#==============================================================================
# +++ MOG - DAMAGEPOPUP (v4.5) +++
#==============================================================================
# By Moghunter
# [url]https://atelierrgss.wordpress.com/[/url]
#==============================================================================
# Apresenta danos dos alvos em imagens.
#==============================================================================
# Ser?o necessários as imagems
#
# Critical
# Evaded
# Exp
# Gold
# Level Up
# Missed
# MP
# Number
# TP
#
# As imagens devem ficar na pasta /GRAPHICS/DAMAGE/
#==============================================================================
#==============================================================================
# DAMAGE POPUP FOR CHARACTERS (Events)
#==============================================================================
# Caso desejar ativar manualmente os danos nos characters, basta usar os códigos
# abaixo.
#
# damage_popup(TARGET_ID,VALUE,"TYPE")
#
# TARGET_ID
# 1...999 - Define a ID do evento no mapa
# 0 - Define a ID sendo do jogador.(Player)
# -1...-3 - Define a ID dos aliados (Followers).
#
# VALUE
# Define o valor em dano (Pode ser valores negativos) ou um texto.
# No caso das codi??es defina a ID da condi??o. (Valore negativos
# é apresentado a condi??o sendo removida.)
#
# TYPE (Opcional)
# So use está op??o para ativar srtings especiais.
#
# "Exp" - Valor da string se torna em EXP.
# "Gold" - Valor da string se torna em GOLD.
# "States" - é apresentado o ícone e o nome da condi??o da condi??o.
#
#==============================================================================
#
# damage_popup(1,999)
# damage_popup(4,"Save Point.")
# damage_popup(0,"I'm hungry!!!") <- (Player)
# damage_popup(-1,"Booo!") <- (Follower ID1)
# damage_popup(0,2000,"Exp") <- Popup 2000 Exp
# damage_popup(0,5000,"Gold") <- Popup 5000 Gold
#
#==============================================================================
# Use o código abaixo se desejar fazer o dano aparecer em todos os personagens.
#
# damage_popup_party(TARGET_ID,STRING,"TYPE")
#
#==============================================================================
# ATIVAR OU DESATIVAR OS DANOS NO MAPA.
#==============================================================================
# é possível usar o código abaixo para ativar ou desativar a dano no mapa
# no meio do jogo, útil se você n?o quiser que alguma string de item ou
# dano apare?a no meio de algum evento ou cena.
#
# damage_popup_map(true) -> or (false)
#
#==============================================================================
# ● Histórico (Version History)
#==============================================================================
# v 4.5 - Corre??o de ativar o dano quando o alvo é morto e o dano é zero.
#==============================================================================
$imported = {} if $imported.nil?
$imported[:mog_damage_popup] = true
module MOG_DAMAGEPOPUP
#Ativar as strings de dano no mapa. (Default / Inicial)
DAMAGE_POPUP_MAP = false
#Apresentar o item ao ganhar. (Apenas no mapa).
ITEM_POPUP_MAP = true
#Apresentar a exp e ouro do inimigo.
EXP_GOLD_POPUP_BATTLE = true
EXP_GOLD_POPUP_MAP = true
#Ativar a string de Level UP
LEVEL_POPUP_BATTLE = true
LEVEL_POPUP_MAP = true
#Ativar as strings nas condi??es.
STATES_POPUP_BATTLE = true
STATES_POPUP_MAP = true
#Defini??o da fonte (Nome de itens/ condi??es / etc...).
FONT_SIZE = 28
FONT_BOLD = true
FONT_ITALIC = false
FONT_COLOR = Color.new(255,255,255)
FONT_COLOR_ITEM = Color.new(255,255,255)
FONT_COLOR_STATUS_PLUS = Color.new(155,155,255)
FONT_COLOR_STATUS_MINUS = Color.new(255,150,150)
#Defini??o do espa?o entre os danos.
Y_SPACE = 28
#Defini??o da posi??o Z do srpite.
DAMAGE_Z = 151
end
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
attr_accessor :damage_popup_map
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damage_popup_initialize initialize
def initialize
@damage_popup_map = MOG_DAMAGEPOPUP::DAMAGE_POPUP_MAP
mog_damage_popup_initialize
end
#--------------------------------------------------------------------------
# ● Damage Popup Clear
#--------------------------------------------------------------------------
def damage_popup_clear
$game_party.character_members.each {|t|
t.actor.damage.clear; t.actor.skip_dmg_popup = false ;
t.damage.clear; t.skip_dmg_popup = false} rescue nil
$game_map.events.values.each {|t| t.damage.clear ;
t.skip_dmg_popup = false} rescue nil
end
end
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
attr_accessor :battle_end
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damage_temp_opup_initialize initialize
def initialize
@battle_end = false
mog_damage_temp_opup_initialize
end
#--------------------------------------------------------------------------
# ● Sprite Visible
#--------------------------------------------------------------------------
def sprite_visible
return false if $game_message.visible
return false if $game_temp.battle_end
return true
end
end
#==============================================================================
# ■ Game CharacterBase
#==============================================================================
class Game_CharacterBase
attr_accessor :damage ,:battler ,:skip_dmg_popup
#--------------------------------------------------------------------------
# ● Ini Public Members
#--------------------------------------------------------------------------
alias mog_damage_popup_init_public_members init_public_members
def init_public_members
@damage = [] ; @skip_dmg_popup = false
mog_damage_popup_init_public_members
end
#--------------------------------------------------------------------------
# ● Damage Popup
#--------------------------------------------------------------------------
def damage_popup(value,type = "String")
@damage.push([value,type])
end
end
#==============================================================================
# ■ Scene Map
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# ● Start
#--------------------------------------------------------------------------
alias mog_damage_popup_start start
def start
$game_system.damage_popup_clear ; $game_temp.battle_end = false
mog_damage_popup_start
end
end
#==============================================================================
# ■ Game Player
#==============================================================================
class Game_Player < Game_Character
#--------------------------------------------------------------------------
# ● Battler
#--------------------------------------------------------------------------
def battler
actor
end
end
#==============================================================================
# ■ Game Follower
#==============================================================================
class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# ● Battler
#--------------------------------------------------------------------------
def battler
actor
end
end
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# ● Change HP
#--------------------------------------------------------------------------
alias mog_damage_popup_change_hp change_hp
def change_hp(value, enable_death)
mog_damage_popup_change_hp(value, enable_death)
self.damage.push([-value,"Hp"])
end
end
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
include MOG_DAMAGEPOPUP
attr_accessor :damage , :skip_dmg_popup
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damage_sprite_initialize initialize
def initialize
@damage = [] ; @skip_dmg_popup = false
mog_damage_sprite_initialize
end
#--------------------------------------------------------------------------
# ● Item Apply
#--------------------------------------------------------------------------
alias mog_damage_pop_item_apply item_apply
def item_apply(user, item)
mog_damage_pop_item_apply(user, item)
execute_damage_popup(user,item)
end
#--------------------------------------------------------------------------
# ● Execute Damage Popup
#--------------------------------------------------------------------------
def execute_damage_popup(user,item)
if !@result.missed and !@result.evaded and @result.hit?
self.damage.push([@result.hp_damage,"HP",@result.critical]) if item.damage.to_hp? or @result.hp_damage != 0
user.damage.push([-@result.hp_drain,"HP",@result.critical]) if item.damage.type == 5
self.damage.push([@result.mp_damage,"MP",@result.critical]) if item.damage.to_mp? or @result.mp_damage != 0
user.damage.push([-@result.mp_drain,"MP",@result.critical]) if item.damage.type == 6
self.damage.push([@result.tp_damage,"TP",@result.critical]) if @result.tp_damage != 0
elsif !self.dead?
if @result.missed ; self.damage.push(["Missed","Missed"])
elsif @result.evaded ; self.damage.push(["Missed","Missed"])
#if @result.critica ; self.damage.push(["baoji","baoji"])
#end
end
end
end
#--------------------------------------------------------------------------
# ● Regenerate HP
#--------------------------------------------------------------------------
#alias mog_damage_pop_regenerate_hp regenerate_hp
#def regenerate_hp
#mog_damage_pop_regenerate_hp
#self.damage.push(["Regenerate",""]) if @result.hp_damage < 0
#self.damage.push([@result.hp_damage,"HP"]) if @result.hp_damage != 0
#end
#--------------------------------------------------------------------------
# ● Regenerate MP
#--------------------------------------------------------------------------
#alias mog_damage_pop_regenerate_mp regenerate_mp
#def regenerate_mp
#mog_damage_pop_regenerate_mp
#self.damage.push(["Regenerate",""])
#self.damage.push([@result.mp_damage,"MP"]) if @result.mp_damage != 0
#end
#--------------------------------------------------------------------------
# ● Regenerate TP
#--------------------------------------------------------------------------
#alias mog_damage_pop_regenerate_tp regenerate_tp
#def regenerate_tp
#mog_damage_pop_regenerate_tp
#tp_damage = 100 * trg
#self.damage.push([tp_damage,"TP"]) if tp_damage != 0
#end
#--------------------------------------------------------------------------
# ● Added New State
#--------------------------------------------------------------------------
alias mog_damage_pop_add_new_state add_new_state
def add_new_state(state_id)
mog_damage_pop_add_new_state(state_id)
execute_popup_add_new_state(state_id)
end
#--------------------------------------------------------------------------
# ● Execute Popup Add New State
#--------------------------------------------------------------------------
def execute_popup_add_new_state(state_id)
st = $data_states[state_id]
if self.hp > 0
unless (SceneManager.scene_is?(Scene_Battle) and !STATES_POPUP_BATTLE) or
(SceneManager.scene_is?(Scene_Map) and !STATES_POPUP_MAP)
self.damage.push([st.name.to_s,"States Plus",false,st.icon_index])
end
end
end
#--------------------------------------------------------------------------
# ● Remove State
#--------------------------------------------------------------------------
alias mog_damage_pop_remove_state remove_state
def remove_state(state_id)
execute_popup_remove_state(state_id)
mog_damage_pop_remove_state(state_id)
end
#--------------------------------------------------------------------------
# ● Execute Popup Remove State
#--------------------------------------------------------------------------
def execute_popup_remove_state(state_id)
if state?(state_id) and self.hp > 0
st = $data_states[state_id]
unless (SceneManager.scene_is?(Scene_Battle) and !STATES_POPUP_BATTLE) or
(SceneManager.scene_is?(Scene_Map) and !STATES_POPUP_MAP)
self.damage.push([st.name.to_s,"States Minus",false,st.icon_index]) unless BattleManager.escape?
end
end
end
end
#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# ● Escape?
#--------------------------------------------------------------------------
def self.escape?
@phase == nil
end
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :dmg_battle_mode
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damage_popup_initialize initialize
def initialize
@dmg_battle_mode = false
mog_damage_popup_initialize
end
end
#==============================================================================
# ■ Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Start
#--------------------------------------------------------------------------
alias mog_damage_popup_start start
def start
$game_temp.dmg_battle_mode = true
mog_damage_popup_start
end
#--------------------------------------------------------------------------
# ● Terminate
#--------------------------------------------------------------------------
alias mog_damage_popup_terminate terminate
def terminate
mog_damage_popup_terminate
$game_temp.dmg_battle_mode = false
end
end
#==============================================================================
# ■ Game Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# ● Character Members
#--------------------------------------------------------------------------
def character_members
char_m = [] ; char_m.push($game_player)
$game_player.followers.each do |f| char_m.push(f) end
return char_m
end
#--------------------------------------------------------------------------
# ● Gain Gold
#--------------------------------------------------------------------------
#alias mog_damage_popup_gain_gold gain_gold
#def gain_gold(amount)
# mog_damage_popup_gain_gold(amount)
#$game_party.members[0].damage.push([amount,"Gold"]) if can_damage_popup_gold?
#end
#--------------------------------------------------------------------------
# ● Can Damage Popup Gold
#--------------------------------------------------------------------------
def can_damage_popup_gold?
return false if !SceneManager.scene_is?(Scene_Map)
return false if $game_temp.dmg_battle_mode
return false if !MOG_DAMAGEPOPUP::EXP_GOLD_POPUP_MAP
return false if !$game_system.damage_popup_map
return false if !$game_party.members[0]
return true
end
#--------------------------------------------------------------------------
# ● Gain Item
#--------------------------------------------------------------------------
alias mog_damage_popup_gain_item gain_item
def gain_item(item, amount, include_equip = false)
mog_damage_popup_gain_item(item, amount, include_equip)
execute_item_popup(item) if can_damage_popup_item?(item)
end
#--------------------------------------------------------------------------
# ● Can Damage Poupup Item
#--------------------------------------------------------------------------
def can_damage_popup_item?(item)
return false if item == nil
return false if !MOG_DAMAGEPOPUP::ITEM_POPUP_MAP
return false if !$game_system.damage_popup_map
return false if SceneManager.scene_is?(Scene_Battle)
return false if !$game_party.members[0]
return false if $game_temp.dmg_battle_mode
return true
end
#--------------------------------------------------------------------------
# ● Execute Item Popup
#--------------------------------------------------------------------------
def execute_item_popup(item)
it = $data_items[item.id] if item.is_a?(RPG::Item)
it = $data_weapons[item.id] if item.is_a?(RPG::Weapon)
it = $data_armors[item.id] if item.is_a?(RPG::Armor)
$game_party.members[0].damage.push([it.name.to_s,"Item",false,it.icon_index])
end
end
#==============================================================================
# ■ Game Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# ● Damage Popup Map
#--------------------------------------------------------------------------
def damage_popup_map(value)
$game_system.damage_popup_map = value
end
#--------------------------------------------------------------------------
# ● Damage Popup
#--------------------------------------------------------------------------
def damage_popup(target_id, value,type = "")
return if !$game_system.damage_popup_map
target = set_target_dmg(target_id) rescue nil
target.damage.push([value,type]) if target
end
#--------------------------------------------------------------------------
# ● Set Target Dmg
#--------------------------------------------------------------------------
def set_target_dmg(target)
return $game_player.battler if target == 0
return $game_player.followers.battler[(target_id + 1).abs] if target < 0
$game_map.events.values.each do |event|
return event.battler if event.id == target_id and event.battler
return event if event.id == target_id
end
end
#--------------------------------------------------------------------------
# * Change MP
#--------------------------------------------------------------------------
alias mog_damage_popup_command_312 command_312
def command_312
value = operate_value(@params[2], @params[3], @params[4])
iterate_actor_var(@params[0], @params[1]) do |actor|
actor.damage.push([-value,"MP"])
end
mog_damage_popup_command_312
end
end
#==============================================================================
# ■ Game Actor
#==============================================================================
class Game_Actor < Game_Battler
include MOG_DAMAGEPOPUP
#--------------------------------------------------------------------------
# ● Level UP
#--------------------------------------------------------------------------
alias mog_damage_pop_level_up level_up
def level_up
mog_damage_pop_level_up
execute_level_popup
end
#--------------------------------------------------------------------------
# ● Execute Level Popup
#--------------------------------------------------------------------------
def execute_level_popup
if (SceneManager.scene_is?(Scene_Battle) and LEVEL_POPUP_BATTLE) or
(SceneManager.scene_is?(Scene_Map) and LEVEL_POPUP_MAP)
@damage.push(["Level UP","Level_UP"]) unless @skip_dmg_popup
@skip_dmg_popup = true
end
end
#--------------------------------------------------------------------------
# ● Change Exp
#--------------------------------------------------------------------------
#alias mog_damage_popup_change_exp change_exp
#def change_exp(exp, show)
#n_exp = self.exp
#mog_damage_popup_change_exp(exp, show)
#c_exp = n_exp - self.exp
#@damage.push([c_exp.abs,"Exp"]) if can_popup_exp?(exp)
#end
#--------------------------------------------------------------------------
# ● Can Popup EXP
#--------------------------------------------------------------------------
def can_popup_exp?(exp)
return false if !EXP_GOLD_POPUP_MAP
return false if exp <= 0
return false if self.skip_dmg_popup
return false if self.max_level?
return true
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Invoke Counter Attack
#--------------------------------------------------------------------------
alias mog_damage_popup_invoke_counter_attack invoke_counter_attack
def invoke_counter_attack(target, item)
mog_damage_popup_invoke_counter_attack(target, item)
#target.damage.push(["Counter","Counter"])
end
#--------------------------------------------------------------------------
# ● Invoke Counter Attack
#--------------------------------------------------------------------------
alias mog_damage_popup_invoke_magic_reflection invoke_magic_reflection
def invoke_magic_reflection(target, item)
mog_damage_popup_invoke_magic_reflection(target, item)
#target.damage.push(["Reflection","Reflection"])
end
end
#==============================================================================
# ■ Cache
#==============================================================================
module Cache
#--------------------------------------------------------------------------
# * Damage
#--------------------------------------------------------------------------
def self.damage(filename)
load_bitmap("Graphics/Damage/", filename)
end
end
#==============================================================================
# ■ Game Temp
#==============================================================================
class Game_Temp
attr_accessor :pre_cache_damage
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damage_pop_initialize initialize
def initialize
mog_damage_pop_initialize
pre_cache_damage_temp
end
#--------------------------------------------------------------------------
# ● Pre Cache Damage Temp
#--------------------------------------------------------------------------
def pre_cache_damage_temp
return if @pre_cache_damage != nil
@pre_cache_damage = []
@pre_cache_damage.push(Cache.damage("HP_Number"))
@pre_cache_damage.push(Cache.damage("MP"))
@pre_cache_damage.push(Cache.damage("TP"))
@pre_cache_damage.push(Cache.damage("Missed"))
@pre_cache_damage.push(Cache.damage("baoji"))
@pre_cache_damage.push(Cache.damage("Evaded"))
#@pre_cache_damage.push(Cache.damage("Critical"))
#@pre_cache_damage.push(Cache.damage("Exp"))
#@pre_cache_damage.push(Cache.damage("Gold"))
@pre_cache_damage.push(Cache.damage("Level UP"))
@pre_cache_damage.push(Cache.damage("Counter"))
@pre_cache_damage.push(Cache.damage("Reflection"))
@pre_cache_damage.push(Cache.damage("MP_Number"))
@pre_cache_damage.push(Cache.damage("TP_Number"))
@pre_cache_damage.push(Cache.damage("EG_Number"))
@pre_cache_damage.push(Cache.system("Iconset"))
end
end
#==============================================================================
# ■ Sprite Base
#==============================================================================
class Sprite_Base < Sprite
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
alias mog_damage_popup_sprite_initialize initialize
def initialize(viewport = nil)
mog_damage_popup_sprite_initialize(viewport)
damage_popup_setup
end
#--------------------------------------------------------------------------
# ● Damage Popup Setup
#--------------------------------------------------------------------------
def damage_popup_setup
$game_temp.pre_cache_damage_temp ; @damage_sprites = []
$game_system.damage_popup_clear
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
alias mog_damage_popup_sprite_dispose dispose
def dispose
mog_damage_popup_sprite_dispose
dispose_damage_sprites
end
#--------------------------------------------------------------------------
# ● Dispose Damage Sprites
#--------------------------------------------------------------------------
def dispose_damage_sprites
return if @damage_sprites == nil
@damage_sprites.each {|sprite| sprite.dispose_damage }
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_damage_popup_sprite_update update
def update
mog_damage_popup_sprite_update
update_damage_popup
end
#--------------------------------------------------------------------------
# ● Update Damage Popup
#--------------------------------------------------------------------------
def update_damage_popup
return if @damage_sprites == nil
create_damage_sprite if can_create_damage?
update_damage_sprite if !@damage_sprites.empty?
end
#--------------------------------------------------------------------------
# ● Can Create Damage?
#--------------------------------------------------------------------------
def can_create_damage?
return false if $game_message.visible
if @battler
return false if @battler.damage == nil
return false if @battler.damage.empty?
if $game_temp.battle_end and @battler.is_a?(Game_Actor)
return false if $game_message.visible
return false if $imported[:mog_battler_result] and $game_temp.result
end
elsif @character
return false if !$game_system.damage_popup_map
if @character.battler
return false if @character.battler.damage == nil
return false if @character.battler.damage.empty?
else
return false if @character.damage == nil
return false if @character.damage.empty?
end
end
return false if @battler == nil and @character == nil
return true
end
#--------------------------------------------------------------------------
# ● Create Damage Sprite
#--------------------------------------------------------------------------
def create_damage_sprite
target = @battler ? @battler : @character
screen_x_available = target.screen_x rescue nil
return if screen_x_available == nil
sx = target.screen_x != nil ? target.screen_x : self.x
sy = target.screen_y != nil ? target.screen_y : self.y
@damage_sprites = [] if @damage_sprites == nil
target = @character.battler if @character and @character.battler
target.damage.each_with_index do |i, index|
@damage_sprites.push(Damage_Sprite.new(nil,sx,sy,i,index,@damage_sprites.size,self)) end
if SceneManager.scene_is?(Scene_Battle)
@damage_sprites.each_with_index do |i, index| i.set_duration(index) end
end
target.damage.clear ; target.skip_dmg_popup = false
end
#--------------------------------------------------------------------------
# ● Update Damage Sprite
#--------------------------------------------------------------------------
def update_damage_sprite
clear = true
@damage_sprites.each_with_index do |sprite, i|
sprite.update_damage(@damage_sprites.size,i,@battler)
sprite.dispose_damage if sprite.duration <= 0
clear = false if sprite.duration > 0
end
@damage_sprites.clear if clear
end
end
#==============================================================================
# ■ Damage Sprite
#==============================================================================
class Damage_Sprite < Sprite
include MOG_DAMAGEPOPUP
attr_accessor :duration
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize(viewport = nil , x,y, value ,index,index_max,target)
super(viewport)
dispose_damage ; setup_base(value,x,y,index,index_max,target) ; create_sprites
end
#--------------------------------------------------------------------------
# ● Setup Base
#--------------------------------------------------------------------------
def setup_base(value,x,y,index,index_max,target)
@target = target ; y2 = 0
if @target.bitmap != nil ; y2 = SceneManager.scene_is?(Scene_Battle) ? @target.bitmap.height / 2 : 0 ; end
@animation_type = 0 ; @index = index ; @index_max = index_max + 1
@image = $game_temp.pre_cache_damage ; self.z = index + DAMAGE_Z
@cw = @image[0].width / 10 ; @ch = @image[0].height ; @cw2 = 0
@x = x ; @y = y - y2 ; @value = value[0] ; @type = value[1] ; @ch2 = 0
@critical = (value[2] and @value.to_i >= 0) ? true : false; self.opacity = 0
@state_index = value[3] ; @oxy = [0,0,0,0] ; @org_xy = [0,0] ; @spxy = [0,0]
@duration = 92 ; @org_oxy = [0,0,0,0]
self.visible = false ;set_initial_position(index,nil)
end
#--------------------------------------------------------------------------
# ● Set Duration
#--------------------------------------------------------------------------
def set_duration(index,pre_index = nil)
return if @duration != 0
@duration = 82 + (2 * index) if @animation_type == 0
end
#--------------------------------------------------------------------------
# ● Set Initial Position
#--------------------------------------------------------------------------
def set_initial_position(index,old_duration)
@org_xy = [@x,@y]
self.zoom_y = self.zoom_x
end
#--------------------------------------------------------------------------
# ● Dispose Damage
#--------------------------------------------------------------------------
def dispose_damage
(self.bitmap.dispose ; self.bitmap = nil) if self.bitmap
(@sup_sprite.bitmap.dispose ; @sup_sprite.dispose) if @sup_sprite
@duration = -1
end
#--------------------------------------------------------------------------
# ● Create Sprites
#--------------------------------------------------------------------------
def create_sprites
if @value.is_a?(Numeric)
create_number
elsif ["Missed","Level UP","Counter","Reflection"].include?(@value.to_s)
create_miss
else
create_string
end
set_damage_position
end
#--------------------------------------------------------------------------
# ● Set Damage Position
#--------------------------------------------------------------------------
def set_damage_position
return if self.bitmap == nil
self.ox = (self.bitmap.width - @cw2) / 2
self.oy = self.bitmap.height / 2 ; self.x = @x ; self.y = @y
@org_oxy[0] = self.ox
@org_oxy[1] = self.oy
set_animation_type
if @sup_sprite
@sup_sprite.ox = self.bitmap.width / 2 ;
@sup_sprite.oy = self.bitmap.height / 2
@org_oxy[2] = @sup_sprite.ox
@org_oxy[3] = @sup_sprite.oy
if @critical
@sup_sprite.x = @x - (@sup_sprite.bitmap.width / 2) + ((@cw / 2) * @number_value.size)
@sup_sprite.y = self.y
end
update_sup_position(@index_max - @index)
end
end
#--------------------------------------------------------------------------
# ● Set Damage Position
#--------------------------------------------------------------------------
def set_animation_type
s = rand(2) ; s2 = (rand(10) * 0.1).round(2)
@oxy[2] = s == 1 ? s2 : -s2
end
#--------------------------------------------------------------------------
# ● Create Number
#--------------------------------------------------------------------------
def create_number
case @type
when "MP"
number_image = @image[11] ;h = @value >= 0 ? 0 : @ch ; create_sup_sprite
when "TP"
#number_image = @image[12] ;h = @value >= 0 ? 0 : @ch ; create_sup_sprite
#when "Exp"
#number_image = @image[13] ;h = 0 ; create_sup_sprite
#when "Gold"
number_image = @image[13] ;h = @ch ; create_sup_sprite
else
number_image = @image[0] ; h = @value >= 0 ? 0 : @ch
end
@number_value = @value.abs.truncate.to_s.split(//)
self.bitmap = Bitmap.new(@cw * @number_value.size, @ch)
for r in 0...@number_value.size
number_value_abs = @number_value[r].to_i
src_rect = Rect.new(@cw * number_value_abs, h, @cw, @ch)
self.bitmap.blt(@cw * r, 0, number_image, src_rect)
end
create_sup_sprite if @critical
end
#--------------------------------------------------------------------------
# ● Create Sup Sprite
#--------------------------------------------------------------------------
def create_sup_sprite
return if @sup_sprite != nil
@sup_sprite = Sprite.new ; @sup_sprite.visible = false ; fy = 0 ; sp = [0,0]
if @type == "MP" ; @sup_sprite.bitmap = @image[1].dup
elsif @type == "TP" ; @sup_sprite.bitmap = @image[2].dup
elsif @critical
@sup_sprite.bitmap = @image[5].dup
@cw2 = 0 ; @ch2 = @sup_sprite.bitmap.height
return
elsif @type == "Exp"
@sup_sprite.bitmap = @image[6].dup ; fy = @ch ; sp[1] = 1.0
elsif @type == "Gold"
@sup_sprite.bitmap = @image[7].dup ; fy = (@ch * 2) ; sp[1] = 0.5
end
fy = 0 if !SceneManager.scene_is?(Scene_Battle)
@y += fy ; @org_xy[1] += 0
@cw2 = @sup_sprite.bitmap.width + @cw
@spxy = [sp[0],sp[1]]
end
#--------------------------------------------------------------------------
# ● Update Sup Position
#--------------------------------------------------------------------------
def update_sup_position(dif_y)
@sup_sprite.x = self.x - @cw unless @critical
@sup_sprite.y = @critical ? self.y - @ch2 : self.y
@sup_sprite.opacity = self.opacity ; @sup_sprite.angle = self.angle
@sup_sprite.zoom_x = self.zoom_x ; @sup_sprite.zoom_y = self.zoom_y
@sup_sprite.z = self.z ; @sup_sprite.viewport = self.viewport
@sup_sprite.visible = self.visible
end
#--------------------------------------------------------------------------
# ● Create Miss
#--------------------------------------------------------------------------
def create_miss
self.bitmap = @image[3].dup if @value == "Missed"
#self.bitmap = @image[3].dup if @value == "Missed"
self.bitmap = @image[8].dup if @value == "Level UP"
self.bitmap = @image[9].dup if @value == "Counter"
self.bitmap = @image[10].dup if @value == "Reflection"
end
#--------------------------------------------------------------------------
# ● Create Spring
#--------------------------------------------------------------------------
def create_string
string_size = @value.to_s.split(//) ; fsize = FONT_SIZE > 10 ? FONT_SIZE : 10
@stg_size = string_size.size > 0 ? ((1 + string_size.size ) * ((fsize / 2) - 2)) : 32
self.bitmap = Bitmap.new(@stg_size,32)
self.bitmap.font.color = FONT_COLOR
self.bitmap.font.size = fsize ; self.bitmap.font.bold = FONT_BOLD
self.bitmap.font.italic = FONT_ITALIC
if @type == "Item"
self.bitmap.font.color = FONT_COLOR_ITEM
elsif @type == "States Plus"
self.bitmap.font.color = FONT_COLOR_STATUS_PLUS
elsif @type == "States Minus"
self.bitmap.font.color = FONT_COLOR_STATUS_MINUS
end
self.bitmap.draw_text(0, 0, self.bitmap.width, self.bitmap.height, @value.to_s,0)
draw_states if @state_index != nil
end
#--------------------------------------------------------------------------
# ● Draw States
#--------------------------------------------------------------------------
def draw_states
@sup_sprite = Sprite.new ; @sup_sprite.bitmap = Bitmap.new(24,24)
rect = Rect.new(@state_index % 16 * 24, @state_index / 16 * 24, 24, 24)
@image[14] = Cache.system("Iconset") if @image[14]== nil or @image[14].disposed?
@sup_sprite.bitmap.blt(0, 0, @image[14].dup, rect)
(@org_xy[1] += (@ch + 5) ; @y += (@ch + 5)) unless !SceneManager.is_a?(Scene_Battle)
@cw2 = @sup_sprite.bitmap.width + @cw / 2 ; @sup_sprite.visible = false
end
#--------------------------------------------------------------------------
# ● Update Damage
#--------------------------------------------------------------------------
def update_damage(index_max,index,battler)
@index_max = index_max ; @index = index
return if self.bitmap == nil or self.bitmap.disposed?
@duration -= 1
self.visible = @duration > 90 ? false : true
return if !self.visible
dif_y = (@index_max - @index)
update_animation(dif_y)
update_sprite_position(dif_y,battler)
update_sup_position(dif_y) if @sup_sprite
dispose_damage if @duration <= 0
end
#--------------------------------------------------------------------------
# ● Update Sprite Position
#--------------------------------------------------------------------------
def update_sprite_position(dif_y,battler)
execute_move(0,self,@org_xy[0] + @oxy[0])
execute_move(1,self,@org_xy[1] + @oxy[1] - (dif_y * Y_SPACE))
self.zoom_y = self.zoom_x
update_battle_camera if oxy_camera?(battler)
end
#--------------------------------------------------------------------------
# ● Update Battle Camera
#--------------------------------------------------------------------------
def update_battle_camera
self.ox = $game_temp.viewport_oxy[0] + @org_oxy[0]
self.oy = $game_temp.viewport_oxy[1] + @org_oxy[1]
@sup_sprite.ox = $game_temp.viewport_oxy[0] + @org_oxy[2] if @sup_sprite != nil
@sup_sprite.oy = $game_temp.viewport_oxy[1] + @org_oxy[3] if @sup_sprite != nil
end
#--------------------------------------------------------------------------
# ● OXY_CAMERA
#--------------------------------------------------------------------------
def oxy_camera?(battler)
return false if $imported[:mog_battle_camera] == nil
if battler.is_a?(Game_Actor)
return false if $imported[:mog_battle_hud_ex] and SceneManager.face_battler?
end
return true
end
#--------------------------------------------------------------------------
# ● Execute Move
#--------------------------------------------------------------------------
def execute_move(type,sprite,np)
cp = type == 0 ? sprite.x : sprite.y
sp = 1 + ((cp - np).abs / 10)
sp = 1 if @duration < 60
if cp > np ; cp -= sp ; cp = np if cp < np
elsif cp < np ; cp += sp ; cp = np if cp > np
end
sprite.x = cp if type == 0 ; sprite.y = cp if type == 1
end
#--------------------------------------------------------------------------
# ● Update Animation
#--------------------------------------------------------------------------
def update_animation(dif_y)
@oxy[1] -= 1
case @duration
when 60..90 ; self.opacity += 15
when 30..60 ; self.opacity = 255
when 0..30 ; self.opacity -= 9
end
end
end
#==============================================================================
# ■ Sprite Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● Update Collapse
#--------------------------------------------------------------------------
alias mog_damage_pop_update_collapse update_collapse
def update_collapse
mog_damage_pop_update_collapse
execute_exp_pop
end
#--------------------------------------------------------------------------
# ● Update Instant Collapse
#--------------------------------------------------------------------------
alias mog_damage_pop_update_instant_collapse update_instant_collapse
def update_instant_collapse
mog_damage_pop_update_instant_collapse
execute_exp_pop
end
#--------------------------------------------------------------------------
# ● Update Boss Collapse
#--------------------------------------------------------------------------
alias mog_damage_pop_update_boss_collapse update_boss_collapse
def update_boss_collapse
mog_damage_pop_update_boss_collapse
execute_exp_pop
end
#--------------------------------------------------------------------------
# ● Execute Exp Pop
#--------------------------------------------------------------------------
def execute_exp_pop
return if !MOG_DAMAGEPOPUP::EXP_GOLD_POPUP_BATTLE or @dam_exp != nil
return if @battler == nil or @battler.is_a?(Game_Actor)
@dam_exp = true
if $imported[:mog_active_bonus_gauge] != nil
real_exp = $game_troop.bonus_exp? ? @battler.exp * 2 : @battler.exp
real_gold = $game_troop.bonus_gold? ? @battler.gold * 2 : @battler.gold
else
real_exp = @battler.exp ; real_gold = @battler.gold
end
#@battler.damage.push([real_exp,"Exp"]) if @battler.exp > 0
#@battler.damage.push([real_gold,"Gold"]) if @battler.gold > 0
end
end