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Ket

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Hey, how can I get Sfonts to work with MOG_BattleResults? Or at least, how can I change the font?

1620362645402.png

JavaScript:
//=============================================================================
// MOG_BattleResult.js
//=============================================================================

/*:
* @plugindesc (v1.3) Modifica a tela de vítoria.
* @author Moghunter
*
* @param Exp X-Axis
* @desc Posição X-Axis da EXP.
* @default 760
*
* @param Exp Y-Axis
* @desc Posição Y-Axis da EXP.
* @default 160
*
* @param Gold X-Axis
* @desc Posição X-Axis do Gold.
* @default 760
*
* @param Gold Y-Axis
* @desc Posição Y-Axis do Gold.
* @default 230
*
* @param Treasure X-Axis
* @desc Posição X-Axis do tersouro.
* @default 32
*
* @param Treasure Y-Axis
* @desc Posição Y-Axis do tesouro.
* @default 330
*
* @param Actor X-Axis
* @desc Posição X-Axis do personagem.
* @default 250
*
* @param Actor Y-Axis
* @desc Posição Y-Axis do personagem.
* @default 0
*
* @param Parameter Real X-Axis
* @desc Posição X-Axis dos parâmetros.
* @default 0
*
* @param Parameter Real Y-Axis
* @desc Posição Y-Axis dos parâmetros.
* @default 0
*
* @param Parameter 1 X-Axis
* @desc Posição X-Axis dos parâmetros antes do level-up.
* @default 550
*
* @param Parameter 1 Y-Axis
* @desc Posição Y-Axis dos parâmetros antes do level-up.
* @default 140
*
* @param Parameter 2 X-Axis
* @desc Posição X-Axis dos parâmetros depois do level-up.
* @default 700
*
* @param Parameter 2 Y-Axis
* @desc Posição Y-Axis dos parâmetros depois do level-up.
* @default 140
*
* @param New Skill X-Axis
* @desc Posição X-Axis da nova habilidade.
* @default 570
*
* @param New Skill Y-Axis
* @desc Posição Y-Axis da nova habilidade.
* @default 520
*
* @param Name X-Axis
* @desc Posição X-Axis do nome do personagem.
* @default 155
*
* @param Name Y-Axis
* @desc Posição Y-Axis do nome do personagem.
* @default 540  
*
* @help
* =============================================================================
* +++ MOG - Battle Result (v1.3) +++
* By Moghunter
* https://mogplugins.wordpress.com
* =============================================================================
* Modifica a tela de vítoria.
* =============================================================================
* Serão necessários os arquivos. (img/system/)
*
* Result_A.png
* Result_B.png
* Result_C.png
* Result_D.png
* Result_E.png
*
* =============================================================================
* ACTOR PICTURE
* =============================================================================
* As imagens deverão ser gravadas na pasta /img/picture/
* Nomeie as imagens da seguinte forma.
*
* Actor_ ID
*
* Exemplo
*
* Actor_1.png
* Actor_2.png
* Actor_3.png
* ...
*
* =============================================================================
* HISTÓRICO
* =============================================================================
* (v1.3) - Correção na apresentação de itens quando o valor é maior que 24.
* (v1.2) - Correção do plugin parameter não funcionar.
* (v1.1) - Correção de não apresentar a janela de status na batalha seguinte.
*/

//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================

  var Imported = Imported || {};
  Imported.MOG_BattleResult = true;
  var Moghunter = Moghunter || {};    
    Moghunter.parameters = PluginManager.parameters('MOG_BattleResult');
    Moghunter.bresult_exp_x = Number(Moghunter.parameters['Exp X-Axis'] || 760);
    Moghunter.bresult_exp_y = Number(Moghunter.parameters['Exp Y-Axis'] || 160);
    Moghunter.bresult_gold_x = Number(Moghunter.parameters['Gold X-Axis'] || 760);
    Moghunter.bresult_gold_y = Number(Moghunter.parameters['Gold Y-Axis'] || 230);  
    Moghunter.bresult_treasure_x = Number(Moghunter.parameters['Treasure X-Axis'] || 32);
    Moghunter.bresult_treasure_y = Number(Moghunter.parameters['Treasure Y-Axis'] || 330);
    Moghunter.bresult_actor_x = Number(Moghunter.parameters['Actor X-Axis'] || 250);
    Moghunter.bresult_actor_y = Number(Moghunter.parameters['Actor Y-Axis'] || 0);  
    Moghunter.bresult_par0_x = Number(Moghunter.parameters['Parameter Real X-Axis'] || 0);
    Moghunter.bresult_par0_y = Number(Moghunter.parameters['Parameter Real Y-Axis'] || 0);      
    Moghunter.bresult_par1_x = Number(Moghunter.parameters['Parameter 1 X-Axis'] || 550);
    Moghunter.bresult_par1_y = Number(Moghunter.parameters['Parameter 1 Y-Axis'] || 140);  
    Moghunter.bresult_par2_x = Number(Moghunter.parameters['Parameter 2 X-Axis'] || 700);
    Moghunter.bresult_par2_y = Number(Moghunter.parameters['Parameter 2 Y-Axis'] || 140);      
    Moghunter.bresult_skill_x = Number(Moghunter.parameters['New Skill X-Axis'] || 570);
    Moghunter.bresult_skill_y = Number(Moghunter.parameters['New Skill Y-Axis'] || 520);      
    Moghunter.bresult_name_x = Number(Moghunter.parameters['Name X-Axis'] || 155);
    Moghunter.bresult_name_y = Number(Moghunter.parameters['Name Y-Axis'] || 540);
           

//=============================================================================
// ** Game Temp
//=============================================================================

//==============================
// ** Initialize
//==============================
var _mog_bresult_gtemp_initialize = Game_Temp.prototype.initialize;
Game_Temp.prototype.initialize = function() {
    _mog_bresult_gtemp_initialize.call(this);
    this.battleResultClear()
};

//==============================
// ** battle Result Clear
//==============================
Game_Temp.prototype.battleResultClear = function() {
    this._bResult = [false,[],0,0,[]];
    this._battleEnd = false;
};

//=============================================================================
// ** Game Actor
//=============================================================================

//==============================
// ** display LevelUP
//==============================
var _mog_bresult_gact_displayLevelUp = Game_Actor.prototype.displayLevelUp;
Game_Actor.prototype.displayLevelUp = function(newSkills) {
    if ($gameTemp._bResult[0]) {
        $gameTemp._bResult[4] = newSkills;
        return;
    };
    _mog_bresult_gact_displayLevelUp.call(this,newSkills);
};


//=============================================================================
// ** BattleManager
//=============================================================================

//==============================
// ** setup
//==============================
var _mog_brt_bmngr_setup = BattleManager.setup;
BattleManager.setup = function(troopId, canEscape, canLose) {
    _mog_brt_bmngr_setup.call(this,troopId, canEscape, canLose);
    $gameTemp.battleResultClear();
};

//==============================
// ** process Victory
//==============================
BattleManager.processVictory = function() {
    if (Imported.MOG_BattleCry) {
        var actor = this.randomActor();
        if (actor) {SoundManager.selectVoice(actor._v_victory)};  
    };
    AudioManager.fadeOutBgm(1);
    $gameTemp._battleEnd = true;
    $gameTemp._battleResult = true;
    this.getResultData();
    $gameParty.removeBattleStates();
    $gameParty.performVictory();
    this.endBattle(0);  
};


//==============================
// ** get Result Data
//==============================
BattleManager.getResultData = function() {
     this.makeRewards();
     $gameTemp._bResult[0] = true;    
     $gameTemp._bResult[1] = this._rewards.exp;
     $gameTemp._bResult[2] = this._rewards.gold;
     $gameTemp._bResult[3] = this._rewards.items;
     $gameTemp._bResult[4] = [];
};

//==============================
// ** Update
//==============================
var _mog_bresult_update = BattleManager.update;
BattleManager.update = function() {
    if ($gameTemp._bResult[0]) {return};
    _mog_bresult_update.call(this);
};

//=============================================================================
// ** Scene Battle
//=============================================================================

//==============================
// ** Terminate
//==============================
var _mog_bresult_terminate = Scene_Battle.prototype.terminate;
Scene_Battle.prototype.terminate = function() {
    _mog_bresult_terminate.call(this);
    $gameTemp._bResult =  [false,[],0,0,[]];
};

//==============================
// ** Update
//==============================
var _mog_bresult_sbat_update = Scene_Battle.prototype.update;
Scene_Battle.prototype.update = function() {
    _mog_bresult_sbat_update.call(this);
    if ($gameTemp._bResult[0]) {this.updateBResult()};
};

//==============================
// ** updateWindow Position
//==============================
var _mog_bresult_updateWindowPositions = Scene_Battle.prototype.updateWindowPositions;
Scene_Battle.prototype.updateWindowPositions = function() {
    _mog_bresult_updateWindowPositions.call(this);
    if ($gameTemp._battleEnd) {
        this._statusWindow.opacity -= 10;
        this._statusWindow.contentsOpacity -= 10;
    };
};

//==============================
// ** Update BResult
//==============================
Scene_Battle.prototype.updateBResult = function() {
    if (!this._bresult) {this.createBResult()};
};

//==============================
// ** createBresult
//==============================
Scene_Battle.prototype.createBResult = function() {
    this._bresult = new BattleResult();
    this.addChild(this._bresult);
};

//=============================================================================
// * Battle Result
//=============================================================================
function BattleResult() {
    this.initialize.apply(this, arguments);
};

BattleResult.prototype = Object.create(Sprite.prototype);
BattleResult.prototype.constructor = BattleResult;

//==============================
// * Initialize
//==============================
BattleResult.prototype.initialize = function() {
    Sprite.prototype.initialize.call(this);  
    if (BattleManager._spriteset && BattleManager._spriteset.combo_sprite_data) {
        BattleManager._spriteset.combo_sprite_data[0] = 1;
    };
    this._phase = 0;
    this._actorIndex = 0;
    this._skillIndex = 0;
    this.z = 50;
    this._actor = null;
    this._actopar = [];
    this._playME = 10;
    this.phaseAniClear();
    this._phaseAnime[0] = 1;
    this._phaseAnime[1] = 60;
    this._numbeData = [-1,-1];
    this.loadImages();
    this.createObjects();
};

//==============================
// * Phase Ani Clear
//==============================
BattleResult.prototype.phaseAniClear = function() {
    this._phaseAnime = [0,0,0];
};


//==============================
// * loadImages
//==============================
BattleResult.prototype.loadImages = function() {
    this._icon_img = ImageManager.loadSystem("IconSet");
    this._layout_img = ImageManager.loadSystem("Result_A");
    this._number_img1 = ImageManager.loadSystem("Result_B");
    this._number_img2 = ImageManager.loadSystem("Result_C");
    this._layout2_img = ImageManager.loadSystem("Result_D");
    this._vict_img = ImageManager.loadSystem("Result_E");
};

//==============================
// * Press Any Key
//==============================
BattleResult.prototype.pressAnyKey = function() {
    if (TouchInput.isTriggered()) {return true};
    if (TouchInput.isCancelled()) {return true};
    if (Input.isTriggered("ok")) {return true};
    if (Input.isTriggered("cancel")) {return true};
    return false;
};

//==============================
// * Create Objects
//==============================
BattleResult.prototype.createObjects = function() {
    this.createVict();
    this.createLayout();
    this.createExp();
    this.createGold();
    this.createTreasures();
};

//==============================
// * Create Vict
//==============================
BattleResult.prototype.createVict = function() {
    this._vict = new Sprite(this._vict_img);
    this._vict.opacity = 0;
    this._vict.scale.x = 3.0;
    this._vict.scale.y = 3.0;
    this._vict.anchor.x = 0.5;
    this._vict.anchor.y = 0.5;
    this._vict.x = Graphics.boxWidth / 2;
    this._vict.y = Graphics.boxHeight / 2;
    this.addChild(this._vict);
};

//==============================
// * Create Layout
//==============================
BattleResult.prototype.createLayout = function() {
    this._layout = new Sprite(this._layout_img);
    this._layout.opacity = 0;
    this._layout.scale.x = 3.0;
    this._layout.anchor.x = 0.5;
    this._layout.x = Graphics.boxWidth / 2;
    this.addChild(this._layout);
};

//==============================
// * Create Exp
//==============================
BattleResult.prototype.createExp = function() {
    this._expNumber = [];
    this._expOld = 0;
    this._expOrg = [Moghunter.bresult_exp_x,Moghunter.bresult_exp_y];
    for (var i = 0; i < 8; i++) {
       this._expNumber[i] = new Sprite(this._number_img1);
       this._expNumber[i].visible = false;
       this._expNumber[i].x = this._expOrg[0];
       this._expNumber[i].y = this._expOrg[1];
       this.addChild(this._expNumber[i]);
    };      
   
};

//==============================
// * Create Gold
//==============================
BattleResult.prototype.createGold = function() {
    this._goldNumber = [];
    this._goldNumber = [];
    this._goldOld = 0;
    this._goldOrg = [Moghunter.bresult_gold_x,Moghunter.bresult_gold_y];
    for (var i = 0; i < 8; i++) {
       this._goldNumber[i] = new Sprite(this._number_img1);
       this._goldNumber[i].visible = false;
       this._goldNumber[i].x = this._goldOrg[0];
       this._goldNumber[i].y = this._goldOrg[1];
       this.addChild(this._goldNumber[i]);
    };  
};

//==============================
// * Add ICon
//==============================
BattleResult.prototype.addIcon = function(sprite,data) {
    var icon = new Sprite(this._icon_img);
    var w = Window_Base._iconWidth;
    var h = Window_Base._iconHeight;
    var sx = data.iconIndex % 16 * w;
    var sy = Math.floor(data.iconIndex / 16) * h;
    icon.setFrame(sx,sy,w,h);
    sprite.addChild(icon);
    var name = new Sprite(new Bitmap(160,32));
    name.bitmap.drawText(data.name,0,0,160,32);
    name.x = w + 4;
    sprite.addChild(name);
};

//==============================
// * Create Treasures
//==============================
BattleResult.prototype.createTreasures = function() {
    this._treasures = [];
    var x = Moghunter.bresult_treasure_x;
    var y = Moghunter.bresult_treasure_y;
    var s = Graphics.boxWidth - 64;
    var w = (s / 3);
    var h = Window_Base._iconHeight + 4;
    for (var i = 0; i < $gameTemp._bResult[3].length; i++) {
          if (i > 23) {
              break
          }
          this._treasures[i] = new Sprite();
          this._treasures[i].opacity = 0;
          this.addChild(this._treasures[i]);
          var l = Math.floor(i / 3);
          this._treasures[i].x = x + (w * i) - Math.floor(l * s);
          this._treasures[i].y = y + (l * h);
          this.addIcon(this._treasures[i],$gameTemp._bResult[3][i]);
    };    
};

//==============================
// * getData
//==============================
BattleResult.prototype.getData = function() {
    this._numbeData[0] = this._number_img1.width / 10;
    this._numbeData[1] = this._number_img1.height;
};

//==============================
// * Update Dif
//==============================
BattleResult.prototype.update_dif = function(value,real_value,speed) {
    if (value == real_value) {return value};
    var dnspeed = 1 + (Math.abs(value - real_value) / speed);
    if (value > real_value) {value -= dnspeed;
        if (value < real_value) {value = real_value};}
    else if (value < real_value) {value  += dnspeed;
        if (value  > real_value) {value  = real_value};      
    };
    return Math.floor(value);
};

//==============================
// * Refresh Number
//==============================
BattleResult.prototype.refresh_number = function(sprites,value,img_data,x,center) {
    numbers = Math.abs(value).toString().split("");
       for (var i = 0; i < sprites.length ; i++) {sprites[i].visible = false;
       if (i > numbers.length) {return};
       var n = Number(numbers[i]);
       sprites[i].setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
       sprites[i].visible = true;
       if (center === 0) {
            var nx = -(img_data[0] * i) + (img_data[0] * numbers.length);
       } else {
           var nx = -(img_data[0] * i) + ((img_data[0] / 2) * numbers.length);
       };
       sprites[i].x = x - nx;
    };  
};

//==============================
// * Update
//==============================
BattleResult.prototype.update = function() {
    Sprite.prototype.update.call(this);    
    if (this._numbeData[0] === -1 && this._number_img1.isReady() && this._number_img2.isReady()) {this.getData()};
    if (this._numbeData[0] === -1) {return};
    if (this._phaseAnime[1] > 0) {this._phaseAnime[1] --;return};
    if (this._playME > 0) {this.updateME()};
    switch (this._phase) {
        case 0:
            this.updateStart();
            break;      
        case 1:
            this.updateExp();
            break;
        case 2:
            this.updateGold();
            break;
        case 3:
            this.updateTreasure();
            break;
        case 4:
            this.updateLevel();
            break;
        case 5:
            this.updateEnd();
            break;          
        };
};


//==============================
// * update ME
//==============================
BattleResult.prototype.updateME = function() {
    this._playME --
    if (this._playME === 0) {
        BattleManager.playVictoryMe();
        BattleManager.replayBgmAndBgs();  
    };
};

//==============================
// * Update Start
//==============================
BattleResult.prototype.updateStart = function() {
    if (this._phaseAnime[0] > 0) {
        this.updateVictAnimation();
    } else {
        this.updateLayoutAnimation();
    };
};


//==============================
// * Update Layout Animation
//==============================
BattleResult.prototype.updateLayoutAnimation = function() {
    this._layout.opacity += 5;
    if (this._layout.scale.x > 1.00) {
        this._layout.scale.x -= 0.05;
        if (this._layout.scale.x < 1.00) {this._layout.scale.x = 1.00};
    } else {
        this.phaseAniClear();
        this._phase = 1;
    };
};

//==============================
// * Update Vict Animation
//==============================
BattleResult.prototype.updateVictAnimation = function() {
       if (this._phaseAnime[0] === 1) {
            if (this._vict.scale.x > 1.00) {
                this._vict.scale.x -= 0.05;
                this._vict.opacity += 15;
                if (this._vict.scale.x <= 1.00) {
                    this._vict.scale.x = 1.00;
                    this._vict.opacity = 255;
                    this._phaseAnime[0] = 2;
                    this._phaseAnime[1] = 40;
                };
            };
       } else {
            if (this._vict.scale.x < 3.00) {
                this._vict.scale.x += 0.05;
                this._vict.opacity -= 10;
                if (this._vict.scale.x >= 3.00) {
                    this._vict.scale.x = 3.00;
                    this._vict.opacity = 0;
                    this._phaseAnime[0] = 0;
                };
            };          
       };
       this._vict.scale.y = this._vict.scale.x;
};

//==============================
// * Update Exp
//==============================
BattleResult.prototype.updateExp = function() {
     if (this.pressAnyKey() &&  $gameTemp._bResult[1] > 0) {
         this._expOld = $gameTemp._bResult[1] - 1;
     };
     var dif_number = this.update_dif(this._expOld,$gameTemp._bResult[1],15);
     if (this._expOld != dif_number) {this._expOld = dif_number;
     this.refresh_number(this._expNumber,this._expOld,this._numbeData,this._expOrg[0],0)};
     if (this._expOld === $gameTemp._bResult[1]) {
         this.phaseAniClear();
         this._phase = 2;
         SoundManager.playCursor();    
     };
};

//==============================
// * Update Gold
//==============================
BattleResult.prototype.updateGold = function() {
     if (this.pressAnyKey() &&  $gameTemp._bResult[1] > 0) {
         this._goldOld = $gameTemp._bResult[2] - 1;
     };
     var dif_number = this.update_dif(this._goldOld,$gameTemp._bResult[2],15);
     if (this._goldOld != dif_number) {this._goldOld = dif_number;
     this.refresh_number(this._goldNumber,this._goldOld,this._numbeData,this._goldOrg[0],0)};
     if (this._goldOld === $gameTemp._bResult[2]) {
         BattleManager.gainGold();
         this.phaseAniClear();
         this._phase = 3;
         SoundManager.playCursor();
     };
};

//==============================
// * Update Treasure
//==============================
BattleResult.prototype.updateTreasure = function() {
    if (this._treasures.length > 0) {
        for (var i = 0; i < this._treasures.length; i++) {
            this._treasures[i].opacity += 10;
        };
        if (this._treasures[0].opacity >= 255 && this._phaseAnime[0] === 0) {
            this._phaseAnime[0] = 1;
        };  
    } else {
        this._phaseAnime[0] = 1;
    };
    if (this._phaseAnime[0] === 1 && this.pressAnyKey()) {
        BattleManager.gainDropItems();
        this.phaseAniClear();
        this._phase = 4;
    };
};

//==============================
// * Update Level
//==============================
BattleResult.prototype.updateLevel = function() {
    if (this._layout.opacity > 0) {this.updateFade()};
    if (!this._actor && this._actorIndex >= $gameParty.battleMembers().length) {
        this._phase = 5;
        SoundManager.playCursor();
    } else {
        if (this._actor) {
            this.updateLevelAnimation();
        } else {
            this.gainEXP();
        };
    };
};

//==============================
// * Create Level Sprites
//==============================
BattleResult.prototype.createLevelSprites = function() {
    this.disposeLevel();
    this._phaseAnime[0] = 0;
    this._phaseAnime[1] = 10;
    this.createActorSprite();
    this.createLevelLayout();  
    this.createParameters();
    this.createActorName();
    this.playVoice();
};

//==============================
// * Play Voice
//==============================
BattleResult.prototype.playVoice = function() {
    if (Imported.MOG_BattleCry) {SoundManager.selectVoice(this._actor._v_levelup)};
};

//==============================
// * Create Level Layout
//==============================
BattleResult.prototype.createLevelLayout = function() {
    this._levelLayout = new Sprite(this._layout2_img);
    this._levelLayout.opacity = 0;
    this._levelLayout.anchor.x = 0.5;
    this._levelLayout.anchor.y = 0.5;
    this._levelLayout.x = Graphics.boxWidth / 2;
    this._levelLayout.y = Graphics.boxHeight / 2;
    this._levelLayout.scale.x = 3.0;
    this.addChild(this._levelLayout);  
};

//==============================
// * Create Actor Name
//==============================
BattleResult.prototype.createActorName = function() {
    this._name = new Sprite(new Bitmap(140,32));
    this._name.opacity = 0;
    this._name.bitmap.drawText(this._actor._name,0,0,140,32);
    this._name.x = Moghunter.bresult_name_x;
    this._name.y = Moghunter.bresult_name_y;
    this.addChild(this._name);  
};

//==============================
// * Create Actor Sprite
//==============================
BattleResult.prototype.createActorSprite = function() {
    var img = ImageManager.loadPicture("Actor_" + this._actor._actorId)
    this._spriteActor = new Sprite(img);
    this._spriteActor.opacity = 0;
    this._spriteActor.anchor.x = 0.5;
    this.addChild(this._spriteActor);
};

//==============================
// * Create Parameters
//==============================
BattleResult.prototype.createParameters = function() {
    var x = Moghunter.bresult_par1_x;
    var y = Moghunter.bresult_par1_y;
    this._par = new Sprite(new Bitmap(Graphics.boxWidth,Graphics.boxHeight));
    this._par.opacity = 0;
    this._par.bitmap.drawText(this._actopar[0],x,y,100,32);
    this._par.bitmap.drawText(this._actopar[1],x,y + 32 * 1,100,32);
    this._par.bitmap.drawText(this._actopar[2],x,y + 32 * 2,100,32);
    this._par.bitmap.drawText(this._actopar[3],x,y + 32 * 3,100,32);
    this._par.bitmap.drawText(this._actopar[4],x,y + 32 * 4,100,32);  
    this._par.bitmap.drawText(this._actopar[5],x,y + 32 * 5,100,32);
    this._par.bitmap.drawText(this._actopar[6],x,y + 32 * 6,100,32);
    this._par.bitmap.drawText(this._actopar[7],x,y + 32 * 7,100,32);
    this._par.bitmap.drawText(this._actopar[8],x,y + 32 * 8,100,32);
    var x = Moghunter.bresult_par2_x;
    var y = Moghunter.bresult_par2_y;  
    this._par.bitmap.drawText(this._actor._level,x,y,100,32);
    this._par.bitmap.drawText(this._actor.mhp,x,y + 32 * 1,100,32);
    this._par.bitmap.drawText(this._actor.mmp,x,y + 32 * 2,100,32);
    this._par.bitmap.drawText(this._actor.atk,x,y + 32 * 3,100,32);
    this._par.bitmap.drawText(this._actor.def,x,y + 32 * 4,100,32);  
    this._par.bitmap.drawText(this._actor.mat,x,y + 32 * 5,100,32);
    this._par.bitmap.drawText(this._actor.mdf,x,y + 32 * 6,100,32);
    this._par.bitmap.drawText(this._actor.agi,x,y + 32 * 7,100,32);
    this._par.bitmap.drawText(this._actor.luk,x,y + 32 * 8,100,32);  
    this.addChild(this._par);
};

//==============================
// * Refresh New Skill
//==============================
BattleResult.prototype.refreshNewSkill = function() {
    SoundManager.playUseSkill();
    this.removeChild(this._skill);
    this._skill = new Sprite();
    this._skill.x = Moghunter.bresult_skill_x;
    this._skill.y = Moghunter.bresult_skill_y;
    this._skill.opacity = 0;
    this.addChild(this._skill);
    this.addIcon(this._skill,$gameTemp._bResult[4][this._skillIndex]);
    this._skillIndex += 1;
    this._skillAnime = [0,0];
};

//==============================
// * dispose Level
//==============================
BattleResult.prototype.disposeLevel = function() {
    this.removeChild(this._spriteActor);
    this.removeChild(this._par);
    this.removeChild(this._levelLayout);
    this.removeChild(this._name);
    this.removeChild(this._skill);
    this._skill = null;
};

//==============================
// * Update Animation
//==============================
BattleResult.prototype.updateLevelAnimation = function() {
    this.updateLevelPosition();  
    this._spriteActor.opacity += 10;
    this._levelLayout.opacity += 10;
    this._name.opacity  += 10;
    this._par.opacity += 10;
    if (this._skill) {this.updateSkillAnimation()};
    if (this.pressAnyKey()) {
        if (this._skillIndex >= $gameTemp._bResult[4].length) {
            this.clearParData();
        } else {
            this.refreshNewSkill();
        };
    };
};

//==============================
// * Update Level Position
//==============================
BattleResult.prototype.updateLevelPosition = function() {
    if (this._phaseAnime[0] === 0) {
        this._phaseAnime[0] = 1;
        this._spriteActor.x = -this._spriteActor.width + Moghunter.bresult_actor_x;
        this._par.x = this._spriteActor.width + Moghunter.bresult_actor_x;
    };
    this._spriteActor.x = this.sprite_move_to(this._spriteActor.x,Moghunter.bresult_actor_x,20);
    this._spriteActor.y = Graphics.boxHeight - this._spriteActor.height + Moghunter.bresult_actor_y;
    if (this._levelLayout.scale.x > 1.00) {
        this._levelLayout.scale.x -= 0.05;
        if (this._levelLayout.scale.x < 1.00) {this._levelLayout.scale.x = 1.00};  
    };
    this._par.x = this.sprite_move_to(this._par.x,Moghunter.bresult_par0_x,20);
    this._par.y = Moghunter.bresult_par0_y;
};

//==============================
// * Update Skill Animation
//==============================
BattleResult.prototype.updateSkillAnimation = function() {
    this._skill.opacity += 10;
    this._skillAnime[0] ++;
    if (this._skillAnime[0] < 20) {
        this._skill.y -= 2;
    } else if (this._skillAnime[0] < 40) {
        this._skill.y += 2;
    };  
};

//==============================
// * Sprite Move To
//==============================
BattleResult.prototype.sprite_move_to = function(value,real_value,speed) {
    if (value == real_value) {return value};
    var dnspeed = 5 + (Math.abs(value - real_value) / speed);
    if (value > real_value) {value -= dnspeed;
        if (value < real_value) {value = real_value};}
    else if (value < real_value) {value  += dnspeed;
        if (value  > real_value) {value  = real_value};      
    };
    return Math.floor(value);
};

//==============================
// * clear Par DAta
//==============================
BattleResult.prototype.clearParData = function() {
    this._actor = null;
    this.disposeLevel();
    this._skillIndex = 0;
    $gameTemp._bResult[4] = [];
};

//==============================
// * Gain EXP
//==============================
BattleResult.prototype.gainEXP = function() {
     var actor = $gameParty.battleMembers()[this._actorIndex];
     this._actopar = [actor._level,actor.mhp,actor.mmp,actor.atk,actor.def,actor.mat,actor.mdf,actor.agi,actor.luk];
     var lvOld = actor._level
     actor.gainExp($gameTemp._bResult[1]);
     this._actorIndex += 1;
     if (actor._level > lvOld) {
         this._actor = actor;
         this.createLevelSprites();
         SoundManager.playCursor();
     } else {
         this.clearParData();
     };
};

//==============================
// * Update Fade
//==============================
BattleResult.prototype.updateFade = function() {
    this._layout.opacity -= 10;
    for (var i = 0; i < this._expNumber.length; i++) {
       this._expNumber[i].opacity = this._layout.opacity;
    };  
    for (var i = 0; i < this._goldNumber.length; i++) {
       this._goldNumber[i].opacity = this._layout.opacity;
    };
    for (var i = 0; i < this._treasures.length; i++) {
         this._treasures[i].opacity = this._layout.opacity;
    };
    if (this._phase === 5 && this._layout.opacity <= 0) {
       $gameTemp._bResult = [false,[],0,0,[]];;
    };
};

//==============================
// * Update End
//==============================
BattleResult.prototype.updateEnd = function() {
    if (this._layout.opacity <= 0) {
       $gameTemp._bResult = [false,[],0,0,[]];;
    } else {
       this.updateFade();
    };
};
(The former MOG site was nuked and the plugin doesn't have a proper page anymore, so I have the code in the spoiler.)
 

EpicFILE

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I don't use MOG battle result, but I use some of his plugins.
Usually MOG plugins texts are tied to an image instead of fonts.
I haven't actually checked it out, but I hope this helps. :D
 
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Ket

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I don't use MOG battle result, but I use some of his plugins.
Usually MOG plugins texts are tied to an image instead of fonts.
I haven't actually checked it out, but I hope this helps. :D
I appreciate your input! It doesn't seem like it's calling from anywhere. I just see "bitmap" in the code, but no specific file or file name. Maybe I'm blind?

Edit:
Realized I have to add: bitmap.changeSFont(index)
in other words, solved
 
Last edited:

slimmmeiske2

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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