MOGHunter's Battle Results Customization

Discussion in 'Javascript/Plugin Support' started by IAmJakeSauvage, May 4, 2018.

  1. IAmJakeSauvage

    IAmJakeSauvage Veteran Veteran

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    Location:
    Hamilton, ON
    First Language:
    English
    Primarily Uses:
    RMMV
    Hey there,

    With this plugin there's 3 phases that splash across the screen (victory, results, level up) - and I'm looking to remove the Level Up portion (that calls on Results_E) to make it a bit cleaner. The code is only available through his demo so I'll post it below along with a video that shows the phasing.



    Code:
    //=============================================================================
    // 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://atelierrgss.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();
        };
    };
    
    Thanks in advance!,
     
    #1
  2. IAmJakeSauvage

    IAmJakeSauvage Veteran Veteran

    Messages:
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    Bump~
     
    #2

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