//=============================================================================
// 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();
};
};