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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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I'm familiar with MZ thanks to jam now. I say it's a better working and looking MV. Lots of plugins too and FOSSIL helps alot. It's not bad.
Some more progress <3 and in most important news:
ALPACARAPTOR SPRITE! (not animated yet, though :( )
h4u90Sz.png
Caz
At the risk of giving myself even more work to do, I kinda wanna redraw the faces of the MV RTP to be a little less.. uhhhhh..

mv-redraw.png
Hmm...you'd think in this day and age, what with Japanese Schoolgirls frequenting anime, JRGs and whatever else...that someone might have made some gym clothes for the generator. You know, the ones with the short bloomers.
finished the draft of some of this dude's motions!

mc0xoB4.gif


gonna work on the drafts of the other 3 now before i put detail, need to position these rather tall sprites well on the field

waiting for the term to end so i can get more time w this :kaodes:

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