
|
||
this._statusWindow.close();
|
||
this._actorCommandWindow.visible = false;
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ startPartyCommandSelection
|
||
//==============================
|
||
var _mog_batHud_Scene_Battle_startPartyCommandSelection = Scene_Battle.prototype.startPartyCommandSelection;
|
||
Scene_Battle.prototype.startPartyCommandSelection = function() {
|
||
_mog_batHud_Scene_Battle_startPartyCommandSelection.call(this)
|
||
this._statusWindow.hide();
|
||
this._statusWindow.close();
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ createStatusWindow
|
||
//==============================
|
||
var _mog_batHud_Scene_Battle_createStatusWindow = Scene_Battle.prototype.createStatusWindow;
|
||
Scene_Battle.prototype.createStatusWindow = function() {
|
||
_mog_batHud_Scene_Battle_createStatusWindow.call(this);
|
||
this._statusWindow.hide();
|
||
this._statusWindow.close();
|
||
this._statusWindow.orgSize = [this._statusWindow.width,this._statusWindow.height];
|
||
};
|
||
|
||
//==============================
|
||
// * update Status Window Visible
|
||
//==============================
|
||
Scene_Battle.prototype.updateStatusWindowVisible = function() {
|
||
this._statusWindow.width = this._statusWindow.active ? this._statusWindow.orgSize[0] : 0;
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ createWindowLayer
|
||
//==============================
|
||
var _alias_mog_bhud_createWindowLayer = Scene_Battle.prototype.createWindowLayer
|
||
Scene_Battle.prototype.createWindowLayer = function() {
|
||
this.createLayoutWindow();
|
||
_alias_mog_bhud_createWindowLayer.call(this);
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ createAllWindows
|
||
//==============================
|
||
var _alias_mog_bhud_createAllWindows = Scene_Battle.prototype.createAllWindows;
|
||
Scene_Battle.prototype.createAllWindows = function() {
|
||
_alias_mog_bhud_createAllWindows.call(this);
|
||
this.setNewDataAllWindows()
|
||
};
|
||
|
||
//==============================
|
||
// * setNewDataAllWindows
|
||
//==============================
|
||
Scene_Battle.prototype.setNewDataAllWindows = function() {
|
||
if (this._actorCommandWindow) {this.setNewDataActorCommand()};
|
||
if (this._partyCommandWindow) {this.setNewDataPartyCommandWindow()};
|
||
if (this._helpWindow) {this.setNewDataHelpWindow()};
|
||
if (this._skillWindow) {this.setNewDataSkillWindow()};
|
||
if (this._itemWindow) {this.setNewDataItemWindow()};
|
||
if (this._actorWindow) {this.setNewDataActorWindow()};
|
||
if (this._enemyWindow) {this.setNewDataEnemyWindow()};
|
||
};
|
||
|
||
//==============================
|
||
// * create Layout Window
|
||
//==============================
|
||
Scene_Battle.prototype.createLayoutWindow = function() {
|
||
this._layoutField = new Sprite();
|
||
var fx = Graphics.width === 816 ? -4 : 0;
|
||
this._layoutField.x = fx ;
|
||
this._layoutField.y = 0;
|
||
this.addChild(this._layoutField);
|
||
if (String(Moghunter.bhud_com_layout) === "true") {this.createActorCommandWindowLayout()};
|
||
if (String(Moghunter.bhud_party_layout) === "true") {this.createPartyCommandWindowLayout()};
|
||
if (String(Moghunter.bhud_help_layout) === "true") {this.createHelpWindowLayout()};
|
||
if (String(Moghunter.bhud_skill_layout) === "true") {this.createSkillWindowLayout()};
|
||
if (String(Moghunter.bhud_item_layout) === "true") {this.createItemWindowLayout()};
|
||
if (String(Moghunter.bhud_actor_layout) === "true") {this.createActorWindowLayout()};
|
||
if (String(Moghunter.bhud_enemy_layout) === "true") {this.createEnemyWindowLayout()};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Update
|
||
//==============================
|
||
var _alias_mog_bhud_scnbattle_update = Scene_Battle.prototype.update
|
||
Scene_Battle.prototype.update = function() {
|
||
_alias_mog_bhud_scnbattle_update.call(this);
|
||
this.updateBattleHud();
|
||
};
|
||
|
||
//==============================
|
||
// * update Battle Hud
|
||
//==============================
|
||
Scene_Battle.prototype.updateBattleHud = function() {
|
||
this.updateWindowSlideEffect()
|
||
this.updateLayoutPosition();
|
||
if (this._statusWindow) {this.updateStatusWindowVisible()};
|
||
if (this._layoutField) {this.updateBhudVisible()};
|
||
};
|
||
|
||
//==============================
|
||
// * updateBhudVisible
|
||
//==============================
|
||
Scene_Battle.prototype.updateBhudVisible = function() {
|
||
this._layoutField.opacity = this.battleHudOpacity();
|
||
this._layoutField.visible = this.battleHudVisible();
|
||
this._spriteSetBatHud.opacity = this._layoutField.opacity;
|
||
this._spriteSetBatHud.visible = this._layoutField.visible;
|
||
};
|
||
|
||
//==============================
|
||
// * battle Hud Visible
|
||
//==============================
|
||
Scene_Battle.prototype.battleHudVisible = function() {
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// * battleHudOpacity
|
||
//==============================
|
||
Scene_Battle.prototype.battleHudOpacity = function() {
|
||
return 255;
|
||
};
|
||
|
||
//==============================
|
||
// * setNewDataActorCommand
|
||
//==============================
|
||
Scene_Battle.prototype.setNewDataActorCommand = function() {
|
||
var fx = ((Graphics.width - 816) / 2) + 4;
|
||
var fy = ((Graphics.height - 624) / 2);
|
||
var fx2 = fx - ((Graphics.width - Graphics.boxWidth) / 2);
|
||
var fy2 = fy - ((Graphics.height - Graphics.boxHeight) / 2);
|
||
this._actorCommandWindow.x = fx2 + Moghunter.bhud_com_x;
|
||
this._actorCommandWindow.y = fy2 + Moghunter.bhud_com_y;
|
||
this._actorCommandWindow.org = [this._actorCommandWindow.x,this._actorCommandWindow.y]
|
||
this._actorCommandWindow.vis = this._actorCommandWindow.visible;
|
||
if (String(Moghunter.bhud_com_layout) === "true") {this._actorCommandWindow.opacity = 0};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ OVERWRITE ♦ partyCommandWindowRect
|
||
//==============================
|
||
Scene_Battle.prototype.actorCommandWindowRect = function() {
|
||
const ww = 192 + Moghunter.bhud_com_width;
|
||
const wh = this.windowAreaHeight() + Moghunter.bhud_com_height;
|
||
const wx = this.isRightInputMode() ? Graphics.boxWidth - ww : 0;
|
||
const wy = Graphics.boxHeight - wh;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
//==============================
|
||
// * setNewDataPartyCommandWindow
|
||
//==============================
|
||
Scene_Battle.prototype.setNewDataPartyCommandWindow = function() {
|
||
var fx = ((Graphics.width - 816) / 2) + 4;
|
||
var fy = ((Graphics.height - 624) / 2);
|
||
var fx2 = fx - ((Graphics.width - Graphics.boxWidth) / 2);
|
||
var fy2 = fy - ((Graphics.height - Graphics.boxHeight) / 2);
|
||
this._partyCommandWindow.x = fx2 + Moghunter.bhud_party_x;
|
||
this._partyCommandWindow.y = fy2 + Moghunter.bhud_party_y;
|
||
this._partyCommandWindow.org = [this._partyCommandWindow.x,this._partyCommandWindow.y];
|
||
this._partyCommandWindow.org2 = [
|
||
this._partyCommandWindow.org[0] + Moghunter.bhud_party_slide_x,
|
||
this._partyCommandWindow.org[1] + Moghunter.bhud_party_slide_y
|
||
];
|
||
this._partyCommandWindow.slide = Moghunter.bhud_party_slide_x === 0 && Moghunter.bhud_party_slide_y === 0 ? false : true;
|
||
this._partyCommandWindow.vis = this._partyCommandWindow.visible;
|
||
if (String(Moghunter.bhud_party_layout) === "true") {this._partyCommandWindow.opacity = 0};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ OVERWRITE ♦ partyCommandWindowRect
|
||
//==============================
|
||
Scene_Battle.prototype.partyCommandWindowRect = function() {
|
||
const ww = 192 + Moghunter.bhud_party_width;
|
||
const wh = this.windowAreaHeight() + Moghunter.bhud_party_height;
|
||
const wx = this.isRightInputMode() ? Graphics.boxWidth - ww : 0;
|
||
const wy = Graphics.boxHeight - wh;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
//==============================
|
||
// * setNewDataHelpWindow
|
||
//==============================
|
||
Scene_Battle.prototype.setNewDataHelpWindow = function() {
|
||
this._helpWindow.x += Moghunter.bhud_help_x;
|
||
this._helpWindow.y += Moghunter.bhud_help_y;
|
||
this._helpWindow.org = [this._helpWindow.x,this._helpWindow.y];
|
||
this._helpWindow.org2 = [
|
||
this._helpWindow.org[0] + Moghunter.bhud_help_slide_x,
|
||
this._helpWindow.org[1] + Moghunter.bhud_help_slide_y
|
||
];
|
||
this._helpWindow.slide = Moghunter.bhud_help_slide_x === 0 && Moghunter.bhud_help_slide_y === 0 ? false : true;
|
||
this._helpWindow.vis = this._helpWindow.visible;
|
||
if (String(Moghunter.bhud_help_layout) === "true") {this._helpWindow.opacity = 0};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ OVERWRITE ♦ helpWindowRect
|
||
//==============================
|
||
Scene_Battle.prototype.helpWindowRect = function() {
|
||
const wx = 0;
|
||
const wy = this.helpAreaTop();
|
||
const ww = Graphics.boxWidth + Moghunter.bhud_help_width;
|
||
const wh = this.helpAreaHeight() + Moghunter.bhud_help_height;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
//==============================
|
||
// * setNewDataSkillWindow
|
||
//==============================
|
||
Scene_Battle.prototype.setNewDataSkillWindow = function() {
|
||
this._skillWindow.x += Moghunter.bhud_skill_x;
|
||
this._skillWindow.y += Moghunter.bhud_skill_y;
|
||
this._skillWindow.org = [this._skillWindow.x,this._skillWindow.y];
|
||
this._skillWindow.org2 = [
|
||
this._skillWindow.org[0] + Moghunter.bhud_skill_slide_x,
|
||
this._skillWindow.org[1] + Moghunter.bhud_skill_slide_y
|
||
];
|
||
this._skillWindow.slide = Moghunter.bhud_skill_slide_x === 0 && Moghunter.bhud_skill_slide_y === 0 ? false : true;
|
||
this._skillWindow.vis = this._skillWindow.visible;
|
||
if (String(Moghunter.bhud_skill_layout) === "true") {this._skillWindow.opacity = 0};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ OVERWRITE ♦ skillWindowRect
|
||
//==============================
|
||
Scene_Battle.prototype.skillWindowRect = function() {
|
||
const ww = Graphics.boxWidth + Moghunter.bhud_skill_width;
|
||
const wh = this.windowAreaHeight() + Moghunter.bhud_skill_height;
|
||
const wx = 0;
|
||
const wy = Graphics.boxHeight - wh;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
//==============================
|
||
// * setNewDataItemWindow
|
||
//==============================
|
||
Scene_Battle.prototype.setNewDataItemWindow = function() {
|
||
this._itemWindow.x += Moghunter.bhud_item_x;
|
||
this._itemWindow.y += Moghunter.bhud_item_y;
|
||
this._itemWindow.org = [this._itemWindow.x,this._itemWindow.y];
|
||
this._itemWindow.org2 = [
|
||
this._itemWindow.org[0] + Moghunter.bhud_item_slide_x,
|
||
this._itemWindow.org[1] + Moghunter.bhud_item_slide_y
|
||
];
|
||
this._itemWindow.slide = Moghunter.bhud_item_slide_x === 0 && Moghunter.bhud_item_slide_y === 0 ? false : true;
|
||
this._itemWindow.vis = this._itemWindow.visible;
|
||
if (String(Moghunter.bhud_item_layout) === "true") {this._itemWindow.opacity = 0};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ OVERWRITE ♦ itemWindowRect
|
||
//==============================
|
||
Scene_Battle.prototype.itemWindowRect = function() {
|
||
const ww = Graphics.boxWidth + Moghunter.bhud_item_width;
|
||
const wh = this.windowAreaHeight() + Moghunter.bhud_item_height;
|
||
const wx = 0;
|
||
const wy = Graphics.boxHeight - wh;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
//==============================
|
||
// * setNewDataActorWindow
|
||
//==============================
|
||
Scene_Battle.prototype.setNewDataActorWindow = function() {
|
||
this._actorWindow.x += Moghunter.bhud_actor_x;
|
||
this._actorWindow.y += Moghunter.bhud_actor_y;
|
||
this._actorWindow.org = [this._actorWindow.x,this._actorWindow.y];
|
||
this._actorWindow.org2 = [
|
||
this._actorWindow.org[0] + Moghunter.bhud_actor_slide_x,
|
||
this._actorWindow.org[1] + Moghunter.bhud_actor_slide_y
|
||
];
|
||
this._actorWindow.slide = Moghunter.bhud_actor_slide_x === 0 && Moghunter.bhud_actor_slide_y === 0 ? false : true;
|
||
this._actorWindow.vis = this._actorWindow.visible;
|
||
if (String(Moghunter.bhud_actor_layout) === "true") {this._actorWindow.opacity = 0};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ OVERWRITE ♦ actorWindowRect
|
||
//==============================
|
||
Scene_Battle.prototype.actorWindowRect = function() {
|
||
const extra = 10;
|
||
const ww = (Graphics.boxWidth - 192) + Moghunter.bhud_actor_width;
|
||
const wh = (this.windowAreaHeight() + extra) + Moghunter.bhud_actor_height;
|
||
const wx = this.isRightInputMode() ? 0 : Graphics.boxWidth - ww;
|
||
const wy = Graphics.boxHeight - wh + extra - 4;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
//==============================
|
||
// * setNewDataEnemyWindow
|
||
//==============================
|
||
Scene_Battle.prototype.setNewDataEnemyWindow = function() {
|
||
this._enemyWindow.x += Moghunter.bhud_enemy_x;
|
||
this._enemyWindow.y += Moghunter.bhud_enemy_y;
|
||
this._enemyWindow.org = [this._enemyWindow.x,this._enemyWindow.y];
|
||
this._enemyWindow.org2 = [
|
||
this._enemyWindow.org[0] + Moghunter.bhud_enemy_slide_x,
|
||
this._enemyWindow.org[1] + Moghunter.bhud_enemy_slide_y,
|
||
Graphics.width + (this._enemyWindow.width * 2),
|
||
Graphics.height + (this._enemyWindow.height * 2)
|
||
];
|
||
this._enemyWindow.slide = Moghunter.bhud_enemy_slide_x === 0 && Moghunter.bhud_enemy_slide_y === 0 ? false : true;
|
||
this._enemyWindow.vis = this._enemyWindow.visible;
|
||
if (String(Moghunter.bhud_enemy_layout) === "true") {this._enemyWindow.opacity = 0};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ OVERWRITE ♦ enemyWindow Rect
|
||
//==============================
|
||
Scene_Battle.prototype.enemyWindowRect = function() {
|
||
const wx = this._statusWindow.x;
|
||
const ww = this._statusWindow.width + Moghunter.bhud_enemy_width;
|
||
const wh = this.windowAreaHeight() + Moghunter.bhud_enemy_height;
|
||
const wy = Graphics.boxHeight - wh;
|
||
return new Rectangle(wx, wy, ww, wh);
|
||
};
|
||
|
||
//==============================
|
||
// * createActorCommandWindowLayout
|
||
//==============================
|
||
Scene_Battle.prototype.createActorCommandWindowLayout = function() {
|
||
this._com_layout = new Sprite(ImageManager.loadBHud("Layout_Command"))
|
||
this._com_layout.x = Moghunter.bhud_com_lay_x;
|
||
this._com_layout.y = Moghunter.bhud_com_lay_y;
|
||
this._com_layout.visible = false;
|
||
this._layoutField.addChild(this._com_layout);
|
||
};
|
||
|
||
//==============================
|
||
// * createPartyCommandWindowLayout
|
||
//==============================
|
||
Scene_Battle.prototype.createPartyCommandWindowLayout = function() {
|
||
this._party_layout = new Sprite(ImageManager.loadBHud("Layout_Party"))
|
||
this._party_layout.x = Moghunter.bhud_party_lay_x;
|
||
this._party_layout.y = Moghunter.bhud_party_lay_y;
|
||
this._party_layout.visible = false;
|
||
this._layoutField.addChild(this._party_layout);
|
||
};
|
||
|
||
//==============================
|
||
// * createPartyCommandWindowLayout
|
||
//==============================
|
||
Scene_Battle.prototype.needResizeWindowLayout = function(sprite) {
|
||
if (!sprite.resize) {return false};
|
||
if (!sprite.resize[0]) {return false};
|
||
if (sprite.resize[1]) {return false};
|
||
if (!sprite.bitmap.isReady()) {return false};
|
||
return true;
|
||
};
|
||
|
||
//==============================
|
||
// * resize Window Layout
|
||
//==============================
|
||
Scene_Battle.prototype.resizeWindowLayout = function(sprite,window_r) {
|
||
if (sprite.width < window_r.width) {
|
||
sprite.scale.x = window_r.width / sprite.bitmap.width;
|
||
};
|
||
if (sprite.height < window_r.height) {
|
||
sprite.scale.y = window_r.height / sprite.bitmap.height;
|
||
};
|
||
sprite.resize[1] = true;
|
||
};
|
||
|
||
//==============================
|
||
// * createHelpWindowLayout
|
||
//==============================
|
||
Scene_Battle.prototype.createHelpWindowLayout = function() {
|
||
this._help_layout = new Sprite(ImageManager.loadBHud("Layout_Help"))
|
||
this._help_layout.x = Moghunter.bhud_help_lay_x;
|
||
this._help_layout.y = Moghunter.bhud_help_lay_y;
|
||
this._help_layout.visible = false;
|
||
this._help_layout.resize = [true,false];
|
||
this._layoutField.addChild(this._help_layout);
|
||
};
|
||
|
||
//==============================
|
||
// * createSkillWindowLayout
|
||
//==============================
|
||
Scene_Battle.prototype.createSkillWindowLayout = function() {
|
||
this._skill_layout = new Sprite(ImageManager.loadBHud("Layout_Skill"))
|
||
this._skill_layout.x = Moghunter.bhud_skill_lay_x;
|
||
this._skill_layout.y = Moghunter.bhud_skill_lay_y;
|
||
this._skill_layout.visible = false;
|
||
this._skill_layout.resize = [true,false];
|
||
this._layoutField.addChild(this._skill_layout);
|
||
};
|
||
|
||
//==============================
|
||
// * createItemWindowLayout
|
||
//==============================
|
||
Scene_Battle.prototype.createItemWindowLayout = function() {
|
||
this._item_layout = new Sprite(ImageManager.loadBHud("Layout_Item"))
|
||
this._item_layout.x = Moghunter.bhud_item_lay_x;
|
||
this._item_layout.y = Moghunter.bhud_item_lay_y;
|
||
this._item_layout.visible = false;
|
||
this._item_layout.resize = [true,false];
|
||
this._layoutField.addChild(this._item_layout);
|
||
};
|
||
|
||
//==============================
|
||
// * createActorWindowLayout
|
||
//==============================
|
||
Scene_Battle.prototype.createActorWindowLayout = function() {
|
||
this._actor_layout = new Sprite(ImageManager.loadBHud("Layout_Actor"))
|
||
this._actor_layout.x = Moghunter.bhud_actor_lay_x;
|
||
this._actor_layout.y = Moghunter.bhud_actor_lay_y;
|
||
this._actor_layout.visible = false;
|
||
this._actor_layout.resize = [true,false];
|
||
this._layoutField.addChild(this._actor_layout);
|
||
};
|
||
|
||
//==============================
|
||
// * createEnemyWindowLayout
|
||
//==============================
|
||
Scene_Battle.prototype.createEnemyWindowLayout = function() {
|
||
this._enemy_layout = new Sprite(ImageManager.loadBHud("Layout_Enemy"))
|
||
this._enemy_layout.x = Moghunter.bhud_enemy_lay_x;
|
||
this._enemy_layout.y = Moghunter.bhud_enemy_lay_y;
|
||
this._enemy_layout.visible = false;
|
||
this._enemy_layout.resize = [true,false];
|
||
this._layoutField.addChild(this._enemy_layout);
|
||
};
|
||
|
||
//==============================
|
||
// ** updateLayoutPosition
|
||
//==============================
|
||
Scene_Battle.prototype.updateLayoutPosition = function() {
|
||
if (this._com_layout) {this.updateCommandWindowLayout()};
|
||
if (this._party_layout) {this.updatePartyLayout()};
|
||
if (this._help_layout) {this.updateHelpLayout()};
|
||
if (this._skill_layout) {this.updateSkillLayout()};
|
||
if (this._item_layout) {this.updateItemLayout()};
|
||
if (this._actor_layout) {this.updateActorLayout()};
|
||
if (this._enemy_layout) {this.updateEnemyLayout()};
|
||
};
|
||
|
||
//==============================
|
||
// * Sprite Move To
|
||
//==============================
|
||
Scene_Battle.prototype.sprite_move_to = function(value,real_value) {
|
||
if (value === real_value) {return value};
|
||
var dnspeed = 1 + (Math.abs(value - real_value) / 12);
|
||
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);
|
||
};
|
||
|
||
//==============================
|
||
// * updateCommandWindowLayout
|
||
//==============================
|
||
Scene_Battle.prototype.updateCommandWindowLayout = function() {
|
||
this._com_layout.x = this._windowLayer.x + Moghunter.bhud_com_lay_x + this._actorCommandWindow.x;
|
||
this._com_layout.y = this._windowLayer.y + Moghunter.bhud_com_lay_y + this._actorCommandWindow.y;
|
||
this._com_layout.visible = this._actorCommandWindow.isOpenAndActive();
|
||
this._com_layout.opacity = this._actorCommandWindow.contentsOpacity;
|
||
if (!this._actorCommandWindow.visible) {this._com_layout.visible = false};
|
||
};
|
||
|
||
//==============================
|
||
// * updatePartyLayout
|
||
//==============================
|
||
Scene_Battle.prototype.updatePartyLayout = function() {
|
||
this._party_layout.x = this._windowLayer.x + Moghunter.bhud_party_lay_x + this._partyCommandWindow.x;
|
||
this._party_layout.y = this._windowLayer.y + Moghunter.bhud_party_lay_y + this._partyCommandWindow.y;
|
||
this._party_layout.visible = this._partyCommandWindow.isOpenAndActive();
|
||
this._party_layout.opacity = this._partyCommandWindow.contentsOpacity;
|
||
if (!this._partyCommandWindow.visible) {this._party_layout.visible = false};
|
||
};
|
||
|
||
//==============================
|
||
// * updateHelpLayout
|
||
//==============================
|
||
Scene_Battle.prototype.updateHelpLayout = function() {
|
||
this._help_layout.x = this._windowLayer.x + Moghunter.bhud_help_lay_x + this._helpWindow.x;
|
||
this._help_layout.y = this._windowLayer.y + Moghunter.bhud_help_lay_y + this._helpWindow.y;
|
||
this._help_layout.visible = this._helpWindow.visible;
|
||
this._help_layout.opacity = this._helpWindow.contentsOpacity;
|
||
if (this.needResizeWindowLayout(this._help_layout)) {this.resizeWindowLayout(this._help_layout,this._helpWindow)};
|
||
};
|
||
|
||
//==============================
|
||
// * updateSkillLayout
|
||
//==============================
|
||
Scene_Battle.prototype.updateSkillLayout = function() {
|
||
this._skill_layout.x = this._windowLayer.x + Moghunter.bhud_skill_lay_x + this._skillWindow.x;
|
||
this._skill_layout.y = this._windowLayer.y + Moghunter.bhud_skill_lay_y + this._skillWindow.y;
|
||
this._skill_layout.visible = this._skillWindow.isOpenAndActive();
|
||
this._skill_layout.opacity = this._skillWindow.contentsOpacity;
|
||
if (!this._skillWindow.visible) {this._skill_layout.visible = false};
|
||
if (this.needResizeWindowLayout(this._skill_layout)) {this.resizeWindowLayout(this._skill_layout,this._skillWindow)};
|
||
};
|
||
|
||
//==============================
|
||
// * updateItemLayout
|
||
//==============================
|
||
Scene_Battle.prototype.updateItemLayout = function() {
|
||
this._item_layout.x = this._windowLayer.x + Moghunter.bhud_item_lay_x + this._itemWindow.x;
|
||
this._item_layout.y = this._windowLayer.y + Moghunter.bhud_item_lay_y + this._itemWindow.y;
|
||
this._item_layout.visible = this._itemWindow.isOpenAndActive();
|
||
this._item_layout.opacity = this._itemWindow.contentsOpacity;
|
||
if (!this._itemWindow.visible) {this._item_layout.visible = false};
|
||
if (this.needResizeWindowLayout(this._item_layout)) {this.resizeWindowLayout(this._item_layout,this._itemWindow)};
|
||
};
|
||
|
||
//==============================
|
||
// * updateActorLayout
|
||
//==============================
|
||
Scene_Battle.prototype.updateActorLayout = function() {
|
||
this._actor_layout.x = this._windowLayer.x + Moghunter.bhud_actor_lay_x + this._actorWindow.x;
|
||
this._actor_layout.y = this._windowLayer.y + Moghunter.bhud_actor_lay_y + this._actorWindow.y;
|
||
this._actor_layout.visible = this._actorWindow.isOpenAndActive();
|
||
this._actor_layout.opacity = this._actorWindow.contentsOpacity;
|
||
if (!this._actorWindow.visible) {this._actor_layout.visible = false};
|
||
if (this.needResizeWindowLayout(this._actor_layout)) {this.resizeWindowLayout(this._actor_layout,this._actorWindow)};
|
||
};
|
||
|
||
//==============================
|
||
// * updateEnemyLayout
|
||
//==============================
|
||
Scene_Battle.prototype.updateEnemyLayout = function() {
|
||
this._enemy_layout.x = this._windowLayer.x + this._enemyWindow.x + Moghunter.bhud_enemy_lay_x;
|
||
this._enemy_layout.y = this._windowLayer.y + this._enemyWindow.y + Moghunter.bhud_enemy_lay_y;
|
||
this._enemy_layout.visible = this._enemyWindow.isOpenAndActive();
|
||
this._enemy_layout.opacity = this._enemyWindow.contentsOpacity;
|
||
if (!this._enemyWindow.visible) {this._enemy_layout.visible = false};
|
||
if (this.needResizeWindowLayout(this._enemy_layout)) {this.resizeWindowLayout(this._enemy_layout,this._enemyWindow)};
|
||
};
|
||
|
||
//==============================
|
||
// * slideWindow
|
||
//==============================
|
||
Scene_Battle.prototype.slideWindow = function(win,vmode) {
|
||
var vm = vmode ? win.active : win.visible;
|
||
if (vm) {
|
||
var np = [win.org[0],win.org[1]];
|
||
win.contentsOpacity += 15;
|
||
} else {
|
||
var np = [win.org2[0],win.org2[1]];
|
||
win.contentsOpacity = 0;
|
||
};
|
||
win.x = this.sprite_move_to(win.x,np[0]);
|
||
win.y = this.sprite_move_to(win.y,np[1]);
|
||
};
|
||
|
||
//==============================
|
||
// * updateWindowSlideEffect
|
||
//==============================
|
||
Scene_Battle.prototype.updateWindowSlideEffect = function() {
|
||
if (this._partyCommandWindow.slide) {this.slideWindow(this._partyCommandWindow,true)};
|
||
if (this._helpWindow.slide) {this.slideWindow(this._helpWindow,false)};
|
||
if (this._skillWindow.slide){this.slideWindow(this._skillWindow,false)};
|
||
if (this._itemWindow.slide) {this.slideWindow(this._itemWindow,false)};
|
||
if (this._actorWindow.slide){this.slideWindow(this._actorWindow,false)};
|
||
if (this._enemyWindow.slide && this._enemyWindow.y < this._enemyWindow.org2[3]) {this.slideWindow(this._enemyWindow,false)};
|
||
if (this._enemyWindow.y >= this._enemyWindow.org2[3]) {this.updateBHudVFix()};
|
||
};
|
||
|
||
//==============================
|
||
// * updateBHudVFix
|
||
//==============================
|
||
Scene_Battle.prototype.updateBHudVFix = function() {
|
||
this._enemyWindow.y = this._enemyWindow.org2[3];
|
||
if (this._enemyWindow.active) {
|
||
if (!this._itemWindow.active) {this._itemWindow.visible = false};
|
||
if (!this._skillWindow.active) {this._skillWindow.visible = false};
|
||
};
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Window_BattleSkill ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// * maxCols
|
||
//==============================
|
||
Window_BattleSkill.prototype.maxCols = function() {
|
||
return Moghunter.bhud_skill_maxcols;
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Window_BattleItem ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// * maxCols
|
||
//==============================
|
||
Window_BattleItem.prototype.maxCols = function() {
|
||
return Moghunter.bhud_item_maxcols;
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Window_BattleEnemy ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// * maxCols
|
||
//==============================
|
||
Window_BattleEnemy.prototype.maxCols = function() {
|
||
return Moghunter.bhud_enemy_maxcols;
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Window Actor Command ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ initialize
|
||
//==============================
|
||
var _alias_mog_bhud_wActCom_initialize = Window_ActorCommand.prototype.initialize;
|
||
Window_ActorCommand.prototype.initialize = function(rect) {
|
||
_alias_mog_bhud_wActCom_initialize.call(this,rect);
|
||
this._fx = (Graphics.width - Graphics.boxWidth) / 2;
|
||
this._fy = (Graphics.height - Graphics.boxHeight) / 2;
|
||
this._fadeW = 0;
|
||
this._com_mode = Number($gameSystem._bhud_pos_mode);
|
||
this._force_hide_duration = 0;
|
||
this.org = [Moghunter.bhud_com_x,Moghunter.bhud_com_y];
|
||
this.org2 = [
|
||
this.org[0] + Moghunter.bhud_com_slideX,
|
||
this.org[1] + Moghunter.bhud_com_slideY
|
||
];
|
||
this.slide = $gameSystem._bhud_auto_com ? true : false;
|
||
this._actorVis != this._actor;
|
||
this.xp = -1;
|
||
this.yp = -1;
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Activate
|
||
//==============================
|
||
var _alias_mog_bhud_wActCom_activate = Window_ActorCommand.prototype.activate;
|
||
Window_ActorCommand.prototype.activate = function() {
|
||
_alias_mog_bhud_wActCom_activate.call(this);
|
||
if (String(Moghunter.bhud_com_layout) === "true") {this._force_hide_duration = 1};
|
||
};
|
||
|
||
//==============================
|
||
// * Sprite Move To
|
||
//==============================
|
||
Window_ActorCommand.prototype.sprite_move_to = function(value,real_value) {
|
||
if (value === real_value) {return value};
|
||
var dnspeed = 1 + (Math.abs(value - real_value) / 12);
|
||
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);
|
||
};
|
||
|
||
//==============================
|
||
// ** slideWindow
|
||
//==============================
|
||
Window_ActorCommand.prototype.slideWindow = function(win,vmode) {
|
||
var vm = vmode ? win.active : win.visible;
|
||
if (vm) {
|
||
var np = [win.org[0],win.org[1]];
|
||
win.contentsOpacity += 15;
|
||
} else {
|
||
var np = [win.org2[0],win.org2[1]];
|
||
win.contentsOpacity = 0;
|
||
};
|
||
win.x = this.sprite_move_to(win.x,np[0]);
|
||
win.y = this.sprite_move_to(win.y,np[1]);
|
||
};
|
||
|
||
//==============================
|
||
// ** update Position
|
||
//==============================
|
||
Window_ActorCommand.prototype.updatePosition = function() {
|
||
if (Imported.MOG_BattleCommands) {
|
||
this.updateBattleCommands();
|
||
} else {
|
||
if (!this.slide) {
|
||
this.updatePosN();
|
||
} else {
|
||
this.updatePosS();
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * update Battle Commands
|
||
//==============================
|
||
Window_ActorCommand.prototype.updateBattleCommands = function() {
|
||
if ($gameTemp._bhud_position_active) {
|
||
this.visible = this.active;
|
||
if ($gameSystem._bhud_auto_com) {
|
||
this.x = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x;
|
||
if (this._com_mode === 0) {
|
||
this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this.height;
|
||
} else {
|
||
this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y;
|
||
}
|
||
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * update Position S
|
||
//==============================
|
||
Window_ActorCommand.prototype.updatePosS = function() {
|
||
if ($gameTemp._bhud_position_active) {
|
||
this.visible = this.active;
|
||
if ($gameSystem._bhud_auto_com) {
|
||
if (this.xp != $gameTemp._bhud_position_active[0] || this.yp != $gameTemp._bhud_position_active[1]) {
|
||
this.xp = $gameTemp._bhud_position_active[0];
|
||
this.yp = $gameTemp._bhud_position_active[1];
|
||
this.org[0] = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x - this._fx;
|
||
if (this._com_mode === 0) {
|
||
this.org[1] = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this.height;
|
||
} else {
|
||
this.org[1] = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y;
|
||
};
|
||
this.org2 = [
|
||
this.org[0] + Moghunter.bhud_com_slideX,
|
||
this.org[1] + Moghunter.bhud_com_slideY
|
||
];
|
||
if (this._actorVis != this._actor) {
|
||
this.x = this.org2[0];
|
||
this.y = this.org2[1];
|
||
this._actorVis = this._actor;
|
||
};
|
||
};
|
||
this.slideWindow(this,false);
|
||
} else {
|
||
this.slideWindow(this,false);
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * update Position N
|
||
//==============================
|
||
Window_ActorCommand.prototype.updatePosN = function() {
|
||
if ($gameTemp._bhud_position_active) {
|
||
this.visible = this.active;
|
||
if ($gameSystem._bhud_auto_com) {
|
||
this.x = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x;
|
||
if (this._com_mode === 0) {
|
||
this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this.height
|
||
} else {
|
||
this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y
|
||
}
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ Update
|
||
//==============================
|
||
Window_ActorCommand.prototype.update = function() {
|
||
Window_Command.prototype.update.call(this);
|
||
this.updatePosition();
|
||
if (this._force_hide_duration > 0) {this._force_hide_duration -= 1;this.visible = false};
|
||
};
|
||
|
||
//=============================================================================
|
||
//■■■■■■■■■■■■ BATTLE HUD PART ■■■■■■■■■■■■■■■■■■
|
||
//=============================================================================
|
||
|
||
//=============================================================================
|
||
// ■■■ Scene Battle ■■■
|
||
//=============================================================================
|
||
|
||
//==============================
|
||
// ♦ ALIAS ♦ createWindowLayer
|
||
//==============================
|
||
var _mog_bhud_scBat_createSpriteset = Scene_Battle.prototype.createSpriteset;
|
||
Scene_Battle.prototype.createSpriteset = function() {
|
||
_mog_bhud_scBat_createSpriteset.call(this);
|
||
if (!this._hudField) {this.createHudField()};
|
||
this.createSpritesetBattleHud();
|
||
this.sortMz();
|
||
};
|
||
|
||
//=============================================================================
|
||
// ■■■ Battle_Hud ■■■
|
||
//=============================================================================
|
||
function Battle_Hud() {
|
||
this.initialize.apply(this, arguments);
|
||
};
|
||
|
||
Battle_Hud.prototype = Object.create(Sprite.prototype);
|
||
Battle_Hud.prototype.constructor = Battle_Hud;
|
||
|
||
//==============================
|
||
// ♦♦ Initialize
|
||
//==============================
|
||
Battle_Hud.prototype.initialize = function(hud_id) {
|
||
Sprite.prototype.initialize.call(this);
|
||
this._data_initial_ref = [0,true];
|
||
this._hud_id = hud_id;
|
||
this._slideA = [0,Moghunter.bhud_slideX,Moghunter.bhud_slideY];
|
||
if (this._slideA[1] != 0 || this._slideA[2] != 0) {this._slideA[0] = this._hud_id * 10};
|
||
this.x = this._slideA[1];
|
||
this.y = this._slideA[2];
|
||
this._hud_size = [0,0];
|
||
this.base_parameter_clear();
|
||
this.load_img();
|
||
this.opacity = 0;
|
||
$gameTemp._bhud_position_active = null;
|
||
$gameTemp._battleEnd = false;
|
||
};
|
||
|
||
//==============================
|
||
// * Load Img
|
||
//==============================
|
||
Battle_Hud.prototype.load_img = function() {
|
||
this._layout_img = ImageManager.loadBHud("Layout");
|
||
if (String(Moghunter.bhud_layoverlay_visible) == "true") {this._layout2_img = ImageManager.loadBHud("Layout2");;};
|
||
this._turn_img = ImageManager.loadBHud("Turn");
|
||
this._state_img = ImageManager.loadSystem("IconSet");
|
||
if (String(Moghunter.bhud_hp_meter_visible) == "true") {this._hp_meter_img = ImageManager.loadBHud("HP_Meter");};
|
||
if (String(Moghunter.bhud_mp_meter_visible) == "true") {this._mp_meter_img = ImageManager.loadBHud("MP_Meter");};
|
||
if (String(Moghunter.bhud_tp_meter_visible) == "true") {this._tp_meter_img = ImageManager.loadBHud("TP_Meter");};
|
||
if (String(Moghunter.bhud_at_meter_visible) == "true") {this._at_meter_img = ImageManager.loadBHud("ATB_Meter");};
|
||
if (String(Moghunter.bhud_hp_number_visible) == "true") {this._hp_number_img = ImageManager.loadBHud("HP_Number");};
|
||
if (String(Moghunter.bhud_mp_number_visible) == "true") {this._mp_number_img = ImageManager.loadBHud("MP_Number");};
|
||
if (String(Moghunter.bhud_tp_number_visible) == "true") {this._tp_number_img = ImageManager.loadBHud("TP_Number");};
|
||
if (String(Moghunter.bhud_maxhp_number_visible) == "true") {this._maxhp_number_img = ImageManager.loadBHud("HP_Number2");};
|
||
if (String(Moghunter.bhud_maxmp_number_visible) == "true") {this._maxmp_number_img = ImageManager.loadBHud("MP_Number2");};
|
||
if (String(Moghunter.bhud_maxtp_number_visible) == "true") {this._maxtp_number_img = ImageManager.loadBHud("TP_Number2");};
|
||
};
|
||
|
||
//==============================
|
||
// * Base Parameter Clear
|
||
//==============================
|
||
Battle_Hud.prototype.base_parameter_clear = function() {
|
||
this._hp_old = [-1,-1];
|
||
this._maxhp_old = [-1,-1];
|
||
this._hp_old_ani = [-1,-1];
|
||
this._hp_flow = [false,0,0,0];
|
||
this._mp_old = [-1,-1];
|
||
this._maxmp_old = [-1,-1];
|
||
this._mp_old_ani = [-1,-1];
|
||
this._mp_flow = [false,0,0,0];
|
||
this._tp_old = [-1,-1];
|
||
this._maxtp_old = [-1,-1];
|
||
this._tp_old_ani = -1;
|
||
this._tp_flow = [false,0,0,0];
|
||
this._at_flow = [false,0,0,0];
|
||
this._hp_number_old = -1;
|
||
this._mp_number_old = -1;
|
||
this._hp_number_old = -1;
|
||
this._number_align = [];
|
||
this._number_align[0] = Moghunter.bhud_hp_align_type;
|
||
this._number_align[1] = Moghunter.bhud_mp_align_type;
|
||
this._number_align[2] = Moghunter.bhud_tp_align_type;
|
||
this._diagonal_number = [];
|
||
this._diagonal_number[0] = Moghunter.bhud_hp_diagonal_number;
|
||
this._diagonal_number[1] = Moghunter.bhud_mp_diagonal_number;
|
||
this._diagonal_number[2] = Moghunter.bhud_tp_diagonal_number;
|
||
this._hp_img_data = [0,0,0];
|
||
this._mp_img_data = [0,0,0];
|
||
this._tp_img_data = [0,0,0];
|
||
this._states_old = [];
|
||
this._states_data = [0,0,0];
|
||
this._active = false;
|
||
this._hud_size = [0,0];
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Bhud
|
||
//==============================
|
||
Battle_Hud.prototype.need_refreh_bhud = function() {
|
||
if (this._data_initial_ref[1]) {return true};
|
||
if (this._battler != $gameParty.battleMembers()[this._hud_id]) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Bhud
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_bhud = function() {
|
||
this._data_initial_ref[1] = false;
|
||
this._battler = $gameParty.battleMembers()[this._hud_id];
|
||
if (this._battler) {this._battler.checkBhudNoteTags()}
|
||
this.opacity = 0;
|
||
this._hud_size = [0,0];
|
||
this.base_parameter_clear();
|
||
this.create_base_sprites();
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Position
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_position = function() {
|
||
this.set_hud_position();
|
||
this.create_sprites();
|
||
this._layout.x = this._pos_x;
|
||
this._layout.y = this._pos_y;
|
||
if (this._face) {
|
||
this._face.x = this._pos_x + Moghunter.bhud_face_pos_x;
|
||
this._face.y = this._pos_y + Moghunter.bhud_face_pos_y + this._face.ph;
|
||
};
|
||
if (this._turn) {
|
||
this._turn.x = this._pos_x + (this._turn.width / 2) + Moghunter.bhud_turn_pos_x;
|
||
this._turn.y = this._pos_y + (this._turn.height / 2) + Moghunter.bhud_turn_pos_y;
|
||
};
|
||
if (this._layout2) {
|
||
this._layout2.x = this._pos_x + Moghunter.bhud_layoverlay_x;
|
||
this._layout2.y = this._pos_y + Moghunter.bhud_layoverlay_y;
|
||
};
|
||
if (this._face) {this._battler._face_pos = [this._face.x,this._face.y]};
|
||
};
|
||
|
||
//==============================
|
||
// * Set Hud Position
|
||
//==============================
|
||
Battle_Hud.prototype.set_hud_position = function() {
|
||
this._hud_size = [this._layout.bitmap.width,this._layout.bitmap.height];
|
||
this._members_max = $gameParty.battleMembers().length;
|
||
var fx = (Graphics.width - 816) / 2;
|
||
var fy = (Graphics.height - 624);
|
||
var ps = [Number(Moghunter.bhud_space_x) * this._hud_id,
|
||
Number(Moghunter.bhud_space_y) * this._hud_id];
|
||
if ($gameSystem._bhud_position[this._hud_id]) {
|
||
this._pos_x = $gameSystem._bhud_position[this._hud_id][0];
|
||
this._pos_y = $gameSystem._bhud_position[this._hud_id][1];
|
||
}
|
||
else {
|
||
if (Number($gameSystem._bhud_pos_mode) === 0) {
|
||
var spc = ((Graphics.width - 14) / this._members_max);
|
||
var px = (spc / 2) + (spc * this._hud_id);
|
||
this._pos_x = Moghunter.bhud_pos_x + px + ps[0];
|
||
this._pos_y = Moghunter.bhud_pos_y + ps[1];
|
||
}
|
||
else {
|
||
var py = (this._hud_size[1] + 5) * this._hud_id;
|
||
this._pos_x = Moghunter.bhud_pos_x + ps[0];
|
||
this._pos_y = Moghunter.bhud_pos_y + py + ps[1];
|
||
};
|
||
};
|
||
this._pos_y += fy
|
||
$gameTemp._bhud_position[this._hud_id] = [this._pos_x,this._pos_y];
|
||
};
|
||
|
||
//==============================
|
||
// ♦♦ Update
|
||
//==============================
|
||
Battle_Hud.prototype.update = function() {
|
||
Sprite.prototype.update.call(this);
|
||
if (this._data_initial_ref[0] < 2) {this._data_initial_ref[0] += 1; return};
|
||
if (this.need_refreh_bhud()) {this.refresh_bhud()};
|
||
if (!this._battler) {return};
|
||
if (!this._layout.bitmap.isReady()) {return};
|
||
if (this._hud_size[0] === 0) {this.refresh_position();return};
|
||
this.update_sprites();
|
||
this.updateSlide();
|
||
};
|
||
|
||
//==============================
|
||
// * Update Slide
|
||
//==============================
|
||
Battle_Hud.prototype.updateSlide = function() {
|
||
if (!this.is_hud_visible()) {return};
|
||
if (this._slideA[0] > 0) {
|
||
this.visible = false;
|
||
this.opacity = 0;
|
||
this._slideA[0]--;
|
||
return;
|
||
};
|
||
this.visible = true;
|
||
this.x = this.update_dif(this.x,0,20);
|
||
this.y = this.update_dif(this.y,0,20);
|
||
};
|
||
|
||
//==============================
|
||
// * Create Base Sprites
|
||
//==============================
|
||
Battle_Hud.prototype.create_base_sprites = function() {
|
||
this.create_turn();
|
||
if (Number(Moghunter.bhud_face_priority) === 0) {
|
||
this.create_face();
|
||
this.create_layout();}
|
||
else {
|
||
this.create_layout();
|
||
this.create_face();
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Create Sprites
|
||
//==============================
|
||
Battle_Hud.prototype.create_sprites = function() {
|
||
this.create_hp_meter();
|
||
this.create_mp_meter();
|
||
this.create_tp_meter();
|
||
if (BattleManager.isActiveTpb()) {this.create_at_meter()};
|
||
if (String(Moghunter.bhud_layoverlay_visible) == "true") {this.create_layoutOverlay()};
|
||
this.create_hp_number();
|
||
this.create_maxhp_number();
|
||
this.create_mp_number();
|
||
this.create_maxmp_number();
|
||
this.create_tp_number();
|
||
this.create_maxtp_number();
|
||
this._stateType = Number(Moghunter.bhud_statesType);
|
||
if (this._stateType === 0) {
|
||
this.create_states();
|
||
} else {
|
||
this.create_states2();
|
||
};
|
||
this.create_name();
|
||
};
|
||
|
||
//==============================
|
||
// * Update Sprites
|
||
//==============================
|
||
Battle_Hud.prototype.update_sprites = function() {
|
||
this.update_active();
|
||
this.update_visible();
|
||
this.update_turn();
|
||
this.update_face();
|
||
this.update_hp();
|
||
this.update_mp();
|
||
this.update_tp();
|
||
this.update_at();
|
||
if (this._state_icon) {
|
||
if (this._stateType === 0) {
|
||
this.update_states();
|
||
} else {
|
||
this.update_states2();
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Active
|
||
//==============================
|
||
Battle_Hud.prototype.update_active = function() {
|
||
this._active = false
|
||
if (this._battler == BattleManager.actor()) {
|
||
this._active = true;
|
||
$gameTemp._bhud_position_active = $gameTemp._bhud_position[this._hud_id]
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update visible
|
||
//==============================
|
||
Battle_Hud.prototype.update_visible = function(sprite) {
|
||
if (this.is_hud_visible()) {this.opacity += 10}
|
||
else {this.opacity -= 10};
|
||
};
|
||
|
||
//==============================
|
||
// * Is Hud Visible
|
||
//==============================
|
||
Battle_Hud.prototype.is_hud_visible = function(sprite) {
|
||
if ($gameMessage.isBusy()) {return false};
|
||
if ($gameTemp._battleEnd) {return false};
|
||
if (!$gameSystem._bhud_visible) {return false};
|
||
return true
|
||
};
|
||
|
||
//==============================
|
||
// * Update Dif
|
||
//==============================
|
||
Battle_Hud.prototype.update_dif = function(value,real_value,speed) {
|
||
if (value == real_value) {return value};
|
||
var dnspeed = 1 + (Math.abs(value - real_value) / speed);
|
||
if (value > real_value) {value -= dnspeed;
|
||
if (value < real_value) {value = real_value};}
|
||
else if (value < real_value) {value += dnspeed;
|
||
if (value > real_value) {value = real_value};
|
||
};
|
||
return Math.floor(value);
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Meter
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_meter = function(sprite,value,value_max,type) {
|
||
var ch = sprite.bitmap.height / 2;
|
||
var meter_rate = sprite.bitmap.width * value / value_max;
|
||
sprite.setFrame(0,type * ch, meter_rate, ch);
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Flow
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_meter_flow = function(sprite,value,value_max,type,flow) {
|
||
var cw = sprite.bitmap.width / 3;
|
||
var ch = sprite.bitmap.height / 2;
|
||
var meter_rate = cw * value / value_max;
|
||
sprite.setFrame(flow,type * ch, meter_rate, ch);
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Number
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_number = function(sprites,value,img_data,x,y,type) {
|
||
numbers = Math.abs(value).toString().split("");
|
||
var nx = 0;
|
||
var ny = 0;
|
||
var dir = 1;
|
||
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[2], 0, img_data[2], img_data[1]);
|
||
sprites[i].visible = true;
|
||
if (this._number_align[type] === 0) {
|
||
var nx = -(img_data[2] * i) + (img_data[2] * numbers.length);
|
||
} else if (this._number_align[type] === 1) {
|
||
var nx = -(img_data[2] * i) + ((img_data[2] / 2) * numbers.length);
|
||
} else if (this._number_align[type] === 2) {
|
||
var nx = -(img_data[2] * i);
|
||
} else if (this._number_align[type] === 3) {
|
||
var nx = -(img_data[2] * i);
|
||
var ny = (img_data[3] * i);
|
||
} else {
|
||
var nx = -(img_data[2] * i) + (img_data[2] * numbers.length);
|
||
var ny = (img_data[3] / 2) * dir;
|
||
};
|
||
sprites[i].x = x - nx;
|
||
sprites[i].y = y - ny;
|
||
dir = dir === 0 ? 1 : 0;
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh Parameter
|
||
//==============================
|
||
Battle_Hud.prototype.need_refresh_parameter = function(parameter) {
|
||
switch (parameter) {
|
||
case 0:
|
||
if (this._hp_old[0] != this._battler.hp) {return true};
|
||
if (this._hp_old[1] != this._battler.mhp) {return true};
|
||
break;
|
||
case 1:
|
||
if (this._mp_old[0] != this._battler.mp) {return true};
|
||
if (this._mp_old[1] != this._battler.mmp) {return true};
|
||
break;
|
||
case 2:
|
||
if (this._tp_old[0] != this._battler.tp) {return true};
|
||
if (this._tp_old[1] != this._battler.maxTp()) {return true};
|
||
break;
|
||
};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * Create Layout
|
||
//==============================
|
||
Battle_Hud.prototype.create_layout = function() {
|
||
this.removeChild(this._layout);
|
||
if (!this._battler) {return};
|
||
this._layout = new Sprite(this._layout_img);
|
||
this.addChild(this._layout);
|
||
};
|
||
|
||
//==============================
|
||
// * Create Layout Overlay
|
||
//==============================
|
||
Battle_Hud.prototype.create_layoutOverlay = function() {
|
||
this.removeChild(this._layout2);
|
||
if (!this._battler) {return};
|
||
this._layout2 = new Sprite(this._layout2_img);
|
||
this.addChild(this._layout2);
|
||
};
|
||
|
||
//==============================
|
||
// * Create Turn
|
||
//==============================
|
||
Battle_Hud.prototype.create_turn = function() {
|
||
if (String(Moghunter.bhud_turn_visible) != "true") {return};
|
||
this.removeChild(this._turn);
|
||
if (!this._battler) {return};
|
||
this._turn = new Sprite(this._turn_img);
|
||
this._turn.anchor.x = 0.5;
|
||
this._turn.anchor.y = 0.5;
|
||
this._turn.rt = Number(Moghunter.bhud_turn_rotation);
|
||
this._turn.zt = String(Moghunter.bhud_turn_zoom) === "true" ? true : false;
|
||
this._turn.vis = this._turn.visible;
|
||
this._turn_blink = [0,0];
|
||
this.addChild(this._turn);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Turn
|
||
//==============================
|
||
Battle_Hud.prototype.update_turn = function() {
|
||
if (!this._turn) {return};
|
||
if (!this._active) {this._turn.visible = false;return;};
|
||
if (this._turn.rt != 0) {this._turn.rotation += this._turn.rt};
|
||
if (this._turn.zt) {this.updateTurnZoom()};
|
||
this._turn.visible = true;
|
||
this._turn_blink[0] += 1
|
||
if (this._turn_blink[0] < 60) {this._turn_blink[1] += 2}
|
||
else if (this._turn_blink[0] < 120) {this._turn_blink[1] -= 2}
|
||
else {this._turn_blink = [0,0]};
|
||
this._turn.opacity = 135 + this._turn_blink[1]
|
||
};
|
||
|
||
//==============================
|
||
// * Update Turn Zoom
|
||
//==============================
|
||
Battle_Hud.prototype.updateTurnZoom = function() {
|
||
if (this._turn.vis != this._turn.visible) {
|
||
this._turn.vis = this._turn.visible;
|
||
this._turn.scale.x = 1.50;
|
||
this._turn.scale.y = this._turn.scale.x;
|
||
};
|
||
if (this._turn.scale.x > 0) {
|
||
this._turn.scale.x -= 0.04;
|
||
if (this._turn.scale.x <= 1.00) {this._turn.scale.x = 1.00};
|
||
};
|
||
this._turn.scale.y = this._turn.scale.x;
|
||
};
|
||
|
||
//==============================
|
||
// * Create Face
|
||
//==============================
|
||
Battle_Hud.prototype.create_face = function() {
|
||
if (String(Moghunter.bhud_face_visible) != "true") {return};
|
||
this.removeChild(this._face);
|
||
if (!this._battler) {return};
|
||
this._face = new Sprite(ImageManager.loadBHud("Face_" + this._battler._actorId));
|
||
this._face.anchor.x = 0.5;
|
||
this._face.anchor.y = 0.5;
|
||
this._face_data = [0,0,false,false,false,-1];
|
||
this._face.ph = 0;
|
||
this._face.animation = [-1,0,0,0,0,0,0,0,0];
|
||
this._face.breathEffect = this._battler._bhud.faceBreath;
|
||
this._face.scaleY = 0;
|
||
if (String(Moghunter.bhud_face_shake) === "true") {this._face_data[2] = true}
|
||
if (String(Moghunter.bhud_face_animated) === "true") {this._face_data[4] = true}
|
||
this._battler._bhud_face_data = [0,0,0,1]
|
||
this.addChild(this._face);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Face
|
||
//==============================
|
||
Battle_Hud.prototype.update_face = function() {
|
||
if (!this._face) {return};
|
||
if (!this._face.bitmap.isReady()) {return};
|
||
if (this._face_data[4] && this._face_data[5] != this._battler._bhud_face_data[2]) {this.refresh_face();};
|
||
this.update_face_animation();
|
||
this.update_face_shake();
|
||
this.update_face_zoom();
|
||
if (this._face.breathEffect) {this.updateFaceEffects()};
|
||
};
|
||
|
||
//==============================
|
||
// * update Face Effects
|
||
//==============================
|
||
Battle_Hud.prototype.updateFaceEffects = function() {
|
||
if (this._face_data[5] == 0 || this._face_data[5] == 3) {
|
||
this._face.anchor.y = 1;
|
||
this._face.y = this._pos_y + Moghunter.bhud_face_pos_y + this._face.height / 2;
|
||
this.updateBreathEffect()
|
||
} else {
|
||
this._face.anchor.y = 0.5;
|
||
this._face.y = this._pos_y + Moghunter.bhud_face_pos_y;
|
||
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * set Breath Effect
|
||
//==============================
|
||
Battle_Hud.prototype.setBreathEffect = function() {
|
||
this._face.animation[0] = 0;
|
||
var rds = Math.randomInt(100);
|
||
var rds2 = rds * 0.0000001;
|
||
this._face.animation[2] = 0.000005;
|
||
this._face.animation[3] = 0.0002;
|
||
var int = this._face.animation[3];
|
||
var int2 = (Math.randomInt(int) * 0.0001).toFixed(4);
|
||
this._face.animation[1] = int2;
|
||
this._face.animation[8] = Math.randomInt(80)
|
||
};
|
||
|
||
//==============================
|
||
// * update Breath Effect
|
||
//==============================
|
||
Battle_Hud.prototype.updateBreathEffect = function() {
|
||
this._face.scale.y = 1.00 + this._face.scaleY;
|
||
if (this._face.animation[0] == -1) {
|
||
if (this._face.bitmap.isReady()) {this.setBreathEffect()}
|
||
return
|
||
}
|
||
if (this._face.animation[8] > 0) {
|
||
this._face.animation[8]--
|
||
return
|
||
}
|
||
if (this._face.animation[0] == 0) {
|
||
this._face.animation[1] -= this._face.animation[2]
|
||
this._face.scaleY += this._face.animation[1];
|
||
if (this._face.animation[1] <= -this._face.animation[3]) {
|
||
this._face.animation[1] = -this._face.animation[3]
|
||
this._face.animation[0] = 1;
|
||
};
|
||
} else {
|
||
this._face.animation[1] += this._face.animation[2]
|
||
this._face.scaleY += this._face.animation[1];
|
||
if (this._face.animation[1] >= this._face.animation[3]) {
|
||
this._face.animation[1] = this._face.animation[3]
|
||
this._face.animation[0] = 0;
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Face
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_face = function() {
|
||
this._face_data[5] = this._battler._bhud_face_data[2];
|
||
var cw = this._face.bitmap.width / 5;
|
||
var ch = this._face.bitmap.height;
|
||
this._face.setFrame(cw * this._face_data[5], 0, cw, ch);
|
||
};
|
||
|
||
//==============================
|
||
// * Update Face Animation
|
||
//==============================
|
||
Battle_Hud.prototype.update_face_animation = function() {
|
||
if (this._battler._bhud_face_data[3] > 0) {this._battler._bhud_face_data[3] -= 1;
|
||
if (this._battler._bhud_face_data[3] === 0) {
|
||
if (this._battler.isDead()) {this._battler._bhud_face_data[2] = 4}
|
||
else if (this._battler.hp <= 30 * this._battler.mhp / 100) {this._battler._bhud_face_data[2] = 3}
|
||
else {this._battler._bhud_face_data[2] = 0};
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Face Zoom
|
||
//==============================
|
||
Battle_Hud.prototype.update_face_zoom = function() {
|
||
if (this._battler._bhud_face_data[1] > 0) {this._battler._bhud_face_data[1] -= 1;
|
||
if (this._battler._bhud_face_data[1] == 0) {this._face.scale.x = 1.00}
|
||
else if (this._battler._bhud_face_data[1] < 35) {this._face.scale.x -= 0.005;
|
||
if (this._face.scale.x < 1.00) {this._face.scale.x = 1.00;};
|
||
}
|
||
else if (this._battler._bhud_face_data[1] < 70){this._face.scale.x += 0.005;
|
||
if (this._face.scale.x > 1.25) {this._face.scale.x = 1.25;};
|
||
};
|
||
this._face.scale.y = this._face.scale.x;
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update Face Shake
|
||
//==============================
|
||
Battle_Hud.prototype.update_face_shake = function() {
|
||
this._face.x = this._pos_x + Moghunter.bhud_face_pos_x;
|
||
if (this._face_data[2] && this._battler._bhud_face_data[0] > 0) {this._battler._bhud_face_data[0] -= 1;
|
||
this._face.x = this._pos_x + Moghunter.bhud_face_pos_x + ((Math.random() * 12) - 6);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Create Name
|
||
//==============================
|
||
Battle_Hud.prototype.create_name = function() {
|
||
if (String(Moghunter.bhud_name_visible) != "true") {return};
|
||
this.removeChild(this._name);
|
||
if (!this._battler) {return};
|
||
this._name = new Sprite(new Bitmap(200,48));
|
||
this._name.x = this._pos_x + Moghunter.bhud_name_pos_x;
|
||
this._name.y = this._pos_y + Moghunter.bhud_name_pos_y;
|
||
this._name.bitmap.fontSize = Number(Moghunter.bhud_name_font_size);
|
||
if (String(Moghunter.bhud_name_font_italic) === "true") {this._name.bitmap.fontItalic = true};
|
||
|
||
this._name.bitmap.outlineWidth = Number(Moghunter.bhud_name_font_bold_size);
|
||
this.addChild(this._name);
|
||
this.refresh_name();
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh Name
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_name = function() {
|
||
this._name.bitmap.clear();
|
||
var align = "left"
|
||
if (Moghunter.bhud_name_align === 1) {
|
||
var align = "center"
|
||
} else if (Moghunter.bhud_name_align === 2) {
|
||
var align = "right"
|
||
};
|
||
this._name.bitmap.drawText(this._battler._name, 0, 0, this._name.bitmap.width, this._name.bitmap.height,align);
|
||
};
|
||
|
||
//==============================
|
||
// * Create HP Meter
|
||
//==============================
|
||
Battle_Hud.prototype.create_hp_meter = function() {
|
||
if (String(Moghunter.bhud_hp_meter_visible) != "true") {return};
|
||
this.removeChild(this._hp_meter_blue);
|
||
this.removeChild(this._hp_meter_red);
|
||
if (!this._battler) {return};
|
||
this._hp_meter_red = new Sprite(this._hp_meter_img);
|
||
this._hp_meter_red.x = this._pos_x + Moghunter.bhud_hp_meter_pos_x;
|
||
this._hp_meter_red.y = this._pos_y + Moghunter.bhud_hp_meter_pos_y;
|
||
this._hp_meter_red.rotation = Moghunter.bhud_hp_meter_rotation * Math.PI / 180;
|
||
this.addChild(this._hp_meter_red);
|
||
this._hp_meter_blue = new Sprite(this._hp_meter_img);
|
||
this._hp_meter_blue.x = this._hp_meter_red.x;
|
||
this._hp_meter_blue.y = this._hp_meter_red.y;
|
||
this._hp_meter_blue.rotation = this._hp_meter_red.rotation;
|
||
this.addChild(this._hp_meter_blue);
|
||
if (String(Moghunter.bhud_hp_meter_flow) === "true") {this._hp_flow[0] = true;
|
||
this._hp_flow[2] = this._hp_meter_img.width / 3;
|
||
this._hp_flow[3] = this._hp_flow[2] * 2;
|
||
this._hp_flow[1] = Math.floor(Math.random() * this._hp_flow[2]);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Create HP Number
|
||
//==============================
|
||
Battle_Hud.prototype.create_hp_number = function() {
|
||
if (String(Moghunter.bhud_hp_number_visible) != "true") {return};
|
||
if (this._hp_number) {for (var i = 0; i < this._hp_number.length; i++) {this.removeChild(this._hp_number[i]);}};
|
||
if (!this._battler) {return};
|
||
this._hp_number = [];
|
||
this._hp_img_data = [this._hp_number_img.width,this._hp_number_img.height,
|
||
this._hp_number_img.width / 10, this._hp_number_img.height / 2,
|
||
this._pos_x + Moghunter.bhud_hp_number_pos_x,
|
||
this._pos_y + Moghunter.bhud_hp_number_pos_y,
|
||
];
|
||
for (var i = 0; i < 5; i++) {
|
||
this._hp_number[i] = new Sprite(this._hp_number_img);
|
||
this._hp_number[i].visible = false;
|
||
this._hp_number[i].x = this._hp_img_data[4];
|
||
this._hp_number[i].y = this._hp_img_data[5];
|
||
this.addChild(this._hp_number[i]);
|
||
};
|
||
this._hp_number_old = this._battler.hp;
|
||
this.refresh_number(this._hp_number,this._hp_number_old,this._hp_img_data,this._hp_img_data[4],this._hp_img_data[5],0);
|
||
};
|
||
|
||
//==============================
|
||
// * Create maxHP Number
|
||
//==============================
|
||
Battle_Hud.prototype.create_maxhp_number = function() {
|
||
if (String(Moghunter.bhud_maxhp_number_visible) != "true") {return};
|
||
if (this._maxhp_number) {for (var i = 0; i < this._maxhp_number.length; i++) {this.removeChild(this._maxhp_number[i]);}};
|
||
if (!this._battler) {return};
|
||
this._maxhp_number = [];
|
||
this._maxhp_img_data = [this._maxhp_number_img.width,this._maxhp_number_img.height,
|
||
this._maxhp_number_img.width / 10, this._maxhp_number_img.height / 2,
|
||
this._pos_x + Moghunter.bhud_maxhp_number_pos_x,
|
||
this._pos_y + Moghunter.bhud_maxhp_number_pos_y,
|
||
];
|
||
for (var i = 0; i < 5; i++) {
|
||
this._maxhp_number[i] = new Sprite(this._maxhp_number_img);
|
||
this._maxhp_number[i].visible = false;
|
||
this._maxhp_number[i].x = this._maxhp_img_data[4];
|
||
this._maxhp_number[i].y = this._maxhp_img_data[5];
|
||
this.addChild(this._maxhp_number[i]);
|
||
};
|
||
this._maxhp_number_old = this._battler.mhp;
|
||
this.refresh_number(this._maxhp_number,this._maxhp_number_old,this._maxhp_img_data,this._maxhp_img_data[4],this._maxhp_img_data[5],0);
|
||
};
|
||
|
||
//==============================
|
||
// * Update HP
|
||
//==============================
|
||
Battle_Hud.prototype.update_hp = function() {
|
||
if (this._hp_meter_blue) {
|
||
if(this._hp_flow[0]) {
|
||
this.refresh_meter_flow(this._hp_meter_blue,this._battler.hp,this._battler.mhp,0,this._hp_flow[1]);
|
||
var dif_meter = this.update_dif(this._hp_old_ani[0],this._battler.hp,160)
|
||
if (this._hp_old_ani[0] != dif_meter) {this._hp_old_ani[0] = dif_meter;
|
||
this.refresh_meter_flow(this._hp_meter_red,this._hp_old_ani[0],this._battler.mhp,1,this._hp_flow[1]);
|
||
};
|
||
this._hp_flow[1] += 1.5;
|
||
if (this._hp_flow[1] > this._hp_flow[3]) {this._hp_flow[1] = 0};
|
||
}
|
||
else {
|
||
if (this.need_refresh_parameter(0)) {
|
||
this.refresh_meter(this._hp_meter_blue,this._battler.hp,this._battler.mhp,0);
|
||
this._hp_old = [this._battler.hp,this._battler.mhp];
|
||
};
|
||
var dif_meter = this.update_dif(this._hp_old_ani[0],this._battler.hp,160)
|
||
if (this._hp_old_ani[0] != dif_meter) {this._hp_old_ani[0] = dif_meter;
|
||
this.refresh_meter(this._hp_meter_red,this._hp_old_ani[0],this._battler.mhp,1);};
|
||
};
|
||
};
|
||
if (this._hp_number) {
|
||
var dif_number = this.update_dif(this._hp_number_old,this._battler.hp,30)
|
||
if (this._hp_number_old != dif_number) {this._hp_number_old = dif_number;
|
||
this.refresh_number(this._hp_number,this._hp_number_old,this._hp_img_data,this._hp_img_data[4],this._hp_img_data[5],0);};
|
||
};
|
||
if (this._maxhp_number) {
|
||
if (this._maxhp_number_old != this._battler.mhp) {this._maxhp_number_old = this._battler.mhp;
|
||
this.refresh_number(this._maxhp_number,this._maxhp_number_old,this._maxhp_img_data,this._maxhp_img_data[4],this._maxhp_img_data[5],0);};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Create MP Meter
|
||
//==============================
|
||
Battle_Hud.prototype.create_mp_meter = function() {
|
||
if (String(Moghunter.bhud_mp_meter_visible) != "true") {return};
|
||
this.removeChild(this._mp_meter_blue);
|
||
this.removeChild(this._mp_meter_red);
|
||
if (!this._battler) {return};
|
||
this._mp_meter_red = new Sprite(this._mp_meter_img);
|
||
this._mp_meter_red.x = this._pos_x + Moghunter.bhud_mp_meter_pos_x;
|
||
this._mp_meter_red.y = this._pos_y + Moghunter.bhud_mp_meter_pos_y;
|
||
this._mp_meter_red.rotation = Moghunter.bhud_mp_meter_rotation * Math.PI / 180;
|
||
this.addChild(this._mp_meter_red);
|
||
this._mp_meter_blue = new Sprite(this._mp_meter_img);
|
||
this._mp_meter_blue.x = this._mp_meter_red.x;
|
||
this._mp_meter_blue.y = this._mp_meter_red.y;
|
||
this._mp_meter_blue.rotation = this._mp_meter_red.rotation;
|
||
this.addChild(this._mp_meter_blue);
|
||
if (String(Moghunter.bhud_mp_meter_flow) === "true") {this._mp_flow[0] = true;
|
||
this._mp_flow[2] = this._mp_meter_img.width / 3;
|
||
this._mp_flow[3] = this._mp_flow[2] * 2;
|
||
this._mp_flow[1] = Math.floor(Math.random() * this._mp_flow[2]);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Create MP Number
|
||
//==============================
|
||
Battle_Hud.prototype.create_mp_number = function() {
|
||
if (String(Moghunter.bhud_mp_number_visible) != "true") {return};
|
||
if (this._mp_number) {for (var i = 0; i < this._mp_number.length; i++) {this.removeChild(this._mp_number[i]);}};
|
||
if (!this._battler) {return};
|
||
this._mp_number = [];
|
||
this._mp_img_data = [this._mp_number_img.width,this._mp_number_img.height,
|
||
this._mp_number_img.width / 10, this._mp_number_img.height / 2,
|
||
this._pos_x + Moghunter.bhud_mp_number_pos_x,
|
||
this._pos_y + Moghunter.bhud_mp_number_pos_y,
|
||
];
|
||
for (var i = 0; i < 5; i++) {
|
||
this._mp_number[i] = new Sprite(this._mp_number_img);
|
||
this._mp_number[i].visible = false;
|
||
this._mp_number[i].x = this._mp_img_data[4];
|
||
this._mp_number[i].y = this._mp_img_data[5] ;
|
||
this.addChild(this._mp_number[i]);
|
||
};
|
||
this._mp_number_old = this._battler.mp;
|
||
this.refresh_number(this._mp_number,this._mp_number_old,this._mp_img_data,this._mp_img_data[4],this._mp_img_data[5],1);
|
||
};
|
||
|
||
//==============================
|
||
// * Create MaxMP Number
|
||
//==============================
|
||
Battle_Hud.prototype.create_maxmp_number = function() {
|
||
if (String(Moghunter.bhud_maxmp_number_visible) != "true") {return};
|
||
if (this._maxmp_number) {for (var i = 0; i < this._maxmp_number.length; i++) {this.removeChild(this._maxmp_number[i]);}};
|
||
if (!this._battler) {return};
|
||
this._maxmp_number = [];
|
||
this._maxmp_img_data = [this._maxmp_number_img.width,this._maxmp_number_img.height,
|
||
this._maxmp_number_img.width / 10, this._maxmp_number_img.height / 2,
|
||
this._pos_x + Moghunter.bhud_maxmp_number_pos_x,
|
||
this._pos_y + Moghunter.bhud_maxmp_number_pos_y,
|
||
];
|
||
for (var i = 0; i < 5; i++) {
|
||
this._maxmp_number[i] = new Sprite(this._maxmp_number_img);
|
||
this._maxmp_number[i].visible = false;
|
||
this._maxmp_number[i].x = this._maxmp_img_data[4];
|
||
this._maxmp_number[i].y = this._maxmp_img_data[5] ;
|
||
this.addChild(this._maxmp_number[i]);
|
||
};
|
||
this._maxmp_number_old = this._battler.mmp;
|
||
this.refresh_number(this._maxmp_number,this._maxmp_number_old,this._maxmp_img_data,this._maxmp_img_data[4],this._maxmp_img_data[5],1);
|
||
};
|
||
|
||
//==============================
|
||
// * Update MP
|
||
//==============================
|
||
Battle_Hud.prototype.update_mp = function() {
|
||
if (this._mp_meter_blue) {
|
||
if(this._mp_flow[0]) {
|
||
this.refresh_meter_flow(this._mp_meter_blue,this._battler.mp,this._battler.mmp,0,this._mp_flow[1]);
|
||
var dif_meter = this.update_dif(this._mp_old_ani[0],this._battler.mp,160)
|
||
if (this._mp_old_ani[0] != dif_meter) {this._mp_old_ani[0] = dif_meter;
|
||
this.refresh_meter_flow(this._mp_meter_red,this._mp_old_ani[0],this._battler.mmp,1,this._mp_flow[1]);
|
||
};
|
||
this._mp_flow[1] += 1.5;
|
||
if (this._mp_flow[1] > this._mp_flow[3]) {this._mp_flow[1] = 0};
|
||
}
|
||
else {
|
||
if (this.need_refresh_parameter(1)) {
|
||
this.refresh_meter(this._mp_meter_blue,this._battler.mp,this._battler.mmp,0);
|
||
this._mp_old = [this._battler.mp,this._battler.mmp];
|
||
};
|
||
var dif_meter = this.update_dif(this._mp_old_ani[0],this._battler.mp,160)
|
||
if (this._mp_old_ani[0] != dif_meter) {this._mp_old_ani[0] = dif_meter;
|
||
this.refresh_meter(this._mp_meter_red,this._mp_old_ani[0],this._battler.mmp,1);};
|
||
};
|
||
};
|
||
if (this._mp_number) {
|
||
var dif_number = this.update_dif(this._mp_number_old,this._battler.mp,30)
|
||
if (this._mp_number_old != dif_number) {this._mp_number_old = dif_number;
|
||
this.refresh_number(this._mp_number,this._mp_number_old,this._mp_img_data,this._mp_img_data[4],this._mp_img_data[5],1);};
|
||
};
|
||
if (this._maxmp_number) {
|
||
if (this._maxmp_number_old != this._battler.mmp) {this._maxmp_number_old = this._battler.mmp;
|
||
this.refresh_number(this._maxmp_number,this._maxmp_number_old,this._maxmp_img_data,this._maxmp_img_data[4],this._maxmp_img_data[5],1);};
|
||
};
|
||
|
||
};
|
||
|
||
//==============================
|
||
// * Create TP Meter
|
||
//==============================
|
||
Battle_Hud.prototype.create_tp_meter = function() {
|
||
if (String(Moghunter.bhud_tp_meter_visible) != "true") {return};
|
||
this.removeChild(this._tp_meter_blue);
|
||
this.removeChild(this._tp_meter_red);
|
||
if (!this._battler) {return};
|
||
this._tp_meter_red = new Sprite(this._tp_meter_img);
|
||
this._tp_meter_red.x = this._pos_x + Moghunter.bhud_tp_meter_pos_x;
|
||
this._tp_meter_red.y = this._pos_y + Moghunter.bhud_tp_meter_pos_y;
|
||
this._tp_meter_red.rotation = Moghunter.bhud_tp_meter_rotation * Math.PI / 180;
|
||
this.addChild(this._tp_meter_red);
|
||
this._tp_meter_blue = new Sprite(this._tp_meter_img);
|
||
this._tp_meter_blue.x = this._tp_meter_red.x;
|
||
this._tp_meter_blue.y = this._tp_meter_red.y;
|
||
this._tp_meter_blue.rotation = this._tp_meter_red.rotation;
|
||
this.addChild(this._tp_meter_blue);
|
||
if (String(Moghunter.bhud_tp_meter_flow) === "true") {this._tp_flow[0] = true;
|
||
this._tp_flow[2] = this._tp_meter_img.width / 3;
|
||
this._tp_flow[3] = this._tp_flow[2] * 2;
|
||
this._tp_flow[1] = Math.floor(Math.random() * this._tp_flow[2]);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Create TP Number
|
||
//==============================
|
||
Battle_Hud.prototype.create_tp_number = function() {
|
||
if (String(Moghunter.bhud_tp_number_visible) != "true") {return};
|
||
if (this._tp_number) {for (var i = 0; i < this._tp_number.length; i++) {this.removeChild(this._tp_number[i]);}};
|
||
if (!this._battler) {return};
|
||
this._tp_number = [];
|
||
this._tp_img_data = [this._tp_number_img.width,this._tp_number_img.height,
|
||
this._tp_number_img.width / 10, this._tp_number_img.height / 2,
|
||
this._pos_x + Moghunter.bhud_tp_number_pos_x,
|
||
this._pos_y + Moghunter.bhud_tp_number_pos_y,
|
||
];
|
||
for (var i = 0; i < 5; i++) {
|
||
this._tp_number[i] = new Sprite(this._tp_number_img);
|
||
this._tp_number[i].visible = false;
|
||
this._tp_number[i].x = this._tp_img_data[4];
|
||
this._tp_number[i].y = this._tp_img_data[5] ;
|
||
this.addChild(this._tp_number[i]);
|
||
};
|
||
this._tp_number_old = this._battler.tp;
|
||
this.refresh_number(this._tp_number,this._tp_number_old,this._tp_img_data,this._tp_img_data[4],this._tp_img_data[5],2);
|
||
};
|
||
|
||
//==============================
|
||
// * Create MaxTP Number
|
||
//==============================
|
||
Battle_Hud.prototype.create_maxtp_number = function() {
|
||
if (String(Moghunter.bhud_maxtp_number_visible) != "true") {return};
|
||
if (this._maxtp_number) {for (var i = 0; i < this._maxtp_number.length; i++) {this.removeChild(this._maxtp_number[i]);}};
|
||
if (!this._battler) {return};
|
||
this._maxtp_number = [];
|
||
this._maxtp_img_data = [this._maxtp_number_img.width,this._maxtp_number_img.height,
|
||
this._maxtp_number_img.width / 10, this._maxtp_number_img.height / 2,
|
||
this._pos_x + Moghunter.bhud_maxtp_number_pos_x,
|
||
this._pos_y + Moghunter.bhud_maxtp_number_pos_y,
|
||
];
|
||
for (var i = 0; i < 5; i++) {
|
||
this._maxtp_number[i] = new Sprite(this._maxtp_number_img);
|
||
this._maxtp_number[i].visible = false;
|
||
this._maxtp_number[i].x = this._maxtp_img_data[4];
|
||
this._maxtp_number[i].y = this._maxtp_img_data[5] ;
|
||
this.addChild(this._maxtp_number[i]);
|
||
};
|
||
this._maxtp_number_old = this._battler.maxTp();
|
||
this.refresh_number(this._maxtp_number,this._maxtp_number_old,this._maxtp_img_data,this._maxtp_img_data[4],this._maxtp_img_data[5],2);
|
||
};
|
||
|
||
//==============================
|
||
// * Update TP
|
||
//==============================
|
||
Battle_Hud.prototype.update_tp = function() {
|
||
if (this._tp_meter_blue) {
|
||
if(this._tp_flow[0]) {
|
||
this.refresh_meter_flow(this._tp_meter_blue,this._battler.tp,this._battler.maxTp(),0,this._tp_flow[1]);
|
||
var dif_meter = this.update_dif(this._tp_old_ani[0],this._battler.tp,160)
|
||
if (this._tp_old_ani[0] != dif_meter) {this._tp_old_ani[0] = dif_meter;
|
||
this.refresh_meter_flow(this._tp_meter_red,this._tp_old_ani[0],this._battler.maxTp(),1,this._tp_flow[1]);
|
||
};
|
||
this._tp_flow[1] += 1.5;
|
||
if (this._tp_flow[1] > this._tp_flow[3]) {this._tp_flow[1] = 0};
|
||
}
|
||
else {
|
||
if (this.need_refresh_parameter(2)) {
|
||
this.refresh_meter(this._tp_meter_blue,this._battler.tp,this._battler.maxTp(),0);
|
||
this._tp_old = [this._battler.tp,this._battler.maxTp()];
|
||
};
|
||
var dif_meter = this.update_dif(this._tp_old_ani[0],this._battler.tp,160)
|
||
if (this._tp_old_ani[0] != dif_meter) {this._tp_old_ani[0] = dif_meter;
|
||
this.refresh_meter(this._tp_meter_red,this._tp_old_ani[0],this._battler.maxTp(),1);};
|
||
};
|
||
};
|
||
if (this._tp_number) {
|
||
var dif_number = this.update_dif(this._tp_number_old,this._battler.tp,30)
|
||
if (this._tp_number_old != dif_number) {this._tp_number_old = dif_number;
|
||
this.refresh_number(this._tp_number,this._tp_number_old,this._tp_img_data,this._tp_img_data[4],this._tp_img_data[5],2);};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Create AT Meter
|
||
//==============================
|
||
Battle_Hud.prototype.create_at_meter = function() {
|
||
if (String(Moghunter.bhud_at_meter_visible) != "true") {return};
|
||
this.removeChild(this._at_meter);
|
||
if (!this._battler) {return};
|
||
this._at_meter = new Sprite(this._at_meter_img);
|
||
this._at_meter.x = this._pos_x + Moghunter.bhud_at_meter_pos_x;
|
||
this._at_meter.y = this._pos_y + Moghunter.bhud_at_meter_pos_y;
|
||
this._at_meter.rotation = Moghunter.bhud_at_meter_rotation * Math.PI / 180;
|
||
this.addChild(this._at_meter);
|
||
if (String(Moghunter.bhud_at_meter_flow) === "true") {this._at_flow[0] = true;
|
||
this._at_flow[2] = this._at_meter_img.width / 3;
|
||
this._at_flow[3] = this._at_flow[2] * 2;
|
||
this._at_flow[1] = Math.floor(Math.random() * this._at_flow[2]);
|
||
};
|
||
};
|
||
|
||
|
||
//==============================
|
||
// * Update AT
|
||
//==============================
|
||
Battle_Hud.prototype.update_at = function() {
|
||
if (this._at_meter) {
|
||
if (!this.at === -1) {this._at_meter.visible = false; return}
|
||
else {this._at_meter.visible = true};
|
||
if(this._at_flow[0]) {
|
||
if (this.is_casting()){
|
||
if (this.is_max_cast()){
|
||
this.refresh_at_meter_flow(this._at_meter,this.cast_at(),this.cast_max_at(),3,this._at_flow[1]);}
|
||
else {
|
||
this.refresh_at_meter_flow(this._at_meter,this.cast_at(),this.cast_max_at(),2,this._at_flow[1]);
|
||
};
|
||
}
|
||
else if (this.is_max_at()){
|
||
this.refresh_at_meter_flow(this._at_meter,this.at(),this.max_at(),1,this._at_flow[1]);}
|
||
else {
|
||
this.refresh_at_meter_flow(this._at_meter,this.at(),this.max_at(),0,this._at_flow[1]);};
|
||
|
||
this._at_flow[1] += 1.5;
|
||
if (this._at_flow[1] > this._at_flow[3]) {this._at_flow[1] = 0};
|
||
}
|
||
else {
|
||
if (this.is_casting()){
|
||
if (this.is_max_cast()){
|
||
this.refresh_at_meter(this._at_meter,this.cast_at(),this.cast_max_at(),3);}
|
||
else {
|
||
this.refresh_at_meter(this._at_meter,this.cast_at(),this.cast_max_at(),2);
|
||
};
|
||
}
|
||
else if (this.is_max_at()){
|
||
this.refresh_at_meter(this._at_meter,this.at(),this.max_at(),1);}
|
||
else {
|
||
this.refresh_at_meter(this._at_meter,this.at(),this.max_at(),0);};
|
||
};
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh AT Meter
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_at_meter = function(sprite,value,value_max,type) {
|
||
var ch = sprite.bitmap.height / 4;
|
||
var meter_rate = sprite.bitmap.width * value / value_max;
|
||
sprite.setFrame(0,type * ch, meter_rate, ch);
|
||
};
|
||
|
||
//==============================
|
||
// * Refresh AT Meter Flow
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_at_meter_flow = function(sprite,value,value_max,type,flow) {
|
||
var cw = sprite.bitmap.width / 3;
|
||
var ch = sprite.bitmap.height / 4;
|
||
var meter_rate = cw * value / value_max;
|
||
sprite.setFrame(flow,type * ch, meter_rate, ch);
|
||
};
|
||
|
||
//==============================
|
||
// * At
|
||
//==============================
|
||
Battle_Hud.prototype.at = function() {
|
||
return this._battler._tpbChargeTime
|
||
}
|
||
|
||
//==============================
|
||
// * Max At
|
||
//==============================
|
||
Battle_Hud.prototype.max_at = function() {
|
||
return 1;
|
||
};
|
||
|
||
//==============================
|
||
// * Cast AT
|
||
//==============================
|
||
Battle_Hud.prototype.cast_at = function() {
|
||
return this._battler._tpbCastTime;
|
||
};
|
||
|
||
//==============================
|
||
// * Cast Max AT
|
||
//==============================
|
||
Battle_Hud.prototype.cast_max_at = function() {
|
||
return this._battler.tpbRequiredCastTime();
|
||
};
|
||
|
||
//==============================
|
||
// * Is Casting
|
||
//==============================
|
||
Battle_Hud.prototype.is_casting = function() {
|
||
return this._battler._tpbState === "casting";
|
||
};
|
||
|
||
//==============================
|
||
// * Is Max Atb
|
||
//==============================
|
||
Battle_Hud.prototype.is_max_at = function() {
|
||
return this.at() >= this.max_at();
|
||
};
|
||
|
||
//==============================
|
||
// * Is Max Cast
|
||
//==============================
|
||
Battle_Hud.prototype.is_max_cast = function() {
|
||
return this.cast_at() >= this.cast_max_at();
|
||
};
|
||
|
||
//==============================
|
||
// * Create States
|
||
//==============================
|
||
Battle_Hud.prototype.create_states = function() {
|
||
if (String(Moghunter.bhud_states_visible) != "true") {return};
|
||
this.removeChild(this._state_icon);
|
||
if (!this._battler) {return};
|
||
this._states_data = [0,0,0];
|
||
this._state_icon = new Sprite(this._state_img);
|
||
this._state_icon.x = this._pos_x + Moghunter.bhud_states_pos_x;
|
||
this._state_icon.y = this._pos_y + Moghunter.bhud_states_pos_y;
|
||
this._state_icon.visible = false;
|
||
this.addChild(this._state_icon);
|
||
this.refresh_states();
|
||
};
|
||
|
||
//==============================
|
||
// * Create States
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_states = function() {
|
||
this._states_data[0] = 0;
|
||
this._states_data[2] = 0;
|
||
this._state_icon.visible = false;
|
||
if (this._battler.allIcons().length == 0) {this._states_data[1] = 0;return};
|
||
if (this._battler.allIcons()[this._states_data[1]]) {
|
||
this._states_data[0] = this._battler.allIcons()[this._states_data[1]];
|
||
this._state_icon.visible = true;
|
||
var sx = this._states_data[0] % 16 * 32;
|
||
var sy = Math.floor(this._states_data[0] / 16) * 32;
|
||
this._state_icon.setFrame(sx, sy, 32, 32);
|
||
this._battler.need_refresh_bhud_states = false;
|
||
|
||
};
|
||
this._states_data[1] += 1;
|
||
if (this._states_data[1] >= this._battler.allIcons().length) {
|
||
this._states_data[1] = 0
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update States
|
||
//==============================
|
||
Battle_Hud.prototype.update_states = function() {
|
||
this._states_data[2] += 1;
|
||
if (this.need_refresh_states()) {this.refresh_states();};
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh States
|
||
//==============================
|
||
Battle_Hud.prototype.need_refresh_states = function() {
|
||
if (this._battler.need_refresh_bhud_states) {return true};
|
||
if (this._states_data[2] > 60) {return true};
|
||
return false;
|
||
};
|
||
|
||
//==============================
|
||
// * Create States 2
|
||
//==============================
|
||
Battle_Hud.prototype.create_states2 = function() {
|
||
if (String(Moghunter.bhud_states_visible) != "true") {return};
|
||
this.removeChild(this._state_icon);
|
||
if (!this._battler) {return};
|
||
this._states_data = [0,0,0];
|
||
this._stateIcons = [];
|
||
this._state_icon = new Sprite();
|
||
this._state_icon.x = this._pos_x + Moghunter.bhud_states_pos_x;
|
||
this._state_icon.y = this._pos_y + Moghunter.bhud_states_pos_y;
|
||
this._state_icon.visible = false;
|
||
this.addChild(this._state_icon);
|
||
this.refresh_states2();
|
||
};
|
||
|
||
//==============================
|
||
// * Create States
|
||
//==============================
|
||
Battle_Hud.prototype.refresh_states2 = function() {
|
||
this._state_icon.visible = false;
|
||
this._battler.need_refresh_bhud_states = false;
|
||
for (i = 0; i < this._stateIcons.length; i++){
|
||
this._state_icon.removeChild(this._stateIcons[i]);
|
||
};
|
||
if (this._battler.allIcons().length == 0) {return};
|
||
this._state_icon.visible = true;
|
||
this._stateIcons = [];
|
||
var w = ImageManager.iconWidth;
|
||
var icons = this._battler.allIcons().slice(0,w);
|
||
var m = Math.min(Math.max(this._battler.allIcons().length,0),Moghunter.bhud_statesMax);
|
||
var align = Moghunter.bhud_statesAlign;
|
||
for (i = 0; i < m; i++){
|
||
this._stateIcons[i] = new Sprite(this._state_img);
|
||
var sx = icons[i] % 16 * w;
|
||
var sy = Math.floor(icons[i] / 16) * w;
|
||
this._stateIcons[i].setFrame(sx, sy, w, w);
|
||
if (align === 1) {
|
||
this._stateIcons[i].x = -((w + 4) * i);
|
||
} else if (align === 2) {
|
||
this._stateIcons[i].y = (w + 4) * i;
|
||
} else if (align === 3) {
|
||
this._stateIcons[i].y = -((w + 4) * i);
|
||
} else {
|
||
this._stateIcons[i].x = (w + 4) * i;
|
||
};
|
||
this._state_icon.addChild(this._stateIcons[i]);
|
||
};
|
||
};
|
||
|
||
//==============================
|
||
// * Update States 2
|
||
//==============================
|
||
Battle_Hud.prototype.update_states2 = function() {
|
||
if (this.need_refresh_states2()) {this.refresh_states2();};
|
||
};
|
||
|
||
//==============================
|
||
// * Need Refresh States 2
|
||
//==============================
|
||
Battle_Hud.prototype.need_refresh_states2 = function() {
|
||
if (this._battler.need_refresh_bhud_states) {return true};
|
||
return false;
|
||
}; |