//============================================================================= // MOG_BattleResult.js //============================================================================= /*: * @plugindesc (v1.1) Modifies the display screen.定制战斗结果显示界面 * @author Moghunter * * @param Exp X-Axis * @desc X-Axis position of EXP. * @default 760 * * @param Exp Y-Axis * @desc Y-Axis position of EXP. * @default 160 * * @param Gold X-Axis * @desc Position X-Axis of Gold. * @default 760 * * @param Gold Y-Axis * @desc Position Y-Axis of Gold. * @default 230 * * @param Treasure -Axis * @desc X-Axis position of the tersouro. * @default 32 * * @param Treasure Y-Axis * @desc Position Y-Axis of the treasure. * @default 330 * * @param Actor X-Axis * @desc X-Axis character position. * @default 250 * * @param Actor Y-Axis * @desc Position Y-Axis character. * @default 0 * * @param Real X-Axis Parameter * @desc X-Axis position of the parameters. * @default 0 * * @param Real Y-Axis Parameter * @desc Y-Axis position of the parameters. * @default 0 * * @param Parameter 1 X-Axis * @desc X-Axis position of the parameters before the level-up. * @default 550 * * @param Parameter 1 Y-Axis * @desc Y-Axis position of the parameters before the level-up. * @default 140 * * @param Parameter 2 X-Axis * @desc X-Axis position of the parameters after the level-up. * @default 700 * * @param Parameter 2 Y-Axis * @desc Y-Axis position of the parameters after the level-up. * @default 140 * * @param New Skill X-Axis * @desc X-Axis position of the new ability. * @default 570 * * @param New Skill Y-Axis * @desc Position Y-Axis of the new ability. * @default 520 * * @param Name X-Axis * @desc Position X-Axis of the character's name. * @default 155 * * @param Name Y-Axis * @desc Position Y-Axis of the character's name. * @default 540 * * @help * ================================================================= ============================ * +++ MOG - Battle Result (v1.1) +++ * By Moghunter * [url]https://atelierrgss.wordpress.com/[/url] * ================================================================= ============================ * Modifies the display screen.定制战斗结果显示界面 * ================================================================= ============================ * The files will be needed. (Img/system/) * (img/system需要以下图片文件:) * Result_A.png * Result_B.png * Result_C.png * Result_D.png * Result_E.png * * ================================================================= ============================ * ACTOR PICTURE * ================================================================= ============================ * Images should be saved in the /img/picture/ * Name the images as follows. * (角色图片需保存在/img/picture目录下.命名格式如下:) * Actor_ ID * * Example(比如:) * Actor_1.png * Actor_2.png * Actor_3.png * ... * * ================================================================= ============================ * HISTORIC * ================================================================= ============================ * (V1.1) - Correction of not displaying the status window in the next battle. * * 更多翻译插件:[url]https://github.com/misuqian/MVPlugins-CN[/url] */ //============================================================================= // ** 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 < $gameTemp._bResult[3].length; i++) { this._treasures[i] = new Sprite(); this._treasures[i].opacity = 0; this.addChild(this._treasures[i]); var l = Math.floor(i / 3); this._treasures[i].x = x + (w * i) - Math.floor(l * s); this._treasures[i].y = y + (l * h); this.addIcon(this._treasures[i],$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(); }; };
WechatIMG481.jpg (191.2 KB, 下载次数: 26)
余杭 发表于 2023-7-18 17:28
代码在177到180那几行,你自己改改就行
douqunbo 发表于 2023-7-18 22:09
求点拨一下思路 因为我是部分级别有新技能的(比如2级、5级)那么当3级、4级没有新技能的时候 ...
douqunbo 发表于 2023-7-18 22:09
求点拨一下思路 因为我是部分级别有新技能的(比如2级、5级)那么当3级、4级没有新技能的时候 ...
if (newSkills.length === 0) newSkills.push({name:"无"});
余杭 发表于 2023-7-19 13:40
177和178之间加一行代码,这个后面的 无 ,就是你想要显示的文字
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