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//=============================================================================
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// MOG_BattleHud.js - (Template 06)
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//=============================================================================
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/*:
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* @plugindesc (v5.04 *) Permite customizar o layout de batalha.
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* @author Moghunter
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*
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* @param -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Hud X-Axis
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* @text X-Axis
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* @desc Definição da posição X-Axis da Hud.
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* @default -90
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Y-Axis
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* @text Y-Axis
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* @desc Definição da posição Y-Axis da Hud.
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* @default 500
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Space X
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* @text Space X
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* @desc Define o espaço na horizontal entre as huds.
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* @default 0
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Space Y
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* @text Space Y
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* @desc Define o espaço na vertical entre as huds.
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* @default 0
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Slide X
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* @text Slide Animation X
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* @desc Deslizar X-Axis.
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* @default 0
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Hud Slide Y
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* @text Slide Animation Y
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* @desc Deslizar Y-Axis.
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* @default 0
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Vertical Mode
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* @desc Deixar a Hud na posição vertical.
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* @default false
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* @type boolean
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* @on Vertical Mode
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* @off Horizontal Mode
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Max Battle Members
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* @desc Quantidade de maxima de battler na batalha.
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* @type number
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* @min 1
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* @default 6
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* @parent -> MAIN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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*
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* @param -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Layout2 Visible
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* @text Visible
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* @desc Ativar o segunda imagem do layout, esta imagem
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* ficará acima das faces e medidores.
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* @default true
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* @type boolean
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* @parent -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Layout2 X-Axis
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* @text X-Axis
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* @desc Definição da posição X-Axis da Hud.
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* @default 0
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* @parent -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Layout2 Y-Axis
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* @text Y-Axis
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* @desc Definição da posição Y-Axis da Hud.
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* @default 0
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* @parent -> LAYOUT OVERLAY <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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*
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* @param -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Turn Visible
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* @text Visible
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* @desc Apresentar a imagem do turno.
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* @default true
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* @type boolean
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* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Turn X-Axis
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* @text X-Axis
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* @desc Definição da posição X-Axis do turno.
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* @default -5
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* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Turn Y-Axis
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* @text Y-Axis
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* @desc Definição da posição Y-Axis do turno.
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* @default -5
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* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Turn Rotation Speed
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* @text Rotation Animation Speed
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* @desc Definição da velocidade de rotação da imagem.
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* @default 0
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* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Turn Zoom Animation
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* @text Zoom Animation
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* @desc Ativar a animação de zoom ao ativar.
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* @default false
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* @type boolean
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* @parent -> TURN <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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*
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* @param -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Face Visible
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* @text Visible
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* @desc Apresentar a imagem da face.
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* @default true
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* @type boolean
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face X-Axis
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* @text X-Axis
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* @desc Definição da posição X-Axis da face.
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* @default 70
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face Y-Axis
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* @text Y-Axis
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* @desc Definição da posição Y-Axis da face.
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* @default 29
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face Shake Animation
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* @text Shake Animation
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* @desc Ativar animação de tremer da face.
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* @default true
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* @type boolean
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face Zoom Animation
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* @text Zoom Animation
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* @desc Ativar animação de zoom de ação.
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* @default true
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* @type boolean
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face Frame Animation
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* @text Animated (Frames)
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* @desc Ativar animação por frames.
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* É necessário dividir a imagem por 5.
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* @default false
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* @type boolean
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Face Priority
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* @text Priority
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* @desc Prioridade da Face. (0 Low - 1 High)
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* @type select
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* @option Low (Below of Gauge)
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* @value 0
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* @option High (Above of Gauge)
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* @value 1
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* @default 1
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* @parent -> FACE <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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*
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* @param -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param Name Visible
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* @text Visible
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* @desc Apresentar o nome do personagem.
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* @default false
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* @type boolean
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* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name X-Axis
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* @text X-Axis
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* @desc Definição da posição X-Axis do nome.
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* @default 0
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* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name Y-Axis
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* @text Y-Axis
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* @desc Definição da posição Y-Axis do nome.
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* @default 0
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* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name Align
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* @text Text Alignment
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* @desc Alinhamento do nome.
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* 0 - Left 1 - Center 2 - Right
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* @type select
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* @option Left
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* @value 0
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* @option Center
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* @value 1
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* @option Right
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* @value 2
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* @default 0
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* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name Font Size
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* @text Font Size
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* @desc Definição do tamanho da fonte do nome.
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* @default 20
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* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name Bold Size
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* @text Bold Size
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* @desc Definição do tamanho do contorno.
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* @default 4
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* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Name Font Italic
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* @text Font Italic
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* @desc Ativar fonte em itálico.
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* @default false
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* @type boolean
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* @parent -> NAME <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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*
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* @param -> HP <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param HP Meter Visible
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* @text Gauge Visible
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* @desc Apresentar o medidor de HP
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* @default true
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* @type boolean
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param HP Meter X-Axis
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* @text Gauge X-Axis
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* @desc Definição da posição X-Axis do medidor de HP.
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* @default 124
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param HP Meter Y-Axis
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* @text Gauge Y-Axis
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* @desc Definição da posição Y-Axis do medidor de HP.
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* @default 13
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param HP Meter Angle
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* @text Gauge Angle
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* @desc Ángulo do medidor.
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* @default 0
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param HP Meter Flow Anime
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* @text Gradient Animation
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* @desc Ativar animação de gradiente no medidor.
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* É necessário que a imagem tenha 3x a largura do medidor.
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* @default false
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* @type boolean
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param HP Number Visible
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* @text Number Visible
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* @desc Apresentar o numero de HP
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* @default true
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* @type boolean
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param HP Number Align type
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* @text Number Alignment
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* @desc Definição do tipo de alinhamento dos números.
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* (0 - right / 1 - Center / 2 - Left / 3 - Diagonal)
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* @type select
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* @option Right
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* @value 0
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* @option Center
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* @value 1
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* @option Left
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* @value 2
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* @option Diagonal
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* @value 3
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* @default 0
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param HP Number X-Axis
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* @text Number X-Axis
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* @desc Definição da posição X-Axis do numero de HP.
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* @default 220
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param HP Number Y-Axis
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* @text Number Y-Axis
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* @desc Definição da posição Y-Axis do numero de HP.
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* @default 0
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param MaxHP Number Visible
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* @text Max HP Visible
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* @desc Apresentar o numero de HP maximo.
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* @default false
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* @type boolean
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param MaxHP Number X-Axis
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* @text Max HP X-Axis
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* @desc Definição da posição X-Axis do numero de HP maximo.
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* @default 0
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param MaxHP Number Y-Axis
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* @text Max HP Y-Axis
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* @desc Definição da posição Y-Axis do numero de HP maximo.
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* @default 0
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* @parent -> HP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param
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*
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* @param -> MP <<<<<<<<<<<<<<<<<<<<<<<
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* @desc
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*
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* @param MP Meter Visible
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* @text Gauge Visible
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* @desc Apresentar o medidor de MP
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* @default true
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* @type boolean
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* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param MP Meter X-Axis
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* @text Gauge X-Axis
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* @desc Definição da posição X-Axis do medidor de MP.
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* @default 124
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* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param MP Meter Y-Axis
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* @text Gauge Y-Axis
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* @desc Definição da posição Y-Axis do medidor de MP.
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* @default 32
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* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param MP Meter Angle
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* @text Gauge Angle
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* @desc Ángulo do medidor.
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* @default 0
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* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param MP Meter Flow Anime
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* @text Gradient Animation
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* @desc Ativar animação de gradiente no medidor.
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* É necessário que a imagem tenha 3x a largura do medidor.
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* @default false
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* @type boolean
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* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param MP Number Visible
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* @text Number Visible
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* @desc Apresentar o numero de MP
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* @default true
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* @type boolean
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* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
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*
|
|
|
|
* @param MP Number Align type
|
|
|
|
* @text Number Alignment
|
|
|
|
* @desc Definição do tipo de alinhamento dos números.
|
|
|
|
* (0 - right / 1 - Center / 2 - Left / 3 - Diagonal)
|
|
|
|
* @type select
|
|
|
|
* @option Right
|
|
|
|
* @value 0
|
|
|
|
* @option Center
|
|
|
|
* @value 1
|
|
|
|
* @option Left
|
|
|
|
* @value 2
|
|
|
|
* @option Diagonal
|
|
|
|
* @value 3
|
|
|
|
* @default 0
|
|
|
|
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param MP Number X-Axis
|
|
|
|
* @text Number X-Axis
|
|
|
|
* @desc Definição da posição X-Axis do numero de MP.
|
|
|
|
* @default 220
|
|
|
|
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param MP Number Y-Axis
|
|
|
|
* @text Number Y-Axis
|
|
|
|
* @desc Definição da posição Y-Axis do numero de MP.
|
|
|
|
* @default 19
|
|
|
|
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param MaxMP Number Visible
|
|
|
|
* @text Max MP Visible
|
|
|
|
* @desc Apresentar o numero de MP maximo.
|
|
|
|
* @default false
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param MaxMP Number X-Axis
|
|
|
|
* @text Max HP X-Axis
|
|
|
|
* @desc Definição da posição X-Axis do numero de MP maximo.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param MaxMP Number Y-Axis
|
|
|
|
* @text Max HP Y-Axis
|
|
|
|
* @desc Definição da posição Y-Axis do numero de MP maximo.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> MP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
*
|
|
|
|
* @param TP Meter Visible
|
|
|
|
* @text Gauge Visible
|
|
|
|
* @desc Apresentar o medidor de TP
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param TP Meter X-Axis
|
|
|
|
* @text Gauge X-Axis
|
|
|
|
* @desc Definição da posição X-Axis do medidor de TP.
|
|
|
|
* @default 124
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param TP Meter Y-Axis
|
|
|
|
* @text Gauge Y-Axis
|
|
|
|
* @desc Definição da posição Y-Axis do medidor de TP.
|
|
|
|
* @default 51
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param TP Meter Angle
|
|
|
|
* @text Gauge Angle
|
|
|
|
* @desc Ángulo do medidor.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param TP Meter Flow Anime
|
|
|
|
* @text Gradient Animation
|
|
|
|
* @desc Ativar animação de gradiente no medidor.
|
|
|
|
* É necessário que a imagem tenha 3x a largura do medidor.
|
|
|
|
* @default false
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param TP Number Visible
|
|
|
|
* @text Number Visible
|
|
|
|
* @desc Apresentar o numero de TP.
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param TP Number Align type
|
|
|
|
* @text Number Alignment
|
|
|
|
* @desc Definição do tipo de alinhamento dos números.
|
|
|
|
* (0 - right / 1 - Center / 2 - Left / 3 - Diagonal)
|
|
|
|
* @type select
|
|
|
|
* @option Right
|
|
|
|
* @value 0
|
|
|
|
* @option Center
|
|
|
|
* @value 1
|
|
|
|
* @option Left
|
|
|
|
* @value 2
|
|
|
|
* @option Diagonal
|
|
|
|
* @value 3
|
|
|
|
* @default 0
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param TP Number X-Axis
|
|
|
|
* @text Number X-Axis
|
|
|
|
* @desc Definição da posição X-Axis do numero de TP.
|
|
|
|
* @default 220
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param TP Number Y-Axis
|
|
|
|
* @text Number Y-Axis
|
|
|
|
* @desc Definição da posição Y-Axis do numero de TP.
|
|
|
|
* @default 38
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param MaxTP Number Visible
|
|
|
|
* @text Max TP Visible
|
|
|
|
* @desc Apresentar o numero de TP maximo.
|
|
|
|
* @default false
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param MaxTP Number X-Axis
|
|
|
|
* @text Max TP X-Axis
|
|
|
|
* @desc Definição da posição X-Axis do numero de TP maximo.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param MaxTP Number Y-Axis
|
|
|
|
* @text Max TP Y-Axis
|
|
|
|
* @desc Definição da posição Y-Axis do numero de TP maximo.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> TP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
*
|
|
|
|
* @param ATB Meter Visible
|
|
|
|
* @text Gauge Visible
|
|
|
|
* @desc Apresentar o medidor de TP
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param ATB Meter X-Axis
|
|
|
|
* @text Gauge X-Axis
|
|
|
|
* @desc Definição da posição X-Axis do medidor de ATB.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param ATB Meter Y-Axis
|
|
|
|
* @text Gauge Y-Axis
|
|
|
|
* @desc Definição da posição Y-Axis do medidor de ATB.
|
|
|
|
* @default 61
|
|
|
|
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param ATB Meter Angle
|
|
|
|
* @text Gauge Angle
|
|
|
|
* @desc Ángulo do medidor.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param ATB Meter Flow Anime
|
|
|
|
* @text Gradient Animation
|
|
|
|
* @desc Ativar animação de gradiente no medidor.
|
|
|
|
* É necessário que a imagem tenha 3x a largura do medidor.
|
|
|
|
* @default false
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> ATB <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
*
|
|
|
|
* @param States Visible
|
|
|
|
* @text Visible
|
|
|
|
* @desc Apresentar o numero as condições.
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param States X-Axis
|
|
|
|
* @text X-Axis
|
|
|
|
* @desc Definição da posição X-Axis das condições.
|
|
|
|
* @default 3
|
|
|
|
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param States Y-Axis
|
|
|
|
* @text Y-Axis
|
|
|
|
* @desc Definição da posição Y-Axis das condições.
|
|
|
|
* @default 24
|
|
|
|
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param States Mode
|
|
|
|
* @text View Mode
|
|
|
|
* @desc Definição do modo apresentado das condições.
|
|
|
|
* 0 - Timing Mode 1 - Line Mode
|
|
|
|
* @type select
|
|
|
|
* @option Timing Mode (Show one state for second)
|
|
|
|
* @value 0
|
|
|
|
* @option Line Mode (Show all states)
|
|
|
|
* @value 1
|
|
|
|
* @default 0
|
|
|
|
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param States Max
|
|
|
|
* @text Max number of states
|
|
|
|
* @desc Quantidade maxima de ícones apresentados.
|
|
|
|
* @type number
|
|
|
|
* @min 1
|
|
|
|
* @default 4
|
|
|
|
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param States Align
|
|
|
|
* @text Alignment
|
|
|
|
* @desc Alinhamento dos ícones.
|
|
|
|
* 0 - Left 1 - Right 2 - Upper 3 - Below
|
|
|
|
* @type select
|
|
|
|
* @option Left
|
|
|
|
* @value 0
|
|
|
|
* @option Right
|
|
|
|
* @value 1
|
|
|
|
* @option Upper
|
|
|
|
* @value 2
|
|
|
|
* @option Below
|
|
|
|
* @value 3
|
|
|
|
* @default 0
|
|
|
|
* @parent -> STATES <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @text -> Window Command <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
*
|
|
|
|
* @param Command Auto Adjust
|
|
|
|
* @text Position Mode
|
|
|
|
* @desc Ativar ajuste automático baseado na posição
|
|
|
|
* da Hud.
|
|
|
|
* @type select
|
|
|
|
* @option Auto
|
|
|
|
* @value 0
|
|
|
|
* @option Static
|
|
|
|
* @value 1
|
|
|
|
* @default 1
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Command X-Axis
|
|
|
|
* @text X-Axis
|
|
|
|
* @desc Definição do posição X-axis do comando.
|
|
|
|
* @default 20
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Command Y-Axis
|
|
|
|
* @text Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do comando.
|
|
|
|
* @default 270
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Command Width
|
|
|
|
* @text Width
|
|
|
|
* @desc Definição da largura da janela.
|
|
|
|
* @default 192
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Command Height
|
|
|
|
* @text Height
|
|
|
|
* @desc Definição da altura da janela.
|
|
|
|
* @default 180
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Command Slide X
|
|
|
|
* @text Slide Animation X
|
|
|
|
* @desc Animação de slide X-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Command Slide Y
|
|
|
|
* @text Slide Animation Y
|
|
|
|
* @desc Animação de slide Y-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param Layout Command
|
|
|
|
* @text Layout (Picture)
|
|
|
|
* @desc Ativar a imagem de layout.
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Command X-Axis
|
|
|
|
* @text Layout X-Axis
|
|
|
|
* @desc Definição do posição X-axis do layout.
|
|
|
|
* @default -25
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Command Y-Axis
|
|
|
|
* @text Layout Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do layout.
|
|
|
|
* @default -35
|
|
|
|
* @parent -> W COMMAND <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @text -> Window Party <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
*
|
|
|
|
* @param W Party X-Axis
|
|
|
|
* @text X-Axis
|
|
|
|
* @desc Definição do posição X-axis da janela.
|
|
|
|
* @default 325
|
|
|
|
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Party Y-Axis
|
|
|
|
* @text Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do janela.
|
|
|
|
* @default 170
|
|
|
|
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Party Width
|
|
|
|
* @text Width
|
|
|
|
* @desc Definição da largura da janela.
|
|
|
|
* @default 192
|
|
|
|
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Party Height
|
|
|
|
* @text Height
|
|
|
|
* @desc Definição da altura da janela.
|
|
|
|
* @default 110
|
|
|
|
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Party Slide X
|
|
|
|
* @text Slide Animation X
|
|
|
|
* @desc Animação de Slide X-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Party Slide Y
|
|
|
|
* @text Slide Animation Y
|
|
|
|
* @desc Animação de Slide Y-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param Layout Party
|
|
|
|
* @text Layout (Picture)
|
|
|
|
* @desc Ativar a imagem de layout.
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Party X-Axis
|
|
|
|
* @text Layout X-Axis
|
|
|
|
* @desc Definição do posição X-axis do layout.
|
|
|
|
* @default -325
|
|
|
|
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Party Y-Axis
|
|
|
|
* @text Layout Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do layout.
|
|
|
|
* @default -42
|
|
|
|
* @parent -> W PARTY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @text -> Window Help <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
*
|
|
|
|
* @param W Help X-Axis
|
|
|
|
* @text X-Axis
|
|
|
|
* @desc Definição do posição X-axis da janela.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Help Y-Axis
|
|
|
|
* @text Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do janela.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
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|
* @param W Help Width
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|
|
|
* @text Width
|
|
|
|
* @desc Definição da largura da janela.
|
|
|
|
* @default 816
|
|
|
|
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Help Height
|
|
|
|
* @text Height
|
|
|
|
* @desc Definição da altura da janela.
|
|
|
|
* @default 108
|
|
|
|
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Help Slide X
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|
* @text Slide Animation X
|
|
|
|
* @desc Animação de Slide X-Axis.
|
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|
|
* @default 0
|
|
|
|
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
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|
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*
|
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|
* @param W Help Slide Y
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* @text Slide Animation Y
|
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|
|
* @desc Animação de Slide Y-Axis.
|
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|
* @default 0
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|
|
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
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|
*
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|
* @param Layout Help
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* @text Layout (Picture)
|
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|
|
* @desc Ativar a imagem de layout.
|
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|
* @default true
|
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|
|
* @type boolean
|
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|
|
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Help X-Axis
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* @text Layout X-Axis
|
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|
|
* @desc Definição do posição X-axis do layout.
|
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|
* @default 0
|
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|
|
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
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*
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|
* @param L Help Y-Axis
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* @text Layout Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do layout.
|
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|
|
* @default 0
|
|
|
|
* @parent -> W HELP <<<<<<<<<<<<<<<<<<<<<<<
|
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|
*
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|
|
* @param
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|
*
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* @param -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
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|
* @text -> Window Skill <<<<<<<<<<<<<<<<<<<<<<<
|
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|
|
* @desc
|
|
|
|
*
|
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|
|
* @param W Skill X-Axis
|
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|
|
* @text X-Axis
|
|
|
|
* @desc Definição do posição X-axis da janela.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Skill Y-Axis
|
|
|
|
* @text Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do janela.
|
|
|
|
* @default 444
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Skill Width
|
|
|
|
* @text Width
|
|
|
|
* @desc Definição da largura da janela.
|
|
|
|
* @default 816
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Skill Height
|
|
|
|
* @text Height
|
|
|
|
* @desc Definição da altura da janela.
|
|
|
|
* @default 180
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Skill maxCols
|
|
|
|
* @text Max Columns
|
|
|
|
* @desc Definição da quantidade de colunas da janela.
|
|
|
|
* @type number
|
|
|
|
* @min 1
|
|
|
|
* @default 2
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Skill Slide X
|
|
|
|
* @text Slide Animation X
|
|
|
|
* @desc Animação de Slide X-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Skill Slide Y
|
|
|
|
* @text Slide Animation Y
|
|
|
|
* @desc Animação de Slide Y-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param Layout Skill
|
|
|
|
* @text Layout (Picture)
|
|
|
|
* @desc Ativar a imagem de layout.
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Skill X-Axis
|
|
|
|
* @text Layout X-Axis
|
|
|
|
* @desc Definição do posição X-axis do layout.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Skill Y-Axis
|
|
|
|
* @text Layout Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do layout.
|
|
|
|
* @default -67
|
|
|
|
* @parent -> W SKILL <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @text -> Window Item <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
* @default
|
|
|
|
*
|
|
|
|
* @param W Item X-Axis
|
|
|
|
* @text X-Axis
|
|
|
|
* @desc Definição do posição X-axis da janela.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Item Y-Axis
|
|
|
|
* @text Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do janela.
|
|
|
|
* @default 444
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Item Width
|
|
|
|
* @text Width
|
|
|
|
* @desc Definição da largura da janela.
|
|
|
|
* @default 816
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Item Height
|
|
|
|
* @text Height
|
|
|
|
* @desc Definição da altura da janela.
|
|
|
|
* @default 180
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Item maxCols
|
|
|
|
* @text Max Columns
|
|
|
|
* @desc Definição da quantidade de colunas da janela.
|
|
|
|
* @type number
|
|
|
|
* @min 1
|
|
|
|
* @default 2
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Item Slide X
|
|
|
|
* @text Slide Animation X
|
|
|
|
* @desc Animação de Slide X-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Item Slide Y
|
|
|
|
* @text Slide Animation Y
|
|
|
|
* @desc Animação de Slide Y-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param Layout Item
|
|
|
|
* @text Layout (Picture)
|
|
|
|
* @desc Ativar a imagem de layout.
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Item X-Axis
|
|
|
|
* @text Layout X-Axis
|
|
|
|
* @desc Definição do posição X-axis do layout.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Item Y-Axis
|
|
|
|
* @text Layout Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do layout.
|
|
|
|
* @default -67
|
|
|
|
* @parent -> W ITEM <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @text -> Window Actor <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
*
|
|
|
|
* @param W Actor X-Axis
|
|
|
|
* @text X-Axis
|
|
|
|
* @desc Definição do posição X-axis da janela.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Actor Y-Axis
|
|
|
|
* @text Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do janela.
|
|
|
|
* @default 444
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Actor Width
|
|
|
|
* @text Width
|
|
|
|
* @desc Definição da largura da janela.
|
|
|
|
* @default 816
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Actor Height
|
|
|
|
* @text Height
|
|
|
|
* @desc Definição da altura da janela.
|
|
|
|
* @default 180
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Actor maxCols
|
|
|
|
* @text Max Columns
|
|
|
|
* @desc Definição da quantidade de colunas da janela.
|
|
|
|
* @type number
|
|
|
|
* @min 1
|
|
|
|
* @default 1
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Actor Slide X
|
|
|
|
* @text Slide Animation X
|
|
|
|
* @desc Animação de Slide X-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Actor Slide Y
|
|
|
|
* @text Slide Animation Y
|
|
|
|
* @desc Animação de Slide Y-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param Layout Actor
|
|
|
|
* @text Layout (Picture)
|
|
|
|
* @desc Ativar a imagem de layout.
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Actor X-Axis
|
|
|
|
* @text Layout X-Axis
|
|
|
|
* @desc Definição do posição X-axis do layout.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Actor Y-Axis
|
|
|
|
* @text Layout Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do layout.
|
|
|
|
* @default -67
|
|
|
|
* @parent -> W ACTOR <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @text -> Window Enemy <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
*
|
|
|
|
* @param W Enemy X-Axis
|
|
|
|
* @text X-Axis
|
|
|
|
* @desc Definição do posição X-axis da janela.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Enemy Y-Axis
|
|
|
|
* @text Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do janela.
|
|
|
|
* @default 444
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Enemy Width
|
|
|
|
* @text Width
|
|
|
|
* @desc Definição da largura da janela.
|
|
|
|
* @default 816
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Enemy Height
|
|
|
|
* @text Height
|
|
|
|
* @desc Definição da altura da janela.
|
|
|
|
* @default 180
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Enemy maxCols
|
|
|
|
* @text Max Columns
|
|
|
|
* @desc Definição da quantidade de colunas da janela.
|
|
|
|
* @type number
|
|
|
|
* @min 1
|
|
|
|
* @default 2
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Enemy Slide X
|
|
|
|
* @text Slide Animation X
|
|
|
|
* @desc Animação de Slide X-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param W Enemy Slide Y
|
|
|
|
* @text Slide Animation Y
|
|
|
|
* @desc Animação de Slide Y-Axis.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param Layout Enemy
|
|
|
|
* @text Layout (Picture)
|
|
|
|
* @desc Ativar a imagem de layout.
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Enemy X-Axis
|
|
|
|
* @text Layout X-Axis
|
|
|
|
* @desc Definição do posição X-axis do layout.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param L Enemy Y-Axis
|
|
|
|
* @text Layout Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis do layout.
|
|
|
|
* @default -67
|
|
|
|
* @parent -> W ENEMY <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
* @desc
|
|
|
|
*
|
|
|
|
* @param Screen Layout
|
|
|
|
* @text Visible
|
|
|
|
* @desc Ativar o Layout da tela.
|
|
|
|
* @default true
|
|
|
|
* @type boolean
|
|
|
|
* @parent -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param Screen X-Axis
|
|
|
|
* @text X-Axis
|
|
|
|
* @desc Definição do posição X-axis da imagem.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param Screen Y-Axis
|
|
|
|
* @text Y-Axis
|
|
|
|
* @desc Definição do posição Y-axis da imagem.
|
|
|
|
* @default 0
|
|
|
|
* @parent -> SCREEN LAYOUT <<<<<<<<<<<<<<<<<<<<<<<
|
|
|
|
*
|
|
|
|
* @param
|
|
|
|
*
|
|
|
|
* @param -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
|
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* @desc
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*
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* @param Custom Position 1
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* @desc Definição da posição da hud.
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* Ex - 200,200
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* @default 25,465
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* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Custom Position 2
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* @desc Definição da posição da hud.
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* Ex - 200,200
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* @default 290,465
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* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Custom Position 3
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* @desc Definição da posição da hud.
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* Ex - 200,200
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* @default 555,465
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* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Custom Position 4
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* @desc Definição da posição da hud.
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* Ex - 200,200
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* @default 25,545
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* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Custom Position 5
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* @desc Definição da posição da hud.
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* Ex - 200,200
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* @default 290,545
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* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Custom Position 6
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* @desc Definição da posição da hud.
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* Ex - 200,200
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* @default 555,545
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* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Custom Position 7
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* @desc Definição da posição da hud.
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* Ex - 200,200
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* @default
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* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @param Custom Position 8
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* @desc Definição da posição da hud.
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* Ex - 200,200
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* @default
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* @parent -> CUSTOM POSITION <<<<<<<<<<<<<<<<<<<<<<<
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*
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* @help
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* =============================================================================
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* +++ MOG_BattleHud (v5.04) +++
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* By Moghunter
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* https://atelierrgss.wordpress.com/
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* =============================================================================
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* O plugin permite customizar o layout de batalha.
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*
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* =============================================================================
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* - REQUIRED FILES
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* =============================================================================
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* Serão necessários os arquivos. (img/battlehud/)
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*
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* -> HP_Meter.png
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* -> HP_Number.png
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* -> MP_Meter.png
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* -> MP_Number.png
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* -> TP_Meter.png
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* -> TP_Number.png
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* -> ATB_Meter.png
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* -> Layout.png
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* -> Layout_Actor.png
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* -> Layout_Command.png
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* -> Layout_Enemy.png
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* -> Layout_Help.png
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* -> Layout_Item.png
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* -> Layout_Party.png
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* -> Layout_Screen.png
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* -> Layout_Skill.png
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* -> Turn.png
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*
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* =============================================================================
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* Para nomear as faces dos battlers basta nomear da seguinte forma.
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*
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* Face_ + ACTOR_ID.png
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*
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* Face_1.png
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* Face_2.png
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* Face_3.png
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* ...
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*
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* =============================================================================
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* - NOTETAGS
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* =============================================================================
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* Para ativar o efeito de respirar nas faces utilize a notetag abaixo
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*
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* Face Breath Effect
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*
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* =============================================================================
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* - PLUGIN COMMANDS
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* =============================================================================
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* Para ocultar a hud use o comando abaixo.
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*
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* bhud_disable
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*
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* Para apresentar a hud use o comando abaixo
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*
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* bhud_enable
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*
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* =============================================================================
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* - SCRIPT COMMANDS
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* =============================================================================
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* Para ocultar a hud use o comando abaixo.
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*
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* $gameSystem._bhud_visible = false
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*
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* Para apresentar a hud use o commando abaixo.
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*
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* $gameSystem._bhud_visible = true
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*
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* ============================================================================
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* - WHAT'S NEW
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* ============================================================================
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* - (version 5.04)
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* (BUG FIX) - Correção de não apresentar a face correta no inicio da batalha
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* caso o personagem seja abatido na batalha anterior.
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*
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*/
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//=============================================================================
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// ** PLUGIN PARAMETERS
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//=============================================================================
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var Imported = Imported || {};
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Imported.MOG_BattleHud = true;
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var Moghunter = Moghunter || {};
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Moghunter.parameters = PluginManager.parameters('MOG_BattleHud');
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// HUD POSITION
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Moghunter.bhud_pos_x = Number(Moghunter.parameters['Hud X-Axis'] || -90);
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Moghunter.bhud_pos_y = Number(Moghunter.parameters['Hud Y-Axis'] || 480);
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Moghunter.bhud_space_x = Number(Moghunter.parameters['Hud Space X'] || 0);
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Moghunter.bhud_space_y = Number(Moghunter.parameters['Hud Space Y'] || 0);
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Moghunter.bhud_pos_mode = String(Moghunter.parameters['Vertical Mode'] || false);
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Moghunter.bhud_max_battle_members = Number(Moghunter.parameters['Max Battle Members'] || 4);
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Moghunter.bhud_slideX = Number(Moghunter.parameters['Hud Slide X'] || 0);
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Moghunter.bhud_slideY = Number(Moghunter.parameters['Hud Slide Y'] || 0);
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// Layout Overlay
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Moghunter.bhud_layoverlay_visible = String(Moghunter.parameters['Layout2 Visible'] || "true");
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Moghunter.bhud_layoverlay_x = Number(Moghunter.parameters['Layout2 X-Axis'] || 0);
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Moghunter.bhud_layoverlay_y = Number(Moghunter.parameters['Layout2 Y-Axis'] || 0);
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// Screen Layout
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Moghunter.bhud_screen_layout = String(Moghunter.parameters['Screen Layout'] || "true");
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Moghunter.bhud_screen_layout_x = Number(Moghunter.parameters['Screen X-Axis'] || 0);
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Moghunter.bhud_screen_layout_y = Number(Moghunter.parameters['Screen Y-Axis'] || 0);
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// TURN POSITION
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Moghunter.bhud_turn_visible = String(Moghunter.parameters['Turn Visible'] || true);
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Moghunter.bhud_turn_pos_x = Number(Moghunter.parameters['Turn X-Axis'] || -10);
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Moghunter.bhud_turn_pos_y = Number(Moghunter.parameters['Turn Y-Axis'] || -10);
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Moghunter.bhud_turn_rotation = Number(Moghunter.parameters['Turn Rotation Speed'] || 0.01);
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Moghunter.bhud_turn_zoom = String(Moghunter.parameters['Turn Zoom Animation'] || "true");
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// FACE POSITION
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Moghunter.bhud_face_visible = String(Moghunter.parameters['Face Visible'] || true);
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Moghunter.bhud_face_shake = String(Moghunter.parameters['Face Shake Animation'] || true);
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Moghunter.bhud_face_zoom = String(Moghunter.parameters['Face Zoom Animation'] || true);
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Moghunter.bhud_face_animated = String(Moghunter.parameters['Face Frame Animation'] || false);
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Moghunter.bhud_face_pos_x = Number(Moghunter.parameters['Face X-Axis'] || 52);
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Moghunter.bhud_face_pos_y = Number(Moghunter.parameters['Face Y-Axis'] || 52);
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Moghunter.bhud_face_priority = Number(Moghunter.parameters['Face Priority'] || 0);
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// NAME POSITION
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Moghunter.bhud_name_visible = String(Moghunter.parameters['Name Visible'] || true);
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Moghunter.bhud_name_font_size = Number(Moghunter.parameters['Name Font Size'] || 20);
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Moghunter.bhud_name_font_bold_size = Number(Moghunter.parameters['Name Bold Size'] || 4);
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Moghunter.bhud_name_font_italic = String(Moghunter.parameters['Name Font Italic'] || false);
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Moghunter.bhud_name_align = Number(Moghunter.parameters['Name Align'] || 1);
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Moghunter.bhud_name_pos_x = Number(Moghunter.parameters['Name X-Axis'] || -25);
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Moghunter.bhud_name_pos_y = Number(Moghunter.parameters['Name Y-Axis'] || 65);
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// HP METER POSITION
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Moghunter.bhud_hp_meter_visible = String(Moghunter.parameters['HP Meter Visible'] || true);
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Moghunter.bhud_hp_meter_pos_x = Number(Moghunter.parameters['HP Meter X-Axis'] || 87);
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Moghunter.bhud_hp_meter_pos_y = Number(Moghunter.parameters['HP Meter Y-Axis'] || 7);
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Moghunter.bhud_hp_meter_rotation = Number(Moghunter.parameters['HP Meter Angle'] || 0);
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Moghunter.bhud_hp_meter_flow = String(Moghunter.parameters['HP Meter Flow Anime'] || true);
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// HP NUMBER POSITION
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Moghunter.bhud_hp_number_visible = String(Moghunter.parameters['HP Number Visible'] || true);
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Moghunter.bhud_hp_number_pos_x = Number(Moghunter.parameters['HP Number X-Axis'] || 170);
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Moghunter.bhud_hp_number_pos_y = Number(Moghunter.parameters['HP Number Y-Axis'] || -11);
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Moghunter.bhud_maxhp_number_visible = String(Moghunter.parameters['MaxHP Number Visible'] || false);
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Moghunter.bhud_maxhp_number_pos_x = Number(Moghunter.parameters['MaxHP Number X-Axis'] || 245);
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Moghunter.bhud_maxhp_number_pos_y = Number(Moghunter.parameters['MaxHP Number Y-Axis'] || 20);
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Moghunter.bhud_hp_align_type = Number(Moghunter.parameters['HP Number Align type'] || 0);
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// MP METER POSITION
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Moghunter.bhud_mp_meter_visible = String(Moghunter.parameters['MP Meter Visible'] || true);
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Moghunter.bhud_mp_meter_pos_x = Number(Moghunter.parameters['MP Meter X-Axis'] || 104);
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Moghunter.bhud_mp_meter_pos_y = Number(Moghunter.parameters['MP Meter Y-Axis'] || 33);
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Moghunter.bhud_mp_meter_rotation = Number(Moghunter.parameters['MP Meter Angle'] || 0);
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Moghunter.bhud_mp_meter_flow = String(Moghunter.parameters['MP Meter Flow Anime'] || true);
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// MP NUMBER POSITION
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Moghunter.bhud_mp_number_visible = String(Moghunter.parameters['MP Number Visible'] || true);
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Moghunter.bhud_mp_number_pos_x = Number(Moghunter.parameters['MP Number X-Axis'] || 187);
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Moghunter.bhud_mp_number_pos_y = Number(Moghunter.parameters['MP Number Y-Axis'] || 16);
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Moghunter.bhud_maxmp_number_visible = String(Moghunter.parameters['MaxMP Number Visible'] || false);
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Moghunter.bhud_maxmp_number_pos_x = Number(Moghunter.parameters['MaxMP Number X-Axis'] || 196);
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Moghunter.bhud_maxmp_number_pos_y = Number(Moghunter.parameters['MaxMP Number Y-Axis'] || 78);
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Moghunter.bhud_mp_align_type = Number(Moghunter.parameters['MP Number Align type'] || 0);
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Moghunter.bhud_mp_diagonal_number = Number(Moghunter.parameters['MP Number Diagonal'] || true);
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// TP METER POSITION
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Moghunter.bhud_tp_meter_visible = String(Moghunter.parameters['TP Meter Visible'] || true);
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Moghunter.bhud_tp_meter_pos_x = Number(Moghunter.parameters['TP Meter X-Axis'] || 104);
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Moghunter.bhud_tp_meter_pos_y = Number(Moghunter.parameters['TP Meter Y-Axis'] || 59);
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Moghunter.bhud_tp_meter_rotation = Number(Moghunter.parameters['TP Meter Angle'] || 0);
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Moghunter.bhud_tp_meter_flow = String(Moghunter.parameters['TP Meter Flow Anime'] || true);
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// TP NUMBER POSITION
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Moghunter.bhud_tp_number_visible = String(Moghunter.parameters['TP Number Visible'] || true);
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Moghunter.bhud_tp_number_pos_x = Number(Moghunter.parameters['TP Number X-Axis'] || 187);
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Moghunter.bhud_tp_number_pos_y = Number(Moghunter.parameters['TP Number Y-Axis'] || 43);
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Moghunter.bhud_maxtp_number_visible = String(Moghunter.parameters['MaxTP Number Visible'] || false);
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Moghunter.bhud_maxtp_number_pos_x = Number(Moghunter.parameters['MaxTP Number X-Axis'] || 185);
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Moghunter.bhud_maxtp_number_pos_y = Number(Moghunter.parameters['MaxTP Number Y-Axis'] || 116);
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Moghunter.bhud_tp_align_type = Number(Moghunter.parameters['TP Number Align type'] || 0);
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Moghunter.bhud_tp_diagonal_number = Number(Moghunter.parameters['TP Number Diagonal'] || false);
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// AT METER POSITION
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Moghunter.bhud_at_meter_visible = String(Moghunter.parameters['ATB Meter Visible'] || true);
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Moghunter.bhud_at_meter_pos_x = Number(Moghunter.parameters['ATB Meter X-Axis'] || 69);
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Moghunter.bhud_at_meter_pos_y = Number(Moghunter.parameters['ATB Meter Y-Axis'] || 117);
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Moghunter.bhud_at_meter_rotation = Number(Moghunter.parameters['ATB Meter Angle'] || 0);
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Moghunter.bhud_at_meter_flow = String(Moghunter.parameters['ATB Meter Flow Anime'] || true);
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// STATES POSITION
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Moghunter.bhud_states_visible = String(Moghunter.parameters['States Visible'] || true);
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Moghunter.bhud_states_pos_x = Number(Moghunter.parameters['States X-Axis'] || 102);
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Moghunter.bhud_states_pos_y = Number(Moghunter.parameters['States Y-Axis'] || 76);
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Moghunter.bhud_statesType = Number(Moghunter.parameters['States Mode'] || 0);
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Moghunter.bhud_statesMax = Number(Moghunter.parameters['States Max'] || 4);
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Moghunter.bhud_statesAlign = Number(Moghunter.parameters['States Align'] || 0);
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// COMMAND WINDOWS
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Moghunter.bhud_auto_pos = Number(Moghunter.parameters['Command Auto Adjust'] || 0);
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Moghunter.bhud_com_x = Number(Moghunter.parameters['W Command X-Axis'] || 0);
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Moghunter.bhud_com_y = Number(Moghunter.parameters['W Command Y-Axis'] || -15);
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Moghunter.bhud_com_layout = String(Moghunter.parameters['Layout Command'] || true);
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Moghunter.bhud_com_lay_x = Number(Moghunter.parameters['L Command X-Axis'] || -25);
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Moghunter.bhud_com_lay_y = Number(Moghunter.parameters['L Command Y-Axis'] || -35);
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Moghunter.bhud_com_width = Number(Moghunter.parameters['W Command Width'] || 192);
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Moghunter.bhud_com_height = Number(Moghunter.parameters['W Command Height'] || 180);
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Moghunter.bhud_com_slideX = Number(Moghunter.parameters['W Command Slide X'] || 0);
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Moghunter.bhud_com_slideY = Number(Moghunter.parameters['W Command Slide Y'] || 64);
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// PARTY WINDOWS
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Moghunter.bhud_party_x = Number(Moghunter.parameters['W Party X-Axis'] || 325);
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Moghunter.bhud_party_y = Number(Moghunter.parameters['W Party Y-Axis'] || 170);
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Moghunter.bhud_party_layout = String(Moghunter.parameters['Layout Party'] || true);
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Moghunter.bhud_party_lay_x = Number(Moghunter.parameters['L Party X-Axis'] || -325);
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Moghunter.bhud_party_lay_y = Number(Moghunter.parameters['L Party Y-Axis'] || -42);
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Moghunter.bhud_party_width = Number(Moghunter.parameters['W Party Width'] || 192);
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Moghunter.bhud_party_height = Number(Moghunter.parameters['W Party Height'] || 110);
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Moghunter.bhud_party_slide_x = Number(Moghunter.parameters['W Party Slide X'] || 0);
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Moghunter.bhud_party_slide_y = Number(Moghunter.parameters['W Party Slide Y'] || -150);
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// HELP WINDOW
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Moghunter.bhud_help_x = Number(Moghunter.parameters['W Help X-Axis'] || 0);
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Moghunter.bhud_help_y = Number(Moghunter.parameters['W Help Y-Axis'] || 0);
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Moghunter.bhud_help_layout = String(Moghunter.parameters['Layout Help'] || true);
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Moghunter.bhud_help_lay_x = Number(Moghunter.parameters['L Help X-Axis'] || 0);
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Moghunter.bhud_help_lay_y = Number(Moghunter.parameters['L Help Y-Axis'] || 0);
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Moghunter.bhud_help_width = Number(Moghunter.parameters['W Help Width'] || 816);
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Moghunter.bhud_help_height = Number(Moghunter.parameters['W Help Height'] || 108);
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|
|
Moghunter.bhud_help_slide_x = Number(Moghunter.parameters['W Help Slide X'] || 0);
|
|
|
|
Moghunter.bhud_help_slide_y = Number(Moghunter.parameters['W Help Slide Y'] || -150);
|
|
|
|
|
|
|
|
// SKILL WINDOW
|
|
|
|
Moghunter.bhud_skill_x = Number(Moghunter.parameters['W Skill X-Axis'] || 0);
|
|
|
|
Moghunter.bhud_skill_y = Number(Moghunter.parameters['W Skill Y-Axis'] || 444);
|
|
|
|
Moghunter.bhud_skill_layout = String(Moghunter.parameters['Layout Skill'] || true);
|
|
|
|
Moghunter.bhud_skill_lay_x = Number(Moghunter.parameters['L Skill X-Axis'] || 0);
|
|
|
|
Moghunter.bhud_skill_lay_y = Number(Moghunter.parameters['L Skill Y-Axis'] || -67);
|
|
|
|
Moghunter.bhud_skill_width = Number(Moghunter.parameters['W Skill Width'] || 816);
|
|
|
|
Moghunter.bhud_skill_height = Number(Moghunter.parameters['W Skill Height'] || 180);
|
|
|
|
Moghunter.bhud_skill_maxcols = Number(Moghunter.parameters['W Skill maxCols'] || 2);
|
|
|
|
Moghunter.bhud_skill_slide_x = Number(Moghunter.parameters['W Skill Slide X'] || 0);
|
|
|
|
Moghunter.bhud_skill_slide_y = Number(Moghunter.parameters['W Skill Slide Y'] || 100);
|
|
|
|
|
|
|
|
// ITEM WINDOW
|
|
|
|
Moghunter.bhud_item_x = Number(Moghunter.parameters['W Item X-Axis'] || 0);
|
|
|
|
Moghunter.bhud_item_y = Number(Moghunter.parameters['W Item Y-Axis'] || 444);
|
|
|
|
Moghunter.bhud_item_layout = String(Moghunter.parameters['Layout Item'] || true);
|
|
|
|
Moghunter.bhud_item_lay_x = Number(Moghunter.parameters['L Item X-Axis'] || 0);
|
|
|
|
Moghunter.bhud_item_lay_y = Number(Moghunter.parameters['L Item Y-Axis'] || -67);
|
|
|
|
Moghunter.bhud_item_width = Number(Moghunter.parameters['W Item Width'] || 816);
|
|
|
|
Moghunter.bhud_item_height = Number(Moghunter.parameters['W Item Height'] || 180);
|
|
|
|
Moghunter.bhud_item_maxcols = Number(Moghunter.parameters['W Item maxCols'] || 2);
|
|
|
|
Moghunter.bhud_item_slide_x = Number(Moghunter.parameters['W Item Slide X'] || 0);
|
|
|
|
Moghunter.bhud_item_slide_y = Number(Moghunter.parameters['W Item Slide Y'] || 150);
|
|
|
|
|
|
|
|
// ACTOR WINDOWS
|
|
|
|
Moghunter.bhud_actor_x = Number(Moghunter.parameters['W Actor X-Axis'] || 0);
|
|
|
|
Moghunter.bhud_actor_y = Number(Moghunter.parameters['W Actor Y-Axis'] || 444);
|
|
|
|
Moghunter.bhud_actor_layout = String(Moghunter.parameters['Layout Actor'] || true);
|
|
|
|
Moghunter.bhud_actor_lay_x = Number(Moghunter.parameters['L Actor X-Axis'] || 0);
|
|
|
|
Moghunter.bhud_actor_lay_y = Number(Moghunter.parameters['L Actor Y-Axis'] || -67);
|
|
|
|
Moghunter.bhud_actor_width = Number(Moghunter.parameters['W Actor Width'] || 816);
|
|
|
|
Moghunter.bhud_actor_height = Number(Moghunter.parameters['W Actor Height'] || 180);
|
|
|
|
Moghunter.bhud_actor_maxcols = Number(Moghunter.parameters['W Actor maxCols'] || 1);
|
|
|
|
Moghunter.bhud_actor_slide_x = Number(Moghunter.parameters['W Actor Slide X'] || 0);
|
|
|
|
Moghunter.bhud_actor_slide_y = Number(Moghunter.parameters['W Actor Slide Y'] || 150);
|
|
|
|
|
|
|
|
// ENEMY WINDOWS
|
|
|
|
Moghunter.bhud_enemy_x = Number(Moghunter.parameters['W Enemy X-Axis'] || 0);
|
|
|
|
Moghunter.bhud_enemy_y = Number(Moghunter.parameters['W Enemy Y-Axis'] || 444);
|
|
|
|
Moghunter.bhud_enemy_layout = String(Moghunter.parameters['Layout Enemy'] || true);
|
|
|
|
Moghunter.bhud_enemy_lay_x = Number(Moghunter.parameters['L Enemy X-Axis'] || 0);
|
|
|
|
Moghunter.bhud_enemy_lay_y = Number(Moghunter.parameters['L Enemy Y-Axis'] || -67);
|
|
|
|
Moghunter.bhud_enemy_width = Number(Moghunter.parameters['W Enemy Width'] || 816);
|
|
|
|
Moghunter.bhud_enemy_height = Number(Moghunter.parameters['W Enemy Height'] || 180);
|
|
|
|
Moghunter.bhud_enemy_maxcols = Number(Moghunter.parameters['W Enemy maxCols'] || 2);
|
|
|
|
Moghunter.bhud_enemy_slide_x = Number(Moghunter.parameters['W Enemy Slide X'] || 0);
|
|
|
|
Moghunter.bhud_enemy_slide_y = Number(Moghunter.parameters['W Enemy Slide Y'] || 150);
|
|
|
|
|
|
|
|
// Custom Position
|
|
|
|
Moghunter.bhud_custom_pos = [];
|
|
|
|
for (var i = 0; i < 8; i++) {
|
|
|
|
Moghunter.bhud_custom_pos[i] = (Moghunter.parameters['Custom Position ' + String(i + 1)] || null);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Sprite Animation
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Position
|
|
|
|
//==============================
|
|
|
|
var _mog_bhud_sprAnim_updatePosition = Sprite_Animation.prototype.updatePosition;
|
|
|
|
Sprite_Animation.prototype.updatePosition = function () {
|
|
|
|
_mog_bhud_sprAnim_updatePosition.call(this)
|
|
|
|
if (this._battler) {
|
|
|
|
if (this._animation.position === 3 && this.x === 0 && this.y === 0) {
|
|
|
|
this.x = Graphics.boxWidth / 2;
|
|
|
|
this.y = Graphics.boxHeight / 2;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** ImageManager
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * BHud
|
|
|
|
//==============================
|
|
|
|
ImageManager.loadBHud = function (filename) {
|
|
|
|
return this.loadBitmap('img/battlehud/', filename, 0, true);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** ImageManager
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * BHud
|
|
|
|
//==============================
|
|
|
|
ImageManager.loadBHud = function (filename) {
|
|
|
|
return this.loadBitmap('img/battlehud/', filename, 0, true);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Game_Interpreter
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * PluginCommand
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_pluginCommand = Game_Interpreter.prototype.pluginCommand
|
|
|
|
Game_Interpreter.prototype.pluginCommand = function (command, args) {
|
|
|
|
_alias_mog_bhud_pluginCommand.call(this, command, args)
|
|
|
|
if (command === "bhud_disable") { $gameSystem._bhud_visible = false };
|
|
|
|
if (command === "bhud_enable") { $gameSystem._bhud_visible = true };
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Game_Temp
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Initialize
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_temp_initialize = Game_Temp.prototype.initialize;
|
|
|
|
Game_Temp.prototype.initialize = function () {
|
|
|
|
_alias_mog_bhud_temp_initialize.call(this);
|
|
|
|
this._bhud_position = [];
|
|
|
|
this._bhud_position_active = null;
|
|
|
|
this._bhudFaceAnime = false;
|
|
|
|
this._battleEnd = false;
|
|
|
|
this._bhud_dp = false;
|
|
|
|
this._refreshBhud = false;
|
|
|
|
this._forceCreateBattleHud = false;
|
|
|
|
this._forceRemoveBattleHud = false;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Game_System
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Initialize
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_sys_initialize = Game_System.prototype.initialize;
|
|
|
|
Game_System.prototype.initialize = function () {
|
|
|
|
_alias_mog_bhud_sys_initialize.call(this);
|
|
|
|
this._bhud_position = [];
|
|
|
|
for (var i = 0; i < 8; i++) {
|
|
|
|
this._bhud_position[i] = this.set_hudcp(Moghunter.bhud_custom_pos[i]);
|
|
|
|
};
|
|
|
|
this._bhud_auto_com = false;
|
|
|
|
this._bhud_pos_mode = 0;
|
|
|
|
this._bhud_visible = true;
|
|
|
|
this._bhudFaceBattler = String(Moghunter.bhud_face_visible) == "true" && !$dataSystem.optSideView ? true : false;
|
|
|
|
if (String(Moghunter.bhud_pos_mode) == "true") { this._bhud_pos_mode = 1 };
|
|
|
|
if (Number(Moghunter.bhud_auto_pos) == 0) { this._bhud_auto_com = true };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * set Hudcp
|
|
|
|
//==============================
|
|
|
|
Game_System.prototype.set_hudcp = function (value) {
|
|
|
|
if (!value) { return null };
|
|
|
|
var s = value.split(',');
|
|
|
|
if (!s[0] || !s[1]) { return null };
|
|
|
|
return [Number(s[0]), Number(s[1])];
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Game Interpreter
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Command129
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_command129 = Game_Interpreter.prototype.command129;
|
|
|
|
Game_Interpreter.prototype.command129 = function () {
|
|
|
|
_alias_mog_bhud_command129.call(this);
|
|
|
|
$gameTemp._refresh_Bhud = true;
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Game Party
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * max Battle Members
|
|
|
|
//==============================
|
|
|
|
Game_Party.prototype.maxBattleMembers = function () {
|
|
|
|
if (Imported.MOG_ChronoEngine) { Math.min(Math.max(Number(Moghunter.ras_maxBattleMembers), 1), 4) };
|
|
|
|
return Math.max(Number(Moghunter.bhud_max_battle_members), 1);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** BattleManager
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * processVictory
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_processVictory = BattleManager.processVictory;
|
|
|
|
BattleManager.processVictory = function () {
|
|
|
|
$gameTemp._battleEnd = true;
|
|
|
|
_alias_mog_bhud_processVictory.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * processAbort
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_processAbort = BattleManager.processAbort;
|
|
|
|
BattleManager.processAbort = function () {
|
|
|
|
$gameTemp._battleEnd = true;
|
|
|
|
_alias_mog_bhud_processAbort.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * processDefeat
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_processDefeat = BattleManager.processDefeat;
|
|
|
|
BattleManager.processDefeat = function () {
|
|
|
|
$gameTemp._battleEnd = true;
|
|
|
|
_alias_mog_bhud_processDefeat.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Game BattlerBase
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Initialize
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_gbat_initMembers = Game_BattlerBase.prototype.initMembers
|
|
|
|
Game_BattlerBase.prototype.initMembers = function () {
|
|
|
|
_alias_mog_bhud_gbat_initMembers.call(this);
|
|
|
|
this.need_refresh_bhud_states = false;
|
|
|
|
this._bhud_face_data = [0, 0, 0, 0];
|
|
|
|
this._face_pos = [0, 0];
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * addNewState
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_addNewState = Game_BattlerBase.prototype.addNewState
|
|
|
|
Game_BattlerBase.prototype.addNewState = function (stateId) {
|
|
|
|
_alias_mog_bhud_addNewState.call(this, stateId);
|
|
|
|
this.need_refresh_bhud_states = true;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * eraseState
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_eraseState = Game_BattlerBase.prototype.eraseState
|
|
|
|
Game_BattlerBase.prototype.eraseState = function (stateId) {
|
|
|
|
_alias_mog_bhud_eraseState.call(this, stateId);
|
|
|
|
this.need_refresh_bhud_states = true;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Game Battler
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** iniMembers
|
|
|
|
//==============================
|
|
|
|
var _mog_bhud_gbattler_initMembers = Game_Battler.prototype.initMembers;
|
|
|
|
Game_Battler.prototype.initMembers = function () {
|
|
|
|
_mog_bhud_gbattler_initMembers.call(this);
|
|
|
|
this._bhud = {};
|
|
|
|
this._bhud.faceBreath = false;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Notetags
|
|
|
|
//==============================
|
|
|
|
Game_Battler.prototype.notetags = function () {
|
|
|
|
if (this.isEnemy()) { return this.enemy().note.split(/[\r\n]+/) };
|
|
|
|
;; if (this.isActor()) { return this.actor().note.split(/[\r\n]+/) };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** get Bmotion Idle
|
|
|
|
//==============================
|
|
|
|
Game_Battler.prototype.checkBhudNoteTags = function () {
|
|
|
|
this.notetags().forEach(function (note) {
|
|
|
|
var note_data = note.split(': ')
|
|
|
|
if (note_data[0].toLowerCase() == "face breath effect") {
|
|
|
|
this._bhud.faceBreath = true;
|
|
|
|
};
|
|
|
|
}, this);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// *
|
|
|
|
//==============================
|
|
|
|
var _mog_bhud_gactor_initMembers = Game_Actor.prototype.initMembers;
|
|
|
|
Game_Actor.prototype.initMembers = function () {
|
|
|
|
_mog_bhud_gactor_initMembers.call(this);
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Game Action
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Apply
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_apply = Game_Action.prototype.apply;
|
|
|
|
Game_Action.prototype.apply = function (target) {
|
|
|
|
var oldhp = target.hp
|
|
|
|
_alias_mog_bhud_apply.call(this, target);
|
|
|
|
if (target.isActor()) {
|
|
|
|
if (oldhp > target.hp) { target._bhud_face_data = [60, 0, 3, 60] }
|
|
|
|
else if (oldhp < target.hp) { target._bhud_face_data = [0, 70, 1, 70] };
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Prepare
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bmhud_action_prepare = Game_Action.prototype.prepare
|
|
|
|
Game_Action.prototype.prepare = function () {
|
|
|
|
_alias_mog_bmhud_action_prepare.call(this);
|
|
|
|
if (this.subject().isActor() && String(Moghunter.bhud_face_zoom) === "true") { this.subject()._bhud_face_data = [0, 70, 2, 70]; };
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Game Actor
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Gain HP
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_gainHp = Game_Actor.prototype.gainHp;
|
|
|
|
Game_Actor.prototype.gainHp = function (value) {
|
|
|
|
_alias_mog_bhud_gainHp.call(this, value);
|
|
|
|
this._bhud_face_data[3] += 1;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Recover All
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_recoverAll = Game_Actor.prototype.recoverAll;
|
|
|
|
Game_Actor.prototype.recoverAll = function () {
|
|
|
|
_alias_mog_bhud_recoverAll.call(this);
|
|
|
|
this._bhud_face_data[3] += 1;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Window_BattleStatus
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Initialize
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_initialize = Window_BattleStatus.prototype.initialize
|
|
|
|
Window_BattleStatus.prototype.initialize = function () {
|
|
|
|
_alias_mog_bhud_initialize.call(this);
|
|
|
|
this.visible = false
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Window_BattleSkill
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * windowWidth
|
|
|
|
//==============================
|
|
|
|
Window_BattleSkill.prototype.windowWidth = function () {
|
|
|
|
return Moghunter.bhud_skill_width;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * maxCols
|
|
|
|
//==============================
|
|
|
|
Window_BattleSkill.prototype.maxCols = function () {
|
|
|
|
return Moghunter.bhud_skill_maxcols;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Window_BattleItem
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * windowWidth
|
|
|
|
//==============================
|
|
|
|
Window_BattleItem.prototype.windowWidth = function () {
|
|
|
|
return Moghunter.bhud_item_width;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * maxCols
|
|
|
|
//==============================
|
|
|
|
Window_BattleItem.prototype.maxCols = function () {
|
|
|
|
return Moghunter.bhud_item_maxcols;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Window_BattleActor
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Initialize
|
|
|
|
//==============================
|
|
|
|
Window_BattleActor.prototype.windowWidth = function () {
|
|
|
|
return Moghunter.bhud_actor_width;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * maxCols
|
|
|
|
//==============================
|
|
|
|
Window_BattleActor.prototype.maxCols = function () {
|
|
|
|
return Moghunter.bhud_actor_maxcols;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Window_BattleEnemy
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * windowWidth
|
|
|
|
//==============================
|
|
|
|
Window_BattleEnemy.prototype.windowWidth = function () {
|
|
|
|
return Moghunter.bhud_enemy_width;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * maxCols
|
|
|
|
//==============================
|
|
|
|
Window_BattleEnemy.prototype.maxCols = function () {
|
|
|
|
return Moghunter.bhud_enemy_maxcols;
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Window Actor Command
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * initialize
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_wActCom_initialize = Window_ActorCommand.prototype.initialize;
|
|
|
|
Window_ActorCommand.prototype.initialize = function () {
|
|
|
|
_alias_mog_bhud_wActCom_initialize.call(this);
|
|
|
|
this._com_mode = Number($gameSystem._bhud_pos_mode);
|
|
|
|
this._force_hide_duration = 0;
|
|
|
|
this.org = [Moghunter.bhud_com_x, Moghunter.bhud_com_y];
|
|
|
|
this.org2 = [
|
|
|
|
this.org[0] + Moghunter.bhud_com_slideX,
|
|
|
|
this.org[1] + Moghunter.bhud_com_slideY
|
|
|
|
];
|
|
|
|
this.slide = Moghunter.bhud_com_slideX === 0 && Moghunter.bhud_com_slideY === 0 ? false : true;
|
|
|
|
this._actorVis != this._actor;
|
|
|
|
this.xp = -1;
|
|
|
|
this.yp = -1;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Activate
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_wActCom_activate = Window_ActorCommand.prototype.activate;
|
|
|
|
Window_ActorCommand.prototype.activate = function () {
|
|
|
|
_alias_mog_bhud_wActCom_activate.call(this);
|
|
|
|
if (String(Moghunter.bhud_com_layout) === "true") { this._force_hide_duration = 1 };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Sprite Move To
|
|
|
|
//==============================
|
|
|
|
Window_ActorCommand.prototype.sprite_move_to = function (value, real_value) {
|
|
|
|
if (value === real_value) { return value };
|
|
|
|
var dnspeed = 1 + (Math.abs(value - real_value) / 12);
|
|
|
|
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);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** slideWindow
|
|
|
|
//==============================
|
|
|
|
Window_ActorCommand.prototype.slideWindow = function (win, vmode) {
|
|
|
|
var vm = vmode ? win.active : win.visible;
|
|
|
|
if (vm) {
|
|
|
|
var np = [win.org[0], win.org[1]];
|
|
|
|
win.contentsOpacity += 15;
|
|
|
|
} else {
|
|
|
|
var np = [win.org2[0], win.org2[1]];
|
|
|
|
win.contentsOpacity = 0;
|
|
|
|
};
|
|
|
|
win.x = this.sprite_move_to(win.x, np[0]);
|
|
|
|
win.y = this.sprite_move_to(win.y, np[1]);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** update Position
|
|
|
|
//==============================
|
|
|
|
Window_ActorCommand.prototype.updatePosition = function () {
|
|
|
|
if (Imported.MOG_BattleCommands) {
|
|
|
|
this.updateBattleCommands();
|
|
|
|
} else {
|
|
|
|
if (!this.slide) {
|
|
|
|
this.updatePosN();
|
|
|
|
} else {
|
|
|
|
this.updatePosS();
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** update Battle Commands
|
|
|
|
//==============================
|
|
|
|
Window_ActorCommand.prototype.updateBattleCommands = function () {
|
|
|
|
if ($gameTemp._bhud_position_active) {
|
|
|
|
this.visible = this.active;
|
|
|
|
if ($gameSystem._bhud_auto_com) {
|
|
|
|
this.x = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x;
|
|
|
|
if (this._com_mode === 0) {
|
|
|
|
this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this.height;
|
|
|
|
}
|
|
|
|
else { this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y };
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
this.x = Moghunter.bhud_com_x;
|
|
|
|
this.y = Moghunter.bhud_com_y;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** update Position S
|
|
|
|
//==============================
|
|
|
|
Window_ActorCommand.prototype.updatePosS = function () {
|
|
|
|
if ($gameTemp._bhud_position_active) {
|
|
|
|
this.visible = this.active;
|
|
|
|
if ($gameSystem._bhud_auto_com) {
|
|
|
|
if (this.xp != $gameTemp._bhud_position_active[0] || this.yp != $gameTemp._bhud_position_active[1]) {
|
|
|
|
this.xp = $gameTemp._bhud_position_active[0];
|
|
|
|
this.yp = $gameTemp._bhud_position_active[1];
|
|
|
|
this.org[0] = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x;
|
|
|
|
if (this._com_mode === 0) {
|
|
|
|
this.org[1] = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this.height;
|
|
|
|
} else {
|
|
|
|
this.org[1] = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y;
|
|
|
|
};
|
|
|
|
this.org2 = [
|
|
|
|
this.org[0] + Moghunter.bhud_com_slideX,
|
|
|
|
this.org[1] + Moghunter.bhud_com_slideY
|
|
|
|
];
|
|
|
|
if (this._actorVis != this._actor) {
|
|
|
|
this.x = this.org2[0];
|
|
|
|
this.y = this.org2[1];
|
|
|
|
this._actorVis = this._actor;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
this.slideWindow(this, false);
|
|
|
|
} else {
|
|
|
|
this.slideWindow(this, false);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** update Position N
|
|
|
|
//==============================
|
|
|
|
Window_ActorCommand.prototype.updatePosN = function () {
|
|
|
|
if ($gameTemp._bhud_position_active) {
|
|
|
|
this.visible = this.active;
|
|
|
|
if ($gameSystem._bhud_auto_com) {
|
|
|
|
this.x = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x;
|
|
|
|
if (this._com_mode === 0) {
|
|
|
|
this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this.height;
|
|
|
|
}
|
|
|
|
else { this.y = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y };
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
this.x = Moghunter.bhud_com_x;
|
|
|
|
this.y = Moghunter.bhud_com_y;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_wcom_update = Window_ActorCommand.prototype.update;
|
|
|
|
Window_ActorCommand.prototype.update = function () {
|
|
|
|
_alias_mog_bhud_wcom_update.call(this);
|
|
|
|
this.updatePosition();
|
|
|
|
if (this._force_hide_duration > 0) { this._force_hide_duration -= 1; this.visible = false };
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Sprite Actor
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Initialize
|
|
|
|
//==============================
|
|
|
|
var _alias_bhud_sprt_actor_initialize = Sprite_Actor.prototype.initialize
|
|
|
|
Sprite_Actor.prototype.initialize = function (battler) {
|
|
|
|
_alias_bhud_sprt_actor_initialize.call(this, battler);
|
|
|
|
this._sprite_face = false;
|
|
|
|
if (String(Moghunter.bhud_face_visible) == "true") { this._sprite_face = true };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Damage Offset X
|
|
|
|
//==============================
|
|
|
|
Sprite_Actor.prototype.damageOffsetX = function () {
|
|
|
|
if (!$gameSystem.isSideView() && this._sprite_face) { return 0 };
|
|
|
|
return -32;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * update Position
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_sprt_actor_updatePosition = Sprite_Battler.prototype.updatePosition;
|
|
|
|
Sprite_Battler.prototype.updatePosition = function () {
|
|
|
|
if (!$gameSystem.isSideView() && this._sprite_face) {
|
|
|
|
if (this._battler && $gameTemp._bhud_position[this._battler.index()]) {
|
|
|
|
this.x = $gameTemp._bhud_position[this._battler.index()][0] + Moghunter.bhud_face_pos_x;
|
|
|
|
this.y = $gameTemp._bhud_position[this._battler.index()][1] + Moghunter.bhud_face_pos_y;
|
|
|
|
return;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
_alias_mog_bhud_sprt_actor_updatePosition.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Setup Animation
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_sprt_actor_setupAnimation = Sprite_Battler.prototype.setupAnimation;
|
|
|
|
Sprite_Actor.prototype.setupAnimation = function () {
|
|
|
|
if (!$gameSystem.isSideView() && this._sprite_face) {
|
|
|
|
while (this._battler.isAnimationRequested()) {
|
|
|
|
var data = this._battler.shiftAnimation();
|
|
|
|
var animation = $dataAnimations[data.animationId];
|
|
|
|
var mirror = data.mirror;
|
|
|
|
var delay = animation.position === 3 ? 0 : data.delay;
|
|
|
|
this.startAnimation(animation, mirror, delay);
|
|
|
|
for (var i = 0; i < this._animationSprites.length; i++) {
|
|
|
|
var sprite = this._animationSprites[i];
|
|
|
|
sprite.visible = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
};
|
|
|
|
_alias_mog_bhud_sprt_actor_setupAnimation.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Setup Damage Popup
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_sprt_actor_setupDamagePopup = Sprite_Battler.prototype.setupDamagePopup
|
|
|
|
Sprite_Actor.prototype.setupDamagePopup = function () {
|
|
|
|
if (!$gameSystem.isSideView() && this._sprite_face) {
|
|
|
|
if (this._battler.isDamagePopupRequested()) {
|
|
|
|
var sprite = new Sprite_Damage();
|
|
|
|
sprite.x = this.x + this.damageOffsetX();
|
|
|
|
sprite.y = this.y + this.damageOffsetY();
|
|
|
|
sprite.setup(this._battler);
|
|
|
|
this._damages.push(sprite);
|
|
|
|
this.parent.addChild(sprite);
|
|
|
|
this._battler.clearDamagePopup();
|
|
|
|
this._battler.clearResult();
|
|
|
|
};
|
|
|
|
return;
|
|
|
|
};
|
|
|
|
_alias_mog_bhud_sprt_actor_setupDamagePopup.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** update Main
|
|
|
|
//==============================
|
|
|
|
var _mog_bhud_sprActor_updateMain = Sprite_Actor.prototype.updateMain;
|
|
|
|
Sprite_Actor.prototype.updateMain = function () {
|
|
|
|
_mog_bhud_sprActor_updateMain.call(this);
|
|
|
|
if (this.isAnimationPlaying()) {
|
|
|
|
$gameTemp._bhudFaceAnime = 3;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Spriteset Battle
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** update Actors
|
|
|
|
//==============================
|
|
|
|
var _mog_bhud_sprbat_updateActors = Spriteset_Battle.prototype.updateActors;
|
|
|
|
Spriteset_Battle.prototype.updateActors = function () {
|
|
|
|
if (!$gameSystem.isSideView()) { return };
|
|
|
|
_mog_bhud_sprbat_updateActors.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Is Busy
|
|
|
|
//==============================
|
|
|
|
Spriteset_Battle.prototype.isBusy = function () {
|
|
|
|
if ($gameSystem._bhudFaceBattler) {
|
|
|
|
return this.isAnimationPlaying() || this.isAnyoneMoving() || $gameTemp._bhudFaceAnime > 0;
|
|
|
|
};
|
|
|
|
if (Imported.YEP_BattleEngineCore) { return false };
|
|
|
|
return this.isAnimationPlaying() || this.isAnyoneMoving();
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Scene Base
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** create Hud Field
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.createHudField = function () {
|
|
|
|
this._hudField = new Sprite();
|
|
|
|
this._hudField.z = 10;
|
|
|
|
this.addChild(this._hudField);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** sort MZ
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.sortMz = function () {
|
|
|
|
this._hudField.children.sort(function (a, b) { return a.mz - b.mz });
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** create Battle Hud
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.createBattleHud = function () {
|
|
|
|
if (String(Moghunter.bhud_screen_layout) === "true") { this.createBattleHudScreenLayout(); };
|
|
|
|
$gameTemp.refresh_Bhud = false;
|
|
|
|
$gameTemp._battleEnd = false;
|
|
|
|
this._com_mode = Number($gameSystem._bhud_pos_mode)
|
|
|
|
this._battle_hud = [];
|
|
|
|
for (var i = 0; i < $gameParty.maxBattleMembers(); i++) {
|
|
|
|
this._battle_hud[i] = new Battle_Hud(i);
|
|
|
|
this._battle_hud[i].mz = 110;
|
|
|
|
this._hudField.addChild(this._battle_hud[i]);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** remove Battle Hud
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.removeBattleHud = function () {
|
|
|
|
if (!this._battle_hud) { return };
|
|
|
|
if (this._screen_layout) {
|
|
|
|
this._hudField.removeChild(this._screen_layout);
|
|
|
|
};
|
|
|
|
for (var i = 0; i < this._battle_hud.length; i++) {
|
|
|
|
this._hudField.removeChild(this._battle_hud[i]);
|
|
|
|
};
|
|
|
|
this._battle_hud = null;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create Battle Hud Screen
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.createBattleHudScreenLayout = function () {
|
|
|
|
this._screen_layout = new Sprite(ImageManager.loadBHud("Layout_Screen"));
|
|
|
|
this._screen_layout.opacity = 0;
|
|
|
|
this._screen_layout.x = Moghunter.bhud_screen_layout_x;
|
|
|
|
this._screen_layout.y = Moghunter.bhud_screen_layout_y;
|
|
|
|
this._screen_layout.mz = 100;
|
|
|
|
this._hudField.addChild(this._screen_layout);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Battle Hud visible
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.updateBattleHudVisible = function () {
|
|
|
|
if (this.isBattleHudVisible()) { this._screen_layout.opacity += 10 }
|
|
|
|
else { this._screen_layout.opacity -= 10 };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Is Battle Hud Visible
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.isBattleHudVisible = function () {
|
|
|
|
if ($gameMessage.isBusy()) { return false };
|
|
|
|
if ($gameTemp._battleEnd) { return false };
|
|
|
|
if (!$gameSystem._bhud_visible) { return false };
|
|
|
|
return true
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** Refresh Battle Hud
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.refreshBattleHud = function () {
|
|
|
|
if (!this._battle_hud) { return };
|
|
|
|
$gameTemp._refresh_Bhud = false;
|
|
|
|
for (var i = 0; i < $gameParty.maxBattleMembers(); i++) {
|
|
|
|
this._battle_hud[i].refresh_bhud();
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** force Create Battle Hud
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.forceCreateBattleHud = function () {
|
|
|
|
$gameTemp._forceCreateBattleHud = false;
|
|
|
|
this.forceRemoveBattleHud();
|
|
|
|
this.createBattleHud();
|
|
|
|
this.sortMz();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** force Remove Battle Hud
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.forceRemoveBattleHud = function () {
|
|
|
|
$gameTemp._forceRemoveBattleHud = false;
|
|
|
|
this.removeBattleHud();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** Update Battle Hud
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.updateBatteHud = function () {
|
|
|
|
if (this._screen_layout) { this.updateBattleHudVisible() };
|
|
|
|
if ($gameTemp._refresh_Bhud) { this.refreshBattleHud() };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** createActorsF
|
|
|
|
//==============================
|
|
|
|
Scene_Base.prototype.createActorsF = function () {
|
|
|
|
if (this._actorSprites) {
|
|
|
|
for (var i = 0; i < this._actorSprites.length; i++) {
|
|
|
|
this._hudField.removeChild(this._actorSprites[i]);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
this._actorSprites = [];
|
|
|
|
for (var i = 0; i < $gameParty.maxBattleMembers(); i++) {
|
|
|
|
this._actorSprites[i] = new Sprite_Actor();
|
|
|
|
this._actorSprites[i].mz = 110;
|
|
|
|
this._hudField.addChild(this._actorSprites[i]);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** Update
|
|
|
|
//==============================
|
|
|
|
var _mog_bhud_Smap_update = Scene_Map.prototype.update;
|
|
|
|
Scene_Map.prototype.update = function () {
|
|
|
|
_mog_bhud_Smap_update.call(this);
|
|
|
|
if ($gameTemp._forceCreateBattleHud) { this.forceCreateBattleHud() };
|
|
|
|
if ($gameTemp._forceRemoveBattleHud) { this.forceRemoveBattleHud() };
|
|
|
|
if (this._battle_hud) { this.updateBatteHud() };
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// ** Scene Battle
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** create Spriteset
|
|
|
|
//==============================
|
|
|
|
var _mog_bhud_sbattle_createSpriteset = Scene_Battle.prototype.createSpriteset;
|
|
|
|
Scene_Battle.prototype.createSpriteset = function () {
|
|
|
|
_mog_bhud_sbattle_createSpriteset.call(this);
|
|
|
|
if (!this._hudField) { this.createHudField() };
|
|
|
|
this.createBattleHudSB();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** create Battle Hud SB
|
|
|
|
//==============================
|
|
|
|
Scene_Battle.prototype.createBattleHudSB = function () {
|
|
|
|
this.createBattleHud();
|
|
|
|
if (!$gameSystem.isSideView()) { this.createActorsF() };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** update Actors
|
|
|
|
//==============================
|
|
|
|
Scene_Battle.prototype.updateActors = function () {
|
|
|
|
var members = $gameParty.battleMembers();
|
|
|
|
for (var i = 0; i < this._actorSprites.length; i++) {
|
|
|
|
this._actorSprites[i].setBattler(members[i]);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** create Spriteset
|
|
|
|
//==============================
|
|
|
|
var _mog_bhud_sMap_createSpriteset = Scene_Map.prototype.createSpriteset;
|
|
|
|
Scene_Map.prototype.createSpriteset = function () {
|
|
|
|
_mog_bhud_sMap_createSpriteset.call(this);
|
|
|
|
if (!this._hudField) { this.createHudField() };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** createWindowLayer
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_createWindowLayer = Scene_Battle.prototype.createWindowLayer
|
|
|
|
Scene_Battle.prototype.createWindowLayer = function () {
|
|
|
|
this.create_layout_window();
|
|
|
|
_alias_mog_bhud_createWindowLayer.call(this);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** createAllWindows
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_createAllWindows = Scene_Battle.prototype.createAllWindows;
|
|
|
|
Scene_Battle.prototype.createAllWindows = function () {
|
|
|
|
_alias_mog_bhud_createAllWindows.call(this);
|
|
|
|
// ACTOR COMMAND ---------------------------------------------------------------------
|
|
|
|
this._actorCommandWindow.x = Moghunter.bhud_com_x;
|
|
|
|
this._actorCommandWindow.y = Moghunter.bhud_com_y;
|
|
|
|
this._actorCommandWindow.vis = this._actorCommandWindow.visible;
|
|
|
|
this._actorCommandWindow.width = Moghunter.bhud_com_width;
|
|
|
|
this._actorCommandWindow.height = Moghunter.bhud_com_height;
|
|
|
|
if (String(Moghunter.bhud_com_layout) === "true") { this._actorCommandWindow.opacity = 0 };
|
|
|
|
// PARTY COMMAND ---------------------------------------------------------------------
|
|
|
|
this._partyCommandWindow.x = Moghunter.bhud_party_x;
|
|
|
|
this._partyCommandWindow.y = Moghunter.bhud_party_y;
|
|
|
|
this._partyCommandWindow.org = [Moghunter.bhud_party_x, Moghunter.bhud_party_y];
|
|
|
|
this._partyCommandWindow.org2 = [
|
|
|
|
this._partyCommandWindow.org[0] + Moghunter.bhud_party_slide_x,
|
|
|
|
this._partyCommandWindow.org[1] + Moghunter.bhud_party_slide_y
|
|
|
|
];
|
|
|
|
this._partyCommandWindow.slide = Moghunter.bhud_party_slide_x === 0 && Moghunter.bhud_party_slide_y === 0 ? false : true;
|
|
|
|
this._partyCommandWindow.vis = this._partyCommandWindow.visible;
|
|
|
|
this._partyCommandWindow.width = Moghunter.bhud_party_width;
|
|
|
|
this._partyCommandWindow.height = Moghunter.bhud_party_height;
|
|
|
|
if (String(Moghunter.bhud_party_layout) === "true") { this._partyCommandWindow.opacity = 0 };
|
|
|
|
// HELP WINDOW ---------------------------------------------------------------------
|
|
|
|
this._helpWindow.x = Moghunter.bhud_help_x;
|
|
|
|
this._helpWindow.y = Moghunter.bhud_help_y;
|
|
|
|
this._helpWindow.org = [this._helpWindow.x, this._helpWindow.y];
|
|
|
|
this._helpWindow.org2 = [
|
|
|
|
this._helpWindow.org[0] + Moghunter.bhud_help_slide_x,
|
|
|
|
this._helpWindow.org[1] + Moghunter.bhud_help_slide_y
|
|
|
|
];
|
|
|
|
this._helpWindow.slide = Moghunter.bhud_help_slide_x === 0 && Moghunter.bhud_help_slide_y === 0 ? false : true;
|
|
|
|
this._helpWindow.vis = this._helpWindow.visible;
|
|
|
|
this._helpWindow.width = Moghunter.bhud_help_width;
|
|
|
|
this._helpWindow.height = Moghunter.bhud_help_height;
|
|
|
|
if (String(Moghunter.bhud_help_layout) === "true") { this._helpWindow.opacity = 0 };
|
|
|
|
// SKILL WINDOW ---------------------------------------------------------------------
|
|
|
|
this._skillWindow.x = Moghunter.bhud_skill_x;
|
|
|
|
this._skillWindow.y = Moghunter.bhud_skill_y;
|
|
|
|
this._skillWindow.org = [Moghunter.bhud_skill_x, Moghunter.bhud_skill_y];
|
|
|
|
this._skillWindow.org2 = [
|
|
|
|
this._skillWindow.org[0] + Moghunter.bhud_skill_slide_x,
|
|
|
|
this._skillWindow.org[1] + Moghunter.bhud_skill_slide_y
|
|
|
|
];
|
|
|
|
this._skillWindow.slide = Moghunter.bhud_skill_slide_x === 0 && Moghunter.bhud_skill_slide_y === 0 ? false : true;
|
|
|
|
this._skillWindow.vis = this._skillWindow.visible;
|
|
|
|
this._skillWindow.width = Moghunter.bhud_skill_width;
|
|
|
|
this._skillWindow.height = Moghunter.bhud_skill_height;
|
|
|
|
if (String(Moghunter.bhud_skill_layout) === "true") { this._skillWindow.opacity = 0 };
|
|
|
|
// ITEM COMMAND ---------------------------------------------------------------------
|
|
|
|
this._itemWindow.x = Moghunter.bhud_item_x;
|
|
|
|
this._itemWindow.y = Moghunter.bhud_item_y;
|
|
|
|
this._itemWindow.org = [this._itemWindow.x, this._itemWindow.y];
|
|
|
|
this._itemWindow.org2 = [
|
|
|
|
this._itemWindow.org[0] + Moghunter.bhud_item_slide_x,
|
|
|
|
this._itemWindow.org[1] + Moghunter.bhud_item_slide_y
|
|
|
|
];
|
|
|
|
this._itemWindow.slide = Moghunter.bhud_item_slide_x === 0 && Moghunter.bhud_item_slide_y === 0 ? false : true;
|
|
|
|
this._itemWindow.vis = this._itemWindow.visible;
|
|
|
|
this._itemWindow.width = Moghunter.bhud_item_width;
|
|
|
|
this._itemWindow.height = Moghunter.bhud_item_height;
|
|
|
|
if (String(Moghunter.bhud_item_layout) === "true") { this._itemWindow.opacity = 0 };
|
|
|
|
// ACTOR WINDOW ---------------------------------------------------------------------
|
|
|
|
this._actorWindow.x = Moghunter.bhud_actor_x;
|
|
|
|
this._actorWindow.y = Moghunter.bhud_actor_y;
|
|
|
|
this._actorWindow.org = [this._actorWindow.x, this._actorWindow.y];
|
|
|
|
this._actorWindow.org2 = [
|
|
|
|
this._actorWindow.org[0] + Moghunter.bhud_actor_slide_x,
|
|
|
|
this._actorWindow.org[1] + Moghunter.bhud_actor_slide_y
|
|
|
|
];
|
|
|
|
this._actorWindow.slide = Moghunter.bhud_actor_slide_x === 0 && Moghunter.bhud_actor_slide_y === 0 ? false : true;
|
|
|
|
this._actorWindow.vis = this._actorWindow.visible;
|
|
|
|
this._actorWindow.width = Moghunter.bhud_actor_width;
|
|
|
|
this._actorWindow.height = Moghunter.bhud_actor_height;
|
|
|
|
if (String(Moghunter.bhud_actor_layout) === "true") { this._actorWindow.opacity = 0 };
|
|
|
|
// ENEMY WINDOW ---------------------------------------------------------------------
|
|
|
|
this._enemyWindow.x = Moghunter.bhud_enemy_x;
|
|
|
|
this._enemyWindow.y = Moghunter.bhud_enemy_y;
|
|
|
|
this._enemyWindow.org = [Moghunter.bhud_enemy_x, Moghunter.bhud_enemy_y];
|
|
|
|
this._enemyWindow.org2 = [
|
|
|
|
this._enemyWindow.org[0] + Moghunter.bhud_enemy_slide_x,
|
|
|
|
this._enemyWindow.org[1] + Moghunter.bhud_enemy_slide_y
|
|
|
|
];
|
|
|
|
this._enemyWindow.slide = Moghunter.bhud_enemy_slide_x === 0 && Moghunter.bhud_enemy_slide_y === 0 ? false : true;
|
|
|
|
this._enemyWindow.vis = this._enemyWindow.visible;
|
|
|
|
this._enemyWindow.width = Moghunter.bhud_enemy_width;
|
|
|
|
this._enemyWindow.height = Moghunter.bhud_enemy_height;
|
|
|
|
if (String(Moghunter.bhud_enemy_layout) === "true") { this._enemyWindow.opacity = 0 };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** create Layout Window
|
|
|
|
//==============================
|
|
|
|
Scene_Battle.prototype.create_layout_window = function () {
|
|
|
|
this._layoutField = new Sprite();
|
|
|
|
this.addChild(this._layoutField);
|
|
|
|
if (String(Moghunter.bhud_com_layout) === "true") {
|
|
|
|
this._com_layout = new Sprite(ImageManager.loadBHud("Layout_Command"))
|
|
|
|
this._com_layout.x = Moghunter.bhud_com_lay_x;
|
|
|
|
this._com_layout.y = Moghunter.bhud_com_lay_y;
|
|
|
|
this._com_layout.visible = false;
|
|
|
|
this._layoutField.addChild(this._com_layout);
|
|
|
|
};
|
|
|
|
if (String(Moghunter.bhud_party_layout) === "true") {
|
|
|
|
this._party_layout = new Sprite(ImageManager.loadBHud("Layout_Party"))
|
|
|
|
this._party_layout.x = Moghunter.bhud_party_lay_x;
|
|
|
|
this._party_layout.y = Moghunter.bhud_party_lay_y;
|
|
|
|
this._party_layout.visible = false;
|
|
|
|
this._layoutField.addChild(this._party_layout);
|
|
|
|
};
|
|
|
|
if (String(Moghunter.bhud_help_layout) === "true") {
|
|
|
|
this._help_layout = new Sprite(ImageManager.loadBHud("Layout_Help"))
|
|
|
|
this._help_layout.x = Moghunter.bhud_help_lay_x;
|
|
|
|
this._help_layout.y = Moghunter.bhud_help_lay_y;
|
|
|
|
this._help_layout.visible = false;
|
|
|
|
this._layoutField.addChild(this._help_layout);
|
|
|
|
};
|
|
|
|
if (String(Moghunter.bhud_skill_layout) === "true") {
|
|
|
|
|
|
|
|
this._skill_layout = new Sprite(ImageManager.loadBHud("Layout_Skill"))
|
|
|
|
this._skill_layout.x = Moghunter.bhud_skill_lay_x;
|
|
|
|
this._skill_layout.y = Moghunter.bhud_skill_lay_y;
|
|
|
|
this._skill_layout.visible = false;
|
|
|
|
this._layoutField.addChild(this._skill_layout);
|
|
|
|
};
|
|
|
|
if (String(Moghunter.bhud_item_layout) === "true") {
|
|
|
|
this._item_layout = new Sprite(ImageManager.loadBHud("Layout_Item"))
|
|
|
|
this._item_layout.x = Moghunter.bhud_item_lay_x;
|
|
|
|
this._item_layout.y = Moghunter.bhud_item_lay_y;
|
|
|
|
this._item_layout.visible = false;
|
|
|
|
this._layoutField.addChild(this._item_layout);
|
|
|
|
};
|
|
|
|
if (String(Moghunter.bhud_actor_layout) === "true") {
|
|
|
|
this._actor_layout = new Sprite(ImageManager.loadBHud("Layout_Actor"))
|
|
|
|
this._actor_layout.x = Moghunter.bhud_actor_lay_x;
|
|
|
|
this._actor_layout.y = Moghunter.bhud_actor_lay_y;
|
|
|
|
this._actor_layout.visible = false;
|
|
|
|
this._layoutField.addChild(this._actor_layout);
|
|
|
|
};
|
|
|
|
if (String(Moghunter.bhud_enemy_layout) === "true") {
|
|
|
|
this._enemy_layout = new Sprite(ImageManager.loadBHud("Layout_Enemy"))
|
|
|
|
this._enemy_layout.x = Moghunter.bhud_enemy_lay_x;
|
|
|
|
this._enemy_layout.y = Moghunter.bhud_enemy_lay_y;
|
|
|
|
this._enemy_layout.visible = false;
|
|
|
|
this._layoutField.addChild(this._enemy_layout);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** update
|
|
|
|
//==============================
|
|
|
|
var _alias_mog_bhud_scnbattle_update = Scene_Battle.prototype.update
|
|
|
|
Scene_Battle.prototype.update = function () {
|
|
|
|
if ($gameTemp._bhudFaceAnime > 0) { $gameTemp._bhudFaceAnime-- };
|
|
|
|
_alias_mog_bhud_scnbattle_update.call(this);
|
|
|
|
this.updateBattleHud();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** update Battle Hud
|
|
|
|
//==============================
|
|
|
|
Scene_Battle.prototype.updateBattleHud = function () {
|
|
|
|
if ($gameTemp._forceCreateBattleHud) { this.forceCreateBattleHud() };
|
|
|
|
if ($gameTemp._forceRemoveBattleHud) { this.forceRemoveBattleHud() };
|
|
|
|
if (this._screen_layout) { this.updateBattleHudVisible() };
|
|
|
|
this.updateWindowSlideEffect()
|
|
|
|
this.updateLayoutWindow();
|
|
|
|
if (this._actorSprites) { this.updateActors() };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** slideWindow
|
|
|
|
//==============================
|
|
|
|
Scene_Battle.prototype.slideWindow = function (win, vmode) {
|
|
|
|
var vm = vmode ? win.active : win.visible;
|
|
|
|
if (vm) {
|
|
|
|
var np = [win.org[0], win.org[1]];
|
|
|
|
win.contentsOpacity += 15;
|
|
|
|
} else {
|
|
|
|
var np = [win.org2[0], win.org2[1]];
|
|
|
|
win.contentsOpacity = 0;
|
|
|
|
};
|
|
|
|
win.x = this.sprite_move_to(win.x, np[0]);
|
|
|
|
win.y = this.sprite_move_to(win.y, np[1]);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** updateWindowSlideEffect
|
|
|
|
//==============================
|
|
|
|
Scene_Battle.prototype.updateWindowSlideEffect = function () {
|
|
|
|
if (this._partyCommandWindow.slide) { this.slideWindow(this._partyCommandWindow, true) };
|
|
|
|
if (this._helpWindow.slide) { this.slideWindow(this._helpWindow, false) };
|
|
|
|
if (this._skillWindow.slide) { this.slideWindow(this._skillWindow, false) };
|
|
|
|
if (this._itemWindow.slide) { this.slideWindow(this._itemWindow, false) };
|
|
|
|
if (this._actorWindow.slide) { this.slideWindow(this._actorWindow, false) };
|
|
|
|
if (this._enemyWindow.slide) { this.slideWindow(this._enemyWindow, false) };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// ** updateLayoutWindows
|
|
|
|
//==============================
|
|
|
|
Scene_Battle.prototype.updateLayoutWindow = function () {
|
|
|
|
if (this._com_layout) {
|
|
|
|
this._com_layout.x = Moghunter.bhud_com_lay_x + this._actorCommandWindow.x;
|
|
|
|
this._com_layout.y = Moghunter.bhud_com_lay_y + this._actorCommandWindow.y;
|
|
|
|
this._com_layout.visible = this._actorCommandWindow.isOpenAndActive();
|
|
|
|
this._com_layout.opacity = this._actorCommandWindow.contentsOpacity;
|
|
|
|
if (!this._actorCommandWindow.visible) { this._com_layout.visible = false };
|
|
|
|
};
|
|
|
|
if (this._party_layout) {
|
|
|
|
this._party_layout.x = Moghunter.bhud_party_lay_x + this._partyCommandWindow.x;
|
|
|
|
this._party_layout.y = Moghunter.bhud_party_lay_y + this._partyCommandWindow.y;
|
|
|
|
this._party_layout.visible = this._partyCommandWindow.isOpenAndActive();
|
|
|
|
this._party_layout.opacity = this._partyCommandWindow.contentsOpacity;
|
|
|
|
if (!this._partyCommandWindow.visible) { this._party_layout.visible = false };
|
|
|
|
};
|
|
|
|
if (this._help_layout) {
|
|
|
|
this._help_layout.x = Moghunter.bhud_help_lay_x + this._helpWindow.x;
|
|
|
|
this._help_layout.y = Moghunter.bhud_help_lay_y + this._helpWindow.y;
|
|
|
|
this._help_layout.visible = this._helpWindow.visible;
|
|
|
|
this._help_layout.opacity = this._helpWindow.contentsOpacity;
|
|
|
|
};
|
|
|
|
if (this._skill_layout) {
|
|
|
|
this._skill_layout.x = Moghunter.bhud_skill_lay_x + this._skillWindow.x;
|
|
|
|
this._skill_layout.y = Moghunter.bhud_skill_lay_y + this._skillWindow.y;
|
|
|
|
this._skill_layout.visible = this._skillWindow.isOpenAndActive();
|
|
|
|
|
|
|
|
this._skill_layout.opacity = this._skillWindow.contentsOpacity;
|
|
|
|
if (!this._skillWindow.visible) { this._skill_layout.visible = false };
|
|
|
|
};
|
|
|
|
if (this._item_layout) {
|
|
|
|
this._item_layout.x = Moghunter.bhud_item_lay_x + this._itemWindow.x;
|
|
|
|
this._item_layout.y = Moghunter.bhud_item_lay_y + this._itemWindow.y;
|
|
|
|
this._item_layout.visible = this._itemWindow.isOpenAndActive();
|
|
|
|
this._item_layout.opacity = this._itemWindow.contentsOpacity;
|
|
|
|
if (!this._itemWindow.visible) { this._item_layout.visible = false };
|
|
|
|
};
|
|
|
|
if (this._actor_layout) {
|
|
|
|
this._actor_layout.x = Moghunter.bhud_actor_lay_x + this._actorWindow.x;
|
|
|
|
this._actor_layout.y = Moghunter.bhud_actor_lay_y + this._actorWindow.y;
|
|
|
|
this._actor_layout.visible = this._actorWindow.isOpenAndActive();
|
|
|
|
this._actor_layout.opacity = this._actorWindow.contentsOpacity;
|
|
|
|
if (!this._actorWindow.visible) { this._actor_layout.visible = false };
|
|
|
|
};
|
|
|
|
if (this._enemy_layout) {
|
|
|
|
this._enemy_layout.x = Moghunter.bhud_enemy_lay_x + this._enemyWindow.x;
|
|
|
|
this._enemy_layout.y = Moghunter.bhud_enemy_lay_y + this._enemyWindow.y;
|
|
|
|
this._enemy_layout.visible = this._enemyWindow.isOpenAndActive();
|
|
|
|
this._enemy_layout.opacity = this._enemyWindow.contentsOpacity;
|
|
|
|
if (!this._enemyWindow.visible) { this._enemy_layout.visible = false };
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Sprite Move To
|
|
|
|
//==============================
|
|
|
|
Scene_Battle.prototype.sprite_move_to = function (value, real_value) {
|
|
|
|
if (value === real_value) { return value };
|
|
|
|
var dnspeed = 1 + (Math.abs(value - real_value) / 12);
|
|
|
|
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);
|
|
|
|
};
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
// * Battle_Hud
|
|
|
|
//=============================================================================
|
|
|
|
function Battle_Hud() {
|
|
|
|
this.initialize.apply(this, arguments);
|
|
|
|
};
|
|
|
|
|
|
|
|
Battle_Hud.prototype = Object.create(Sprite.prototype);
|
|
|
|
Battle_Hud.prototype.constructor = Battle_Hud;
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Initialize
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.initialize = function (hud_id) {
|
|
|
|
Sprite.prototype.initialize.call(this);
|
|
|
|
this._data_initial_ref = [0, true];
|
|
|
|
this._hud_id = hud_id;
|
|
|
|
this._slideA = [0, Moghunter.bhud_slideX, Moghunter.bhud_slideY];
|
|
|
|
if (this._slideA[1] != 0 || this._slideA[2] != 0) { this._slideA[0] = this._hud_id * 10 };
|
|
|
|
this.x = this._slideA[1];
|
|
|
|
this.y = this._slideA[2];
|
|
|
|
this._hud_size = [0, 0];
|
|
|
|
this.base_parameter_clear();
|
|
|
|
this.load_img();
|
|
|
|
this.opacity = 0;
|
|
|
|
$gameTemp._bhud_position_active = null;
|
|
|
|
$gameTemp._battleEnd = false;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Load Img
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.load_img = function () {
|
|
|
|
this._layout_img = ImageManager.loadBHud("Layout");
|
|
|
|
if (String(Moghunter.bhud_layoverlay_visible) == "true") { this._layout2_img = ImageManager.loadBHud("Layout2");; };
|
|
|
|
this._turn_img = ImageManager.loadBHud("Turn");
|
|
|
|
this._state_img = ImageManager.loadSystem("IconSet");
|
|
|
|
if (String(Moghunter.bhud_hp_meter_visible) == "true") { this._hp_meter_img = ImageManager.loadBHud("HP_Meter"); };
|
|
|
|
if (String(Moghunter.bhud_mp_meter_visible) == "true") { this._mp_meter_img = ImageManager.loadBHud("MP_Meter"); };
|
|
|
|
if (String(Moghunter.bhud_tp_meter_visible) == "true") { this._tp_meter_img = ImageManager.loadBHud("TP_Meter"); };
|
|
|
|
if (String(Moghunter.bhud_at_meter_visible) == "true") { this._at_meter_img = ImageManager.loadBHud("ATB_Meter"); };
|
|
|
|
if (String(Moghunter.bhud_hp_number_visible) == "true") { this._hp_number_img = ImageManager.loadBHud("HP_Number"); };
|
|
|
|
if (String(Moghunter.bhud_mp_number_visible) == "true") { this._mp_number_img = ImageManager.loadBHud("MP_Number"); };
|
|
|
|
if (String(Moghunter.bhud_tp_number_visible) == "true") { this._tp_number_img = ImageManager.loadBHud("TP_Number"); };
|
|
|
|
if (String(Moghunter.bhud_maxhp_number_visible) == "true") { this._maxhp_number_img = ImageManager.loadBHud("HP_Number2"); };
|
|
|
|
if (String(Moghunter.bhud_maxmp_number_visible) == "true") { this._maxmp_number_img = ImageManager.loadBHud("MP_Number2"); };
|
|
|
|
if (String(Moghunter.bhud_maxtp_number_visible) == "true") { this._maxtp_number_img = ImageManager.loadBHud("TP_Number2"); };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Base Parameter Clear
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.base_parameter_clear = function () {
|
|
|
|
this._hp_old = [-1, -1];
|
|
|
|
this._maxhp_old = [-1, -1];
|
|
|
|
this._hp_old_ani = [-1, -1];
|
|
|
|
this._hp_flow = [false, 0, 0, 0];
|
|
|
|
this._mp_old = [-1, -1];
|
|
|
|
this._maxmp_old = [-1, -1];
|
|
|
|
this._mp_old_ani = [-1, -1];
|
|
|
|
this._mp_flow = [false, 0, 0, 0];
|
|
|
|
this._tp_old = [-1, -1];
|
|
|
|
this._maxtp_old = [-1, -1];
|
|
|
|
this._tp_old_ani = -1;
|
|
|
|
this._tp_flow = [false, 0, 0, 0];
|
|
|
|
this._at_flow = [false, 0, 0, 0];
|
|
|
|
this._hp_number_old = -1;
|
|
|
|
this._mp_number_old = -1;
|
|
|
|
this._hp_number_old = -1;
|
|
|
|
this._number_align = [];
|
|
|
|
this._number_align[0] = Moghunter.bhud_hp_align_type;
|
|
|
|
this._number_align[1] = Moghunter.bhud_mp_align_type;
|
|
|
|
this._number_align[2] = Moghunter.bhud_tp_align_type;
|
|
|
|
this._diagonal_number = [];
|
|
|
|
this._diagonal_number[0] = Moghunter.bhud_hp_diagonal_number;
|
|
|
|
this._diagonal_number[1] = Moghunter.bhud_mp_diagonal_number;
|
|
|
|
this._diagonal_number[2] = Moghunter.bhud_tp_diagonal_number;
|
|
|
|
this._hp_img_data = [0, 0, 0];
|
|
|
|
this._mp_img_data = [0, 0, 0];
|
|
|
|
this._tp_img_data = [0, 0, 0];
|
|
|
|
this._states_old = [];
|
|
|
|
this._states_data = [0, 0, 0];
|
|
|
|
this._active = false;
|
|
|
|
this._hud_size = [0, 0];
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Need Refresh Bhud
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.need_refreh_bhud = function () {
|
|
|
|
if (this._data_initial_ref[1]) { return true };
|
|
|
|
if (this._battler != $gameParty.battleMembers()[this._hud_id]) { return true };
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Refresh Bhud
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_bhud = function () {
|
|
|
|
this._data_initial_ref[1] = false;
|
|
|
|
this._battler = $gameParty.battleMembers()[this._hud_id];
|
|
|
|
if (this._battler) { this._battler.checkBhudNoteTags() }
|
|
|
|
this.opacity = 0;
|
|
|
|
this._hud_size = [0, 0];
|
|
|
|
this.base_parameter_clear();
|
|
|
|
this.create_base_sprites();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Refresh Position
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_position = function () {
|
|
|
|
this.set_hud_position();
|
|
|
|
this.create_sprites();
|
|
|
|
this._layout.x = this._pos_x;
|
|
|
|
this._layout.y = this._pos_y;
|
|
|
|
if (this._face) {
|
|
|
|
this._face.x = this._pos_x + Moghunter.bhud_face_pos_x;
|
|
|
|
this._face.y = this._pos_y + Moghunter.bhud_face_pos_y + this._face.ph;
|
|
|
|
};
|
|
|
|
if (this._turn) {
|
|
|
|
this._turn.x = this._pos_x + (this._turn.width / 2) + Moghunter.bhud_turn_pos_x;
|
|
|
|
this._turn.y = this._pos_y + (this._turn.height / 2) + Moghunter.bhud_turn_pos_y;
|
|
|
|
};
|
|
|
|
if (this._layout2) {
|
|
|
|
this._layout2.x = this._pos_x + Moghunter.bhud_layoverlay_x;
|
|
|
|
this._layout2.y = this._pos_y + Moghunter.bhud_layoverlay_y;
|
|
|
|
};
|
|
|
|
if (this._face) { this._battler._face_pos = [this._face.x, this._face.y] };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Set Hud Position
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.set_hud_position = function () {
|
|
|
|
this._hud_size = [this._layout.bitmap.width, this._layout.bitmap.height];
|
|
|
|
this._members_max = $gameParty.battleMembers().length;
|
|
|
|
var ps = [Number(Moghunter.bhud_space_x) * this._hud_id,
|
|
|
|
Number(Moghunter.bhud_space_y) * this._hud_id];
|
|
|
|
if ($gameSystem._bhud_position[this._hud_id]) {
|
|
|
|
this._pos_x = $gameSystem._bhud_position[this._hud_id][0];
|
|
|
|
this._pos_y = $gameSystem._bhud_position[this._hud_id][1];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (Number($gameSystem._bhud_pos_mode) === 0) {
|
|
|
|
var spc = ((Graphics.boxWidth - 14) / this._members_max);
|
|
|
|
var px = (spc / 2) + (spc * this._hud_id);
|
|
|
|
this._pos_x = Moghunter.bhud_pos_x + px + ps[0];
|
|
|
|
this._pos_y = Moghunter.bhud_pos_y + ps[1];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
var py = (this._hud_size[1] + 5) * this._hud_id;
|
|
|
|
this._pos_x = Moghunter.bhud_pos_x + ps[0];
|
|
|
|
this._pos_y = Moghunter.bhud_pos_y + py + ps[1];
|
|
|
|
};
|
|
|
|
};
|
|
|
|
$gameTemp._bhud_position[this._hud_id] = [this._pos_x, this._pos_y];
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update = function () {
|
|
|
|
Sprite.prototype.update.call(this);
|
|
|
|
if (this._data_initial_ref[0] < 2) { this._data_initial_ref[0] += 1; return };
|
|
|
|
if (this.need_refreh_bhud()) { this.refresh_bhud() };
|
|
|
|
if (!this._battler) { return };
|
|
|
|
if (!this._layout.bitmap.isReady()) { return };
|
|
|
|
if (this._hud_size[0] === 0) { this.refresh_position(); return };
|
|
|
|
this.update_sprites();
|
|
|
|
this.updateSlide();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Slide
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.updateSlide = function () {
|
|
|
|
if (!this.is_hud_visible()) { return };
|
|
|
|
if (this._slideA[0] > 0) {
|
|
|
|
this.visible = false;
|
|
|
|
this.opacity = 0;
|
|
|
|
this._slideA[0]--;
|
|
|
|
return;
|
|
|
|
};
|
|
|
|
this.visible = true;
|
|
|
|
this.x = this.update_dif(this.x, 0, 20);
|
|
|
|
this.y = this.update_dif(this.y, 0, 20);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create Base Sprites
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_base_sprites = function () {
|
|
|
|
this.create_turn();
|
|
|
|
if (Number(Moghunter.bhud_face_priority) === 0) {
|
|
|
|
this.create_face();
|
|
|
|
this.create_layout();
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
this.create_layout();
|
|
|
|
this.create_face();
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create Sprites
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_sprites = function () {
|
|
|
|
this.create_hp_meter();
|
|
|
|
this.create_mp_meter();
|
|
|
|
this.create_tp_meter();
|
|
|
|
this.create_at_meter();
|
|
|
|
if (String(Moghunter.bhud_layoverlay_visible) == "true") { this.create_layoutOverlay() };
|
|
|
|
this.create_hp_number();
|
|
|
|
this.create_maxhp_number();
|
|
|
|
this.create_mp_number();
|
|
|
|
this.create_maxmp_number();
|
|
|
|
this.create_tp_number();
|
|
|
|
this.create_maxtp_number();
|
|
|
|
this._stateType = Number(Moghunter.bhud_statesType);
|
|
|
|
if (this._stateType === 0) {
|
|
|
|
this.create_states();
|
|
|
|
} else {
|
|
|
|
this.create_states2();
|
|
|
|
};
|
|
|
|
this.create_name();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Sprites
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_sprites = function () {
|
|
|
|
this.update_active();
|
|
|
|
this.update_visible();
|
|
|
|
this.update_turn();
|
|
|
|
this.update_face();
|
|
|
|
this.update_hp();
|
|
|
|
this.update_mp();
|
|
|
|
this.update_tp();
|
|
|
|
this.update_at();
|
|
|
|
if (this._state_icon) {
|
|
|
|
if (this._stateType === 0) {
|
|
|
|
this.update_states();
|
|
|
|
} else {
|
|
|
|
this.update_states2();
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Active
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_active = function () {
|
|
|
|
this._active = false
|
|
|
|
if (this.isChronoBattle()) {
|
|
|
|
if (this._battler == $gameTemp._chronoCom.user[1]) {
|
|
|
|
this._active = true;
|
|
|
|
$gameTemp._bhud_position_active = $gameTemp._bhud_position[this._hud_id]
|
|
|
|
};
|
|
|
|
|
|
|
|
} else {
|
|
|
|
if (this._battler == BattleManager.actor()) {
|
|
|
|
this._active = true;
|
|
|
|
$gameTemp._bhud_position_active = $gameTemp._bhud_position[this._hud_id]
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * is Chrono Battle
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.isChronoBattle = function () {
|
|
|
|
if (!Imported.MOG_ChronoEngine) { return false };
|
|
|
|
if (!$gameSystem.isChronoMode()) { return false };
|
|
|
|
if (!$gameTemp._chronoCom.user) { return false };
|
|
|
|
return true;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update visible
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_visible = function (sprite) {
|
|
|
|
if (this.is_hud_visible()) { this.opacity += 10 }
|
|
|
|
else { this.opacity -= 10 };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Is Hud Visible
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.is_hud_visible = function (sprite) {
|
|
|
|
if ($gameMessage.isBusy()) { return false };
|
|
|
|
if ($gameTemp._battleEnd) { return false };
|
|
|
|
if (!$gameSystem._bhud_visible) { return false };
|
|
|
|
if (Imported.MOG_ChronoEngine) {
|
|
|
|
if ($gameSystem._chronoMode.phase > 3 && $gameSystem._chronoMode.phaseEndPhaseDuration === 0) { return false }
|
|
|
|
};
|
|
|
|
return true
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Dif
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.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 Meter
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_meter = function (sprite, value, value_max, type) {
|
|
|
|
var ch = sprite.bitmap.height / 2;
|
|
|
|
var meter_rate = sprite.bitmap.width * value / value_max;
|
|
|
|
sprite.setFrame(0, type * ch, meter_rate, ch);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Refresh Flow
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_meter_flow = function (sprite, value, value_max, type, flow) {
|
|
|
|
var cw = sprite.bitmap.width / 3;
|
|
|
|
var ch = sprite.bitmap.height / 2;
|
|
|
|
var meter_rate = cw * value / value_max;
|
|
|
|
sprite.setFrame(flow, type * ch, meter_rate, ch);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Refresh Number
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_number = function (sprites, value, img_data, x, y, type) {
|
|
|
|
numbers = Math.abs(value).toString().split("");
|
|
|
|
var nx = 0;
|
|
|
|
var ny = 0;
|
|
|
|
var dir = 1;
|
|
|
|
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[2], 0, img_data[2], img_data[1]);
|
|
|
|
sprites[i].visible = true;
|
|
|
|
if (this._number_align[type] === 0) {
|
|
|
|
var nx = -(img_data[2] * i) + (img_data[2] * numbers.length);
|
|
|
|
} else if (this._number_align[type] === 1) {
|
|
|
|
var nx = -(img_data[2] * i) + ((img_data[2] / 2) * numbers.length);
|
|
|
|
} else if (this._number_align[type] === 2) {
|
|
|
|
var nx = -(img_data[2] * i);
|
|
|
|
} else if (this._number_align[type] === 3) {
|
|
|
|
var nx = -(img_data[2] * i);
|
|
|
|
var ny = (img_data[3] * i);
|
|
|
|
} else {
|
|
|
|
var nx = -(img_data[2] * i) + (img_data[2] * numbers.length);
|
|
|
|
var ny = (img_data[3] / 2) * dir;
|
|
|
|
};
|
|
|
|
sprites[i].x = x - nx;
|
|
|
|
sprites[i].y = y - ny;
|
|
|
|
dir = dir === 0 ? 1 : 0;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Need Refresh Parameter
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.need_refresh_parameter = function (parameter) {
|
|
|
|
switch (parameter) {
|
|
|
|
case 0:
|
|
|
|
if (this._hp_old[0] != this._battler.hp) { return true };
|
|
|
|
if (this._hp_old[1] != this._battler.mhp) { return true };
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
if (this._mp_old[0] != this._battler.mp) { return true };
|
|
|
|
if (this._mp_old[1] != this._battler.mmp) { return true };
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
if (this._tp_old[0] != this._battler.tp) { return true };
|
|
|
|
if (this._tp_old[1] != this._battler.maxTp()) { return true };
|
|
|
|
break;
|
|
|
|
};
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create Layout
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_layout = function () {
|
|
|
|
this.removeChild(this._layout);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._layout = new Sprite(this._layout_img);
|
|
|
|
this.addChild(this._layout);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create Layout Overlay
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_layoutOverlay = function () {
|
|
|
|
this.removeChild(this._layout2);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._layout2 = new Sprite(this._layout2_img);
|
|
|
|
this.addChild(this._layout2);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create Turn
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_turn = function () {
|
|
|
|
if (String(Moghunter.bhud_turn_visible) != "true") { return };
|
|
|
|
this.removeChild(this._turn);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._turn = new Sprite(this._turn_img);
|
|
|
|
this._turn.anchor.x = 0.5;
|
|
|
|
this._turn.anchor.y = 0.5;
|
|
|
|
this._turn.rt = Number(Moghunter.bhud_turn_rotation);
|
|
|
|
this._turn.zt = String(Moghunter.bhud_turn_zoom) === "true" ? true : false;
|
|
|
|
this._turn.vis = this._turn.visible;
|
|
|
|
this._turn_blink = [0, 0];
|
|
|
|
this.addChild(this._turn);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Turn
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_turn = function () {
|
|
|
|
if (!this._turn) { return };
|
|
|
|
if (!this._active) { this._turn.visible = false; return; };
|
|
|
|
if (this._turn.rt != 0) { this._turn.rotation += this._turn.rt };
|
|
|
|
if (this._turn.zt) { this.updateTurnZoom() };
|
|
|
|
this._turn.visible = true;
|
|
|
|
this._turn_blink[0] += 1
|
|
|
|
if (this._turn_blink[0] < 60) { this._turn_blink[1] += 2 }
|
|
|
|
else if (this._turn_blink[0] < 120) { this._turn_blink[1] -= 2 }
|
|
|
|
else { this._turn_blink = [0, 0] };
|
|
|
|
this._turn.opacity = 135 + this._turn_blink[1]
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Turn Zoom
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.updateTurnZoom = function () {
|
|
|
|
if (this._turn.vis != this._turn.visible) {
|
|
|
|
this._turn.vis = this._turn.visible;
|
|
|
|
this._turn.scale.x = 1.50;
|
|
|
|
this._turn.scale.y = this._turn.scale.x;
|
|
|
|
};
|
|
|
|
if (this._turn.scale.x > 0) {
|
|
|
|
this._turn.scale.x -= 0.04;
|
|
|
|
if (this._turn.scale.x <= 1.00) { this._turn.scale.x = 1.00 };
|
|
|
|
};
|
|
|
|
this._turn.scale.y = this._turn.scale.x;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create Face
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_face = function () {
|
|
|
|
if (String(Moghunter.bhud_face_visible) != "true") { return };
|
|
|
|
this.removeChild(this._face);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._face = new Sprite(ImageManager.loadBHud("Face_" + this._battler._actorId));
|
|
|
|
this._face.anchor.x = 0.5;
|
|
|
|
this._face.anchor.y = 0.5;
|
|
|
|
this._face_data = [0, 0, false, false, false, -1];
|
|
|
|
this._face.ph = 0;
|
|
|
|
this._face.animation = [-1, 0, 0, 0, 0, 0, 0, 0, 0];
|
|
|
|
this._face.breathEffect = this._battler._bhud.faceBreath;
|
|
|
|
this._face.scaleY = 0;
|
|
|
|
if (String(Moghunter.bhud_face_shake) === "true") { this._face_data[2] = true }
|
|
|
|
if (String(Moghunter.bhud_face_animated) === "true") { this._face_data[4] = true }
|
|
|
|
this._battler._bhud_face_data = [0, 0, 0, 1]
|
|
|
|
this.addChild(this._face);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Face
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_face = function () {
|
|
|
|
if (!this._face) { return };
|
|
|
|
if (!this._face.bitmap.isReady()) { return };
|
|
|
|
if (this._face_data[4] && this._face_data[5] != this._battler._bhud_face_data[2]) { this.refresh_face(); };
|
|
|
|
this.update_face_animation();
|
|
|
|
this.update_face_shake();
|
|
|
|
this.update_face_zoom();
|
|
|
|
if (this._face.breathEffect) { this.updateFaceEffects() };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * update Face Effects
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.updateFaceEffects = function () {
|
|
|
|
if (this._face_data[5] == 0 || this._face_data[5] == 3) {
|
|
|
|
this._face.anchor.y = 1;
|
|
|
|
this._face.y = this._pos_y + Moghunter.bhud_face_pos_y + this._face.height / 2;
|
|
|
|
this.updateBreathEffect()
|
|
|
|
} else {
|
|
|
|
this._face.anchor.y = 0.5;
|
|
|
|
this._face.y = this._pos_y + Moghunter.bhud_face_pos_y;
|
|
|
|
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * set Breath Effect
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.setBreathEffect = function () {
|
|
|
|
this._face.animation[0] = 0;
|
|
|
|
var rds = Math.randomInt(100);
|
|
|
|
var rds2 = rds * 0.0000001;
|
|
|
|
this._face.animation[2] = 0.000005;
|
|
|
|
this._face.animation[3] = 0.0002;
|
|
|
|
var int = this._face.animation[3];
|
|
|
|
var int2 = (Math.randomInt(int) * 0.0001).toFixed(4);
|
|
|
|
this._face.animation[1] = int2;
|
|
|
|
this._face.animation[8] = Math.randomInt(80)
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * update Breath Effect
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.updateBreathEffect = function () {
|
|
|
|
this._face.scale.y = 1.00 + this._face.scaleY;
|
|
|
|
if (this._face.animation[0] == -1) {
|
|
|
|
if (this._face.bitmap.isReady()) { this.setBreathEffect() }
|
|
|
|
return
|
|
|
|
}
|
|
|
|
if (this._face.animation[8] > 0) {
|
|
|
|
this._face.animation[8]--
|
|
|
|
return
|
|
|
|
}
|
|
|
|
if (this._face.animation[0] == 0) {
|
|
|
|
this._face.animation[1] -= this._face.animation[2]
|
|
|
|
this._face.scaleY += this._face.animation[1];
|
|
|
|
if (this._face.animation[1] <= -this._face.animation[3]) {
|
|
|
|
this._face.animation[1] = -this._face.animation[3]
|
|
|
|
this._face.animation[0] = 1;
|
|
|
|
};
|
|
|
|
} else {
|
|
|
|
this._face.animation[1] += this._face.animation[2]
|
|
|
|
this._face.scaleY += this._face.animation[1];
|
|
|
|
if (this._face.animation[1] >= this._face.animation[3]) {
|
|
|
|
this._face.animation[1] = this._face.animation[3]
|
|
|
|
this._face.animation[0] = 0;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Refresh Face
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_face = function () {
|
|
|
|
this._face_data[5] = this._battler._bhud_face_data[2];
|
|
|
|
var cw = this._face.bitmap.width / 5;
|
|
|
|
var ch = this._face.bitmap.height;
|
|
|
|
this._face.setFrame(cw * this._face_data[5], 0, cw, ch);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Face Animation
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_face_animation = function () {
|
|
|
|
if (this._battler._bhud_face_data[3] > 0) {
|
|
|
|
this._battler._bhud_face_data[3] -= 1;
|
|
|
|
if (this._battler._bhud_face_data[3] === 0) {
|
|
|
|
if (this._battler.isDead()) { this._battler._bhud_face_data[2] = 4 }
|
|
|
|
else if (this._battler.hp <= 30 * this._battler.mhp / 100) { this._battler._bhud_face_data[2] = 3 }
|
|
|
|
else { this._battler._bhud_face_data[2] = 0 };
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Face Zoom
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_face_zoom = function () {
|
|
|
|
if (this._battler._bhud_face_data[1] > 0) {
|
|
|
|
this._battler._bhud_face_data[1] -= 1;
|
|
|
|
if (this._battler._bhud_face_data[1] == 0) { this._face.scale.x = 1.00 }
|
|
|
|
else if (this._battler._bhud_face_data[1] < 35) {
|
|
|
|
this._face.scale.x -= 0.005;
|
|
|
|
if (this._face.scale.x < 1.00) { this._face.scale.x = 1.00; };
|
|
|
|
}
|
|
|
|
else if (this._battler._bhud_face_data[1] < 70) {
|
|
|
|
this._face.scale.x += 0.005;
|
|
|
|
if (this._face.scale.x > 1.25) { this._face.scale.x = 1.25; };
|
|
|
|
};
|
|
|
|
this._face.scale.y = this._face.scale.x;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update Face Shake
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_face_shake = function () {
|
|
|
|
this._face.x = this._pos_x + Moghunter.bhud_face_pos_x;
|
|
|
|
if (this._face_data[2] && this._battler._bhud_face_data[0] > 0) {
|
|
|
|
this._battler._bhud_face_data[0] -= 1;
|
|
|
|
this._face.x = this._pos_x + Moghunter.bhud_face_pos_x + ((Math.random() * 12) - 6);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create Name
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_name = function () {
|
|
|
|
if (String(Moghunter.bhud_name_visible) != "true") { return };
|
|
|
|
this.removeChild(this._name);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._name = new Sprite(new Bitmap(200, 48));
|
|
|
|
this._name.x = this._pos_x + Moghunter.bhud_name_pos_x;
|
|
|
|
this._name.y = this._pos_y + Moghunter.bhud_name_pos_y;
|
|
|
|
this._name.bitmap.fontSize = Number(Moghunter.bhud_name_font_size);
|
|
|
|
if (String(Moghunter.bhud_name_font_italic) === "true") { this._name.bitmap.fontItalic = true };
|
|
|
|
|
|
|
|
this._name.bitmap.outlineWidth = Number(Moghunter.bhud_name_font_bold_size);
|
|
|
|
this.addChild(this._name);
|
|
|
|
this.refresh_name();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Refresh Name
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_name = function () {
|
|
|
|
this._name.bitmap.clear();
|
|
|
|
var align = "left"
|
|
|
|
if (Moghunter.bhud_name_align === 1) {
|
|
|
|
var align = "center"
|
|
|
|
} else if (Moghunter.bhud_name_align === 2) {
|
|
|
|
var align = "right"
|
|
|
|
};
|
|
|
|
this._name.bitmap.drawText(this._battler._name, 0, 0, this._name.bitmap.width, this._name.bitmap.height, align);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create HP Meter
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_hp_meter = function () {
|
|
|
|
if (String(Moghunter.bhud_hp_meter_visible) != "true") { return };
|
|
|
|
this.removeChild(this._hp_meter_blue);
|
|
|
|
this.removeChild(this._hp_meter_red);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._hp_meter_red = new Sprite(this._hp_meter_img);
|
|
|
|
this._hp_meter_red.x = this._pos_x + Moghunter.bhud_hp_meter_pos_x;
|
|
|
|
this._hp_meter_red.y = this._pos_y + Moghunter.bhud_hp_meter_pos_y;
|
|
|
|
this._hp_meter_red.rotation = Moghunter.bhud_hp_meter_rotation * Math.PI / 180;
|
|
|
|
this.addChild(this._hp_meter_red);
|
|
|
|
this._hp_meter_blue = new Sprite(this._hp_meter_img);
|
|
|
|
this._hp_meter_blue.x = this._hp_meter_red.x;
|
|
|
|
this._hp_meter_blue.y = this._hp_meter_red.y;
|
|
|
|
this._hp_meter_blue.rotation = this._hp_meter_red.rotation;
|
|
|
|
this.addChild(this._hp_meter_blue);
|
|
|
|
if (String(Moghunter.bhud_hp_meter_flow) === "true") {
|
|
|
|
this._hp_flow[0] = true;
|
|
|
|
this._hp_flow[2] = this._hp_meter_img.width / 3;
|
|
|
|
this._hp_flow[3] = this._hp_flow[2] * 2;
|
|
|
|
this._hp_flow[1] = Math.floor(Math.random() * this._hp_flow[2]);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create HP Number
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_hp_number = function () {
|
|
|
|
if (String(Moghunter.bhud_hp_number_visible) != "true") { return };
|
|
|
|
if (this._hp_number) { for (var i = 0; i < this._hp_number.length; i++) { this.removeChild(this._hp_number[i]); } };
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._hp_number = [];
|
|
|
|
this._hp_img_data = [this._hp_number_img.width, this._hp_number_img.height,
|
|
|
|
this._hp_number_img.width / 10, this._hp_number_img.height / 2,
|
|
|
|
this._pos_x + Moghunter.bhud_hp_number_pos_x,
|
|
|
|
this._pos_y + Moghunter.bhud_hp_number_pos_y,
|
|
|
|
];
|
|
|
|
for (var i = 0; i < 5; i++) {
|
|
|
|
this._hp_number[i] = new Sprite(this._hp_number_img);
|
|
|
|
this._hp_number[i].visible = false;
|
|
|
|
this._hp_number[i].x = this._hp_img_data[4];
|
|
|
|
this._hp_number[i].y = this._hp_img_data[5];
|
|
|
|
this.addChild(this._hp_number[i]);
|
|
|
|
};
|
|
|
|
this._hp_number_old = this._battler.hp;
|
|
|
|
this.refresh_number(this._hp_number, this._hp_number_old, this._hp_img_data, this._hp_img_data[4], this._hp_img_data[5], 0);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create maxHP Number
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_maxhp_number = function () {
|
|
|
|
if (String(Moghunter.bhud_maxhp_number_visible) != "true") { return };
|
|
|
|
if (this._maxhp_number) { for (var i = 0; i < this._maxhp_number.length; i++) { this.removeChild(this._maxhp_number[i]); } };
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._maxhp_number = [];
|
|
|
|
this._maxhp_img_data = [this._maxhp_number_img.width, this._maxhp_number_img.height,
|
|
|
|
this._maxhp_number_img.width / 10, this._maxhp_number_img.height / 2,
|
|
|
|
this._pos_x + Moghunter.bhud_maxhp_number_pos_x,
|
|
|
|
this._pos_y + Moghunter.bhud_maxhp_number_pos_y,
|
|
|
|
];
|
|
|
|
for (var i = 0; i < 5; i++) {
|
|
|
|
this._maxhp_number[i] = new Sprite(this._maxhp_number_img);
|
|
|
|
this._maxhp_number[i].visible = false;
|
|
|
|
this._maxhp_number[i].x = this._maxhp_img_data[4];
|
|
|
|
this._maxhp_number[i].y = this._maxhp_img_data[5];
|
|
|
|
this.addChild(this._maxhp_number[i]);
|
|
|
|
};
|
|
|
|
this._maxhp_number_old = this._battler.mhp;
|
|
|
|
this.refresh_number(this._maxhp_number, this._maxhp_number_old, this._maxhp_img_data, this._maxhp_img_data[4], this._maxhp_img_data[5], 0);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update HP
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_hp = function () {
|
|
|
|
if (this._hp_meter_blue) {
|
|
|
|
if (this._hp_flow[0]) {
|
|
|
|
this.refresh_meter_flow(this._hp_meter_blue, this._battler.hp, this._battler.mhp, 0, this._hp_flow[1]);
|
|
|
|
var dif_meter = this.update_dif(this._hp_old_ani[0], this._battler.hp, 160)
|
|
|
|
if (this._hp_old_ani[0] != dif_meter) {
|
|
|
|
this._hp_old_ani[0] = dif_meter;
|
|
|
|
this.refresh_meter_flow(this._hp_meter_red, this._hp_old_ani[0], this._battler.mhp, 1, this._hp_flow[1]);
|
|
|
|
};
|
|
|
|
this._hp_flow[1] += 1.5;
|
|
|
|
if (this._hp_flow[1] > this._hp_flow[3]) { this._hp_flow[1] = 0 };
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (this.need_refresh_parameter(0)) {
|
|
|
|
this.refresh_meter(this._hp_meter_blue, this._battler.hp, this._battler.mhp, 0);
|
|
|
|
this._hp_old = [this._battler.hp, this._battler.mhp];
|
|
|
|
};
|
|
|
|
var dif_meter = this.update_dif(this._hp_old_ani[0], this._battler.hp, 160)
|
|
|
|
if (this._hp_old_ani[0] != dif_meter) {
|
|
|
|
this._hp_old_ani[0] = dif_meter;
|
|
|
|
this.refresh_meter(this._hp_meter_red, this._hp_old_ani[0], this._battler.mhp, 1);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
if (this._hp_number) {
|
|
|
|
var dif_number = this.update_dif(this._hp_number_old, this._battler.hp, 30)
|
|
|
|
if (this._hp_number_old != dif_number) {
|
|
|
|
this._hp_number_old = dif_number;
|
|
|
|
this.refresh_number(this._hp_number, this._hp_number_old, this._hp_img_data, this._hp_img_data[4], this._hp_img_data[5], 0);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
if (this._maxhp_number) {
|
|
|
|
if (this._maxhp_number_old != this._battler.mhp) {
|
|
|
|
this._maxhp_number_old = this._battler.mhp;
|
|
|
|
this.refresh_number(this._maxhp_number, this._maxhp_number_old, this._maxhp_img_data, this._maxhp_img_data[4], this._maxhp_img_data[5], 0);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create MP Meter
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_mp_meter = function () {
|
|
|
|
if (String(Moghunter.bhud_mp_meter_visible) != "true") { return };
|
|
|
|
this.removeChild(this._mp_meter_blue);
|
|
|
|
this.removeChild(this._mp_meter_red);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._mp_meter_red = new Sprite(this._mp_meter_img);
|
|
|
|
this._mp_meter_red.x = this._pos_x + Moghunter.bhud_mp_meter_pos_x;
|
|
|
|
this._mp_meter_red.y = this._pos_y + Moghunter.bhud_mp_meter_pos_y;
|
|
|
|
this._mp_meter_red.rotation = Moghunter.bhud_mp_meter_rotation * Math.PI / 180;
|
|
|
|
this.addChild(this._mp_meter_red);
|
|
|
|
this._mp_meter_blue = new Sprite(this._mp_meter_img);
|
|
|
|
this._mp_meter_blue.x = this._mp_meter_red.x;
|
|
|
|
this._mp_meter_blue.y = this._mp_meter_red.y;
|
|
|
|
this._mp_meter_blue.rotation = this._mp_meter_red.rotation;
|
|
|
|
this.addChild(this._mp_meter_blue);
|
|
|
|
if (String(Moghunter.bhud_mp_meter_flow) === "true") {
|
|
|
|
this._mp_flow[0] = true;
|
|
|
|
this._mp_flow[2] = this._mp_meter_img.width / 3;
|
|
|
|
this._mp_flow[3] = this._mp_flow[2] * 2;
|
|
|
|
this._mp_flow[1] = Math.floor(Math.random() * this._mp_flow[2]);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create MP Number
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_mp_number = function () {
|
|
|
|
if (String(Moghunter.bhud_mp_number_visible) != "true") { return };
|
|
|
|
if (this._mp_number) { for (var i = 0; i < this._mp_number.length; i++) { this.removeChild(this._mp_number[i]); } };
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._mp_number = [];
|
|
|
|
this._mp_img_data = [this._mp_number_img.width, this._mp_number_img.height,
|
|
|
|
this._mp_number_img.width / 10, this._mp_number_img.height / 2,
|
|
|
|
this._pos_x + Moghunter.bhud_mp_number_pos_x,
|
|
|
|
this._pos_y + Moghunter.bhud_mp_number_pos_y,
|
|
|
|
];
|
|
|
|
for (var i = 0; i < 5; i++) {
|
|
|
|
this._mp_number[i] = new Sprite(this._mp_number_img);
|
|
|
|
this._mp_number[i].visible = false;
|
|
|
|
this._mp_number[i].x = this._mp_img_data[4];
|
|
|
|
this._mp_number[i].y = this._mp_img_data[5];
|
|
|
|
this.addChild(this._mp_number[i]);
|
|
|
|
};
|
|
|
|
this._mp_number_old = this._battler.mp;
|
|
|
|
this.refresh_number(this._mp_number, this._mp_number_old, this._mp_img_data, this._mp_img_data[4], this._mp_img_data[5], 1);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create MaxMP Number
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_maxmp_number = function () {
|
|
|
|
if (String(Moghunter.bhud_maxmp_number_visible) != "true") { return };
|
|
|
|
if (this._maxmp_number) { for (var i = 0; i < this._maxmp_number.length; i++) { this.removeChild(this._maxmp_number[i]); } };
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._maxmp_number = [];
|
|
|
|
this._maxmp_img_data = [this._maxmp_number_img.width, this._maxmp_number_img.height,
|
|
|
|
this._maxmp_number_img.width / 10, this._maxmp_number_img.height / 2,
|
|
|
|
this._pos_x + Moghunter.bhud_maxmp_number_pos_x,
|
|
|
|
this._pos_y + Moghunter.bhud_maxmp_number_pos_y,
|
|
|
|
];
|
|
|
|
for (var i = 0; i < 5; i++) {
|
|
|
|
this._maxmp_number[i] = new Sprite(this._maxmp_number_img);
|
|
|
|
this._maxmp_number[i].visible = false;
|
|
|
|
this._maxmp_number[i].x = this._maxmp_img_data[4];
|
|
|
|
this._maxmp_number[i].y = this._maxmp_img_data[5];
|
|
|
|
this.addChild(this._maxmp_number[i]);
|
|
|
|
};
|
|
|
|
this._maxmp_number_old = this._battler.mmp;
|
|
|
|
this.refresh_number(this._maxmp_number, this._maxmp_number_old, this._maxmp_img_data, this._maxmp_img_data[4], this._maxmp_img_data[5], 1);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update MP
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_mp = function () {
|
|
|
|
if (this._mp_meter_blue) {
|
|
|
|
if (this._mp_flow[0]) {
|
|
|
|
this.refresh_meter_flow(this._mp_meter_blue, this._battler.mp, this._battler.mmp, 0, this._mp_flow[1]);
|
|
|
|
var dif_meter = this.update_dif(this._mp_old_ani[0], this._battler.mp, 160)
|
|
|
|
if (this._mp_old_ani[0] != dif_meter) {
|
|
|
|
this._mp_old_ani[0] = dif_meter;
|
|
|
|
this.refresh_meter_flow(this._mp_meter_red, this._mp_old_ani[0], this._battler.mmp, 1, this._mp_flow[1]);
|
|
|
|
};
|
|
|
|
this._mp_flow[1] += 1.5;
|
|
|
|
if (this._mp_flow[1] > this._mp_flow[3]) { this._mp_flow[1] = 0 };
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (this.need_refresh_parameter(1)) {
|
|
|
|
this.refresh_meter(this._mp_meter_blue, this._battler.mp, this._battler.mmp, 0);
|
|
|
|
this._mp_old = [this._battler.mp, this._battler.mmp];
|
|
|
|
};
|
|
|
|
var dif_meter = this.update_dif(this._mp_old_ani[0], this._battler.mp, 160)
|
|
|
|
if (this._mp_old_ani[0] != dif_meter) {
|
|
|
|
this._mp_old_ani[0] = dif_meter;
|
|
|
|
this.refresh_meter(this._mp_meter_red, this._mp_old_ani[0], this._battler.mmp, 1);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
if (this._mp_number) {
|
|
|
|
var dif_number = this.update_dif(this._mp_number_old, this._battler.mp, 30)
|
|
|
|
if (this._mp_number_old != dif_number) {
|
|
|
|
this._mp_number_old = dif_number;
|
|
|
|
this.refresh_number(this._mp_number, this._mp_number_old, this._mp_img_data, this._mp_img_data[4], this._mp_img_data[5], 1);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
if (this._maxmp_number) {
|
|
|
|
if (this._maxmp_number_old != this._battler.mmp) {
|
|
|
|
this._maxmp_number_old = this._battler.mmp;
|
|
|
|
this.refresh_number(this._maxmp_number, this._maxmp_number_old, this._maxmp_img_data, this._maxmp_img_data[4], this._maxmp_img_data[5], 1);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create TP Meter
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_tp_meter = function () {
|
|
|
|
if (String(Moghunter.bhud_tp_meter_visible) != "true") { return };
|
|
|
|
this.removeChild(this._tp_meter_blue);
|
|
|
|
this.removeChild(this._tp_meter_red);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._tp_meter_red = new Sprite(this._tp_meter_img);
|
|
|
|
this._tp_meter_red.x = this._pos_x + Moghunter.bhud_tp_meter_pos_x;
|
|
|
|
this._tp_meter_red.y = this._pos_y + Moghunter.bhud_tp_meter_pos_y;
|
|
|
|
this._tp_meter_red.rotation = Moghunter.bhud_tp_meter_rotation * Math.PI / 180;
|
|
|
|
this.addChild(this._tp_meter_red);
|
|
|
|
this._tp_meter_blue = new Sprite(this._tp_meter_img);
|
|
|
|
this._tp_meter_blue.x = this._tp_meter_red.x;
|
|
|
|
this._tp_meter_blue.y = this._tp_meter_red.y;
|
|
|
|
this._tp_meter_blue.rotation = this._tp_meter_red.rotation;
|
|
|
|
this.addChild(this._tp_meter_blue);
|
|
|
|
if (String(Moghunter.bhud_tp_meter_flow) === "true") {
|
|
|
|
this._tp_flow[0] = true;
|
|
|
|
this._tp_flow[2] = this._tp_meter_img.width / 3;
|
|
|
|
this._tp_flow[3] = this._tp_flow[2] * 2;
|
|
|
|
this._tp_flow[1] = Math.floor(Math.random() * this._tp_flow[2]);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create TP Number
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_tp_number = function () {
|
|
|
|
if (String(Moghunter.bhud_tp_number_visible) != "true") { return };
|
|
|
|
if (this._tp_number) { for (var i = 0; i < this._tp_number.length; i++) { this.removeChild(this._tp_number[i]); } };
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._tp_number = [];
|
|
|
|
this._tp_img_data = [this._tp_number_img.width, this._tp_number_img.height,
|
|
|
|
this._tp_number_img.width / 10, this._tp_number_img.height / 2,
|
|
|
|
this._pos_x + Moghunter.bhud_tp_number_pos_x,
|
|
|
|
this._pos_y + Moghunter.bhud_tp_number_pos_y,
|
|
|
|
];
|
|
|
|
for (var i = 0; i < 5; i++) {
|
|
|
|
this._tp_number[i] = new Sprite(this._tp_number_img);
|
|
|
|
this._tp_number[i].visible = false;
|
|
|
|
this._tp_number[i].x = this._tp_img_data[4];
|
|
|
|
|
|
|
|
this._tp_number[i].y = this._tp_img_data[5];
|
|
|
|
this.addChild(this._tp_number[i]);
|
|
|
|
};
|
|
|
|
this._tp_number_old = this._battler.tp;
|
|
|
|
this.refresh_number(this._tp_number, this._tp_number_old, this._tp_img_data, this._tp_img_data[4], this._tp_img_data[5], 2);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create MaxTP Number
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_maxtp_number = function () {
|
|
|
|
if (String(Moghunter.bhud_maxtp_number_visible) != "true") { return };
|
|
|
|
if (this._maxtp_number) { for (var i = 0; i < this._maxtp_number.length; i++) { this.removeChild(this._maxtp_number[i]); } };
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._maxtp_number = [];
|
|
|
|
this._maxtp_img_data = [this._maxtp_number_img.width, this._maxtp_number_img.height,
|
|
|
|
this._maxtp_number_img.width / 10, this._maxtp_number_img.height / 2,
|
|
|
|
this._pos_x + Moghunter.bhud_maxtp_number_pos_x,
|
|
|
|
this._pos_y + Moghunter.bhud_maxtp_number_pos_y,
|
|
|
|
];
|
|
|
|
for (var i = 0; i < 5; i++) {
|
|
|
|
this._maxtp_number[i] = new Sprite(this._maxtp_number_img);
|
|
|
|
this._maxtp_number[i].visible = false;
|
|
|
|
this._maxtp_number[i].x = this._maxtp_img_data[4];
|
|
|
|
this._maxtp_number[i].y = this._maxtp_img_data[5];
|
|
|
|
this.addChild(this._maxtp_number[i]);
|
|
|
|
};
|
|
|
|
this._maxtp_number_old = this._battler.maxTp();
|
|
|
|
this.refresh_number(this._maxtp_number, this._maxtp_number_old, this._maxtp_img_data, this._maxtp_img_data[4], this._maxtp_img_data[5], 2);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update TP
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_tp = function () {
|
|
|
|
if (this._tp_meter_blue) {
|
|
|
|
if (this._tp_flow[0]) {
|
|
|
|
this.refresh_meter_flow(this._tp_meter_blue, this._battler.tp, this._battler.maxTp(), 0, this._tp_flow[1]);
|
|
|
|
var dif_meter = this.update_dif(this._tp_old_ani[0], this._battler.tp, 160)
|
|
|
|
if (this._tp_old_ani[0] != dif_meter) {
|
|
|
|
this._tp_old_ani[0] = dif_meter;
|
|
|
|
this.refresh_meter_flow(this._tp_meter_red, this._tp_old_ani[0], this._battler.maxTp(), 1, this._tp_flow[1]);
|
|
|
|
};
|
|
|
|
this._tp_flow[1] += 1.5;
|
|
|
|
if (this._tp_flow[1] > this._tp_flow[3]) { this._tp_flow[1] = 0 };
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (this.need_refresh_parameter(2)) {
|
|
|
|
this.refresh_meter(this._tp_meter_blue, this._battler.tp, this._battler.maxTp(), 0);
|
|
|
|
this._tp_old = [this._battler.tp, this._battler.maxTp()];
|
|
|
|
};
|
|
|
|
var dif_meter = this.update_dif(this._tp_old_ani[0], this._battler.tp, 160)
|
|
|
|
if (this._tp_old_ani[0] != dif_meter) {
|
|
|
|
this._tp_old_ani[0] = dif_meter;
|
|
|
|
this.refresh_meter(this._tp_meter_red, this._tp_old_ani[0], this._battler.maxTp(), 1);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
if (this._tp_number) {
|
|
|
|
var dif_number = this.update_dif(this._tp_number_old, this._battler.tp, 30)
|
|
|
|
if (this._tp_number_old != dif_number) {
|
|
|
|
this._tp_number_old = dif_number;
|
|
|
|
this.refresh_number(this._tp_number, this._tp_number_old, this._tp_img_data, this._tp_img_data[4], this._tp_img_data[5], 2);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create AT Meter
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_at_meter = function () {
|
|
|
|
if (String(Moghunter.bhud_at_meter_visible) != "true") { return };
|
|
|
|
this.removeChild(this._at_meter);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._at_meter = new Sprite(this._at_meter_img);
|
|
|
|
this._at_meter.x = this._pos_x + Moghunter.bhud_at_meter_pos_x;
|
|
|
|
this._at_meter.y = this._pos_y + Moghunter.bhud_at_meter_pos_y;
|
|
|
|
this._at_meter.rotation = Moghunter.bhud_at_meter_rotation * Math.PI / 180;
|
|
|
|
this.addChild(this._at_meter);
|
|
|
|
if (String(Moghunter.bhud_at_meter_flow) === "true") {
|
|
|
|
this._at_flow[0] = true;
|
|
|
|
this._at_flow[2] = this._at_meter_img.width / 3;
|
|
|
|
this._at_flow[3] = this._at_flow[2] * 2;
|
|
|
|
this._at_flow[1] = Math.floor(Math.random() * this._at_flow[2]);
|
|
|
|
};
|
|
|
|
this.check_compatibility_atb();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Check Compatibility ATB
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.check_compatibility_atb = function () {
|
|
|
|
if (Imported.Ellye_ATB) {
|
|
|
|
var parameters = $plugins.filter(function (p) {
|
|
|
|
return p.description.contains('<Ellye ATB>');
|
|
|
|
})[0].parameters;
|
|
|
|
this._ellye_max_atb = Number(parameters['Full ATB Gauge'] || 50000);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update AT
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_at = function () {
|
|
|
|
if (this._at_meter) {
|
|
|
|
if (!this.at === -1) { this._at_meter.visible = false; return }
|
|
|
|
else { this._at_meter.visible = true };
|
|
|
|
if (this._at_flow[0]) {
|
|
|
|
if (this.is_casting()) {
|
|
|
|
if (this.is_max_cast()) {
|
|
|
|
this.refresh_at_meter_flow(this._at_meter, this.cast_at(), this.cast_max_at(), 3, this._at_flow[1]);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
this.refresh_at_meter_flow(this._at_meter, this.cast_at(), this.cast_max_at(), 2, this._at_flow[1]);
|
|
|
|
};
|
|
|
|
}
|
|
|
|
else if (this.is_max_at()) {
|
|
|
|
this.refresh_at_meter_flow(this._at_meter, this.at(), this.max_at(), 1, this._at_flow[1]);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
this.refresh_at_meter_flow(this._at_meter, this.at(), this.max_at(), 0, this._at_flow[1]);
|
|
|
|
};
|
|
|
|
|
|
|
|
this._at_flow[1] += 1.5;
|
|
|
|
if (this._at_flow[1] > this._at_flow[3]) { this._at_flow[1] = 0 };
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (this.is_casting()) {
|
|
|
|
if (this.is_max_cast()) {
|
|
|
|
this.refresh_at_meter(this._at_meter, this.cast_at(), this.cast_max_at(), 3);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
this.refresh_at_meter(this._at_meter, this.cast_at(), this.cast_max_at(), 2);
|
|
|
|
};
|
|
|
|
}
|
|
|
|
else if (this.is_max_at()) {
|
|
|
|
this.refresh_at_meter(this._at_meter, this.at(), this.max_at(), 1);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
this.refresh_at_meter(this._at_meter, this.at(), this.max_at(), 0);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Refresh AT Meter
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_at_meter = function (sprite, value, value_max, type) {
|
|
|
|
var ch = sprite.bitmap.height / 4;
|
|
|
|
var meter_rate = sprite.bitmap.width * value / value_max;
|
|
|
|
sprite.setFrame(0, type * ch, meter_rate, ch);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Refresh AT Meter Flow
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_at_meter_flow = function (sprite, value, value_max, type, flow) {
|
|
|
|
var cw = sprite.bitmap.width / 3;
|
|
|
|
var ch = sprite.bitmap.height / 4;
|
|
|
|
var meter_rate = cw * value / value_max;
|
|
|
|
sprite.setFrame(flow, type * ch, meter_rate, ch);
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * At
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.at = function () {
|
|
|
|
if (Imported.MOG_ATB) { return this._battler._atb };
|
|
|
|
if (Imported.Ellye_ATB) { return this._battler.atb };
|
|
|
|
if (Imported.YEP_X_BattleSysATB) { return Math.abs(this._battler._atbSpeed) };
|
|
|
|
if (Imported['VE - Active Time Battle']) {
|
|
|
|
return this._battler.maxAtb - this._battler.atb;
|
|
|
|
};
|
|
|
|
if (this._battler._ras && $gameSystem.isChronoMode()) {
|
|
|
|
return this._battler._chrono.atb;
|
|
|
|
};
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Max At
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.max_at = function () {
|
|
|
|
if (Imported.MOG_ATB) { return this._battler._max_atb };
|
|
|
|
if (Imported.Ellye_ATB) { return this._ellye_max_atb };
|
|
|
|
if (Imported.YEP_X_BattleSysATB) { return Math.abs(BattleManager._atbTarget) };
|
|
|
|
if (Imported['VE - Active Time Battle']) { return this._battler.maxAtb };
|
|
|
|
if (this._battler._ras && $gameSystem.isChronoMode()) {
|
|
|
|
return this._battler._chrono.maxAtb;
|
|
|
|
};
|
|
|
|
return 1;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Cast AT
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.cast_at = function () {
|
|
|
|
if (Imported.MOG_ATB) { return this._battler._cast_atb[1] };
|
|
|
|
if (Imported.Ellye_ATB) { return this._battler.current_cast_atb };
|
|
|
|
if (Imported.YEP_X_BattleSysATB) { return Math.abs(this._battler._atbCharge) };
|
|
|
|
if (Imported['VE - Active Time Battle']) {
|
|
|
|
return this._battler.maxAtb - this._battler.atb;
|
|
|
|
};
|
|
|
|
if (this._battler._ras && $gameSystem.isChronoMode()) {
|
|
|
|
return this._battler._ras.cast.duration;
|
|
|
|
};
|
|
|
|
return 0;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Cast Max AT
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.cast_max_at = function () {
|
|
|
|
if (Imported.MOG_ATB) { return this._battler._cast_atb[2] };
|
|
|
|
if (Imported.Ellye_ATB) { return this._battler.target_cast_atb };
|
|
|
|
if (Imported.YEP_X_BattleSysATB) { return Math.abs(BattleManager._atbCharge) };
|
|
|
|
if (Imported['VE - Active Time Battle']) { return this._battler.maxAtb };
|
|
|
|
if (this._battler._ras && $gameSystem.isChronoMode()) {
|
|
|
|
return this._battler._ras.cast.maxDuration;
|
|
|
|
};
|
|
|
|
return 1;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Is Casting
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.is_casting = function () {
|
|
|
|
if (Imported.MOG_ATB) { if (this._battler._cast_atb[0]) { return true; } };
|
|
|
|
if (Imported.Ellye_ATB) { if (this._battler.casting_action) { return true; } };
|
|
|
|
if (Imported.YEP_X_BattleSysATB) { if (this._battler._atbCharging) { return true; } };
|
|
|
|
if (Imported['VE - Active Time Battle']) { return this._battler.isAtbCast() };
|
|
|
|
if (this._battler._chrono && $gameSystem.isChronoMode()) {
|
|
|
|
return this._battler.isCastingC();
|
|
|
|
};
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Is Max Atb
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.is_max_at = function () {
|
|
|
|
return this.at() >= this.max_at();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Is Max Cast
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.is_max_cast = function () {
|
|
|
|
return this.cast_at() >= this.cast_max_at();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create States
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_states = function () {
|
|
|
|
if (String(Moghunter.bhud_states_visible) != "true") { return };
|
|
|
|
this.removeChild(this._state_icon);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._states_data = [0, 0, 0];
|
|
|
|
this._state_icon = new Sprite(this._state_img);
|
|
|
|
this._state_icon.x = this._pos_x + Moghunter.bhud_states_pos_x;
|
|
|
|
this._state_icon.y = this._pos_y + Moghunter.bhud_states_pos_y;
|
|
|
|
this._state_icon.visible = false;
|
|
|
|
this.addChild(this._state_icon);
|
|
|
|
this.refresh_states();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create States
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_states = function () {
|
|
|
|
this._states_data[0] = 0;
|
|
|
|
this._states_data[2] = 0;
|
|
|
|
this._state_icon.visible = false;
|
|
|
|
if (this._battler.allIcons().length == 0) { this._states_data[1] = 0; return };
|
|
|
|
if (this._battler.allIcons()[this._states_data[1]]) {
|
|
|
|
this._states_data[0] = this._battler.allIcons()[this._states_data[1]];
|
|
|
|
this._state_icon.visible = true;
|
|
|
|
var sx = this._states_data[0] % 16 * 32;
|
|
|
|
var sy = Math.floor(this._states_data[0] / 16) * 32;
|
|
|
|
this._state_icon.setFrame(sx, sy, 32, 32);
|
|
|
|
this._battler.need_refresh_bhud_states = false;
|
|
|
|
|
|
|
|
};
|
|
|
|
this._states_data[1] += 1;
|
|
|
|
if (this._states_data[1] >= this._battler.allIcons().length) {
|
|
|
|
this._states_data[1] = 0
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update States
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_states = function () {
|
|
|
|
this._states_data[2] += 1;
|
|
|
|
if (this.need_refresh_states()) { this.refresh_states(); };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Need Refresh States
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.need_refresh_states = function () {
|
|
|
|
if (this._battler.need_refresh_bhud_states) { return true };
|
|
|
|
if (this._states_data[2] > 60) { return true };
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create States 2
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.create_states2 = function () {
|
|
|
|
if (String(Moghunter.bhud_states_visible) != "true") { return };
|
|
|
|
this.removeChild(this._state_icon);
|
|
|
|
if (!this._battler) { return };
|
|
|
|
this._states_data = [0, 0, 0];
|
|
|
|
this._stateIcons = [];
|
|
|
|
this._state_icon = new Sprite();
|
|
|
|
this._state_icon.x = this._pos_x + Moghunter.bhud_states_pos_x;
|
|
|
|
this._state_icon.y = this._pos_y + Moghunter.bhud_states_pos_y;
|
|
|
|
this._state_icon.visible = false;
|
|
|
|
this.addChild(this._state_icon);
|
|
|
|
this.refresh_states2();
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Create States
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.refresh_states2 = function () {
|
|
|
|
this._state_icon.visible = false;
|
|
|
|
this._battler.need_refresh_bhud_states = false;
|
|
|
|
for (i = 0; i < this._stateIcons.length; i++) {
|
|
|
|
this._state_icon.removeChild(this._stateIcons[i]);
|
|
|
|
};
|
|
|
|
if (this._battler.allIcons().length == 0) { return };
|
|
|
|
this._state_icon.visible = true;
|
|
|
|
this._stateIcons = [];
|
|
|
|
var w = Window_Base._iconWidth;
|
|
|
|
var icons = this._battler.allIcons().slice(0, w);
|
|
|
|
var m = Math.min(Math.max(this._battler.allIcons().length, 0), Moghunter.bhud_statesMax);
|
|
|
|
var align = Moghunter.bhud_statesAlign;
|
|
|
|
for (i = 0; i < m; i++) {
|
|
|
|
this._stateIcons[i] = new Sprite(this._state_img);
|
|
|
|
var sx = icons[i] % 16 * w;
|
|
|
|
var sy = Math.floor(icons[i] / 16) * w;
|
|
|
|
this._stateIcons[i].setFrame(sx, sy, w, w);
|
|
|
|
if (align === 1) {
|
|
|
|
this._stateIcons[i].x = -((w + 4) * i);
|
|
|
|
} else if (align === 2) {
|
|
|
|
this._stateIcons[i].y = (w + 4) * i;
|
|
|
|
} else if (align === 3) {
|
|
|
|
this._stateIcons[i].y = -((w + 4) * i);
|
|
|
|
} else {
|
|
|
|
this._stateIcons[i].x = (w + 4) * i;
|
|
|
|
};
|
|
|
|
this._state_icon.addChild(this._stateIcons[i]);
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Update States 2
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.update_states2 = function () {
|
|
|
|
if (this.need_refresh_states2()) { this.refresh_states2(); };
|
|
|
|
};
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
// * Need Refresh States 2
|
|
|
|
//==============================
|
|
|
|
Battle_Hud.prototype.need_refresh_states2 = function () {
|
|
|
|
if (this._battler.need_refresh_bhud_states) { return true };
|
|
|
|
return false;
|
|
|
|
};
|