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STV_DamageFace

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Nov 4th, 2016
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  1. //=============================================================================
  2. // STV_DamageFace.js
  3. //=============================================================================
  4.  
  5. /*:
  6.  * @plugindesc v1.0 - STV_DamageFace
  7.  * || This plugin will change the Face Image from Actor 1 - 4 depending on
  8.  * the HP value of each actor.
  9.  * @author SkottyTV
  10.  *
  11.  * @param --- Percentage ---
  12.  *
  13.  * @param Percentage 1
  14.  * @desc The 1 Percentage value
  15.  * (when HP is lower or equal)
  16.  * @default 75
  17.  *
  18.  * @param Percentage 2
  19.  * @desc The 2 Percentage value
  20.  * (when HP is lower or equal)
  21.  * @default 50
  22.  *
  23.  * @param Percentage 3
  24.  * @desc The 3 Percentage value
  25.  * (when HP is lower or equal)
  26.  * @default 25
  27.  *
  28.  * @param Percentage 4
  29.  * @desc The 4 Percentage value
  30.  * (when HP is lower or equal)
  31.  * @default 10
  32.  *
  33.  * @param Percentage 5
  34.  * @desc The 5 Percentage value
  35.  * (when HP is lower or equal)
  36.  * @default 0
  37.  *
  38.  * @param --- Faces ---
  39.  *
  40.  * @param Face Actor 1
  41.  * @desc Damage Facefile name for Actor 1
  42.  * (without ".png")
  43.  * @default Actor1
  44.  *
  45.  * @param Face Actor 2
  46.  * @desc Damage Facefile name for Actor 2
  47.  * (without ".png")
  48.  * @default Actor1
  49.  *
  50.  * @param Face Actor 3
  51.  * @desc Damage Facefile name for Actor 3
  52.  * (without ".png")
  53.  * @default Actor1
  54.  *
  55.  * @param Face Actor 4
  56.  * @desc Damage Facefile name for Actor 4
  57.  * (without ".png")
  58.  * @default Actor1
  59.  *
  60.  * @param --- Indexes ---
  61.  *
  62.  * @param Face Index 1
  63.  * @desc Faceindex for Percentage 1
  64.  * @default 0
  65.  *
  66.  * @param Face Index 2
  67.  * @desc Faceindex for Percentage 2
  68.  * @default 1
  69.  *
  70.  * @param Face Index 3
  71.  * @desc Faceindex for Percentage 3
  72.  * @default 2
  73.  *
  74.  * @param Face Index 4
  75.  * @desc Faceindex for Percentage 4
  76.  * @default 3
  77.  *
  78.  * @param Face Index 5
  79.  * @desc Faceindex for Percentage 5
  80.  * @default 4
  81.  *
  82.  *
  83.  * @help
  84.  *
  85.  * ////////////////////////////////////////////////////////////////////////////
  86.  * ----------------------------- Terms of Usage: ------------------------------
  87.  * ////////////////////////////////////////////////////////////////////////////
  88.  
  89.  * Feel free to use this Plugin in 1. Non-Commercial Games, 2. Commercial Games
  90.  * However it would be nice to give proper Credits to "SkottyTV"
  91.  * Also a free copy of your Game would be a nice move :)
  92.  *
  93.  * Have Fun And Enjoy! :)
  94.  *
  95.  *
  96.  *
  97.  * ////////////////////////////////////////////////////////////////////////////
  98.  * --------------------------------- Updates:----------------------------------
  99.  * ////////////////////////////////////////////////////////////////////////////
  100.  *
  101.  * Update v1.0
  102.  * - Basic Functionality
  103.  *
  104.  *
  105.  */
  106.  
  107.  
  108. // ----------------------------------------------------------------------------------------------------------------------------
  109. // STV_DamageFace Parameters
  110. // ----------------------------------------------------------------------------------------------------------------------------
  111.     var stv_DamageFace_parameters = PluginManager.parameters('STV_DamageFace');
  112.    
  113.     // Percentage Values
  114.     var stv_DamageFace_value1 = Number(stv_DamageFace_parameters['Percentage 1'] || 75);
  115.     var stv_DamageFace_value2 = Number(stv_DamageFace_parameters['Percentage 2'] || 50);
  116.     var stv_DamageFace_value3 = Number(stv_DamageFace_parameters['Percentage 3'] || 25);
  117.     var stv_DamageFace_value4 = Number(stv_DamageFace_parameters['Percentage 4'] || 10);
  118.     var stv_DamageFace_valueDead = Number(stv_DamageFace_parameters['Percentage 5'] || 0);
  119.    
  120.     // Face Images
  121.     var stv_DamageFace_faceActor1 = String(stv_DamageFace_parameters['Face Actor 1'] || 'Actor1');
  122.     var stv_DamageFace_faceActor2 = String(stv_DamageFace_parameters['Face Actor 2'] || 'Actor1');
  123.     var stv_DamageFace_faceActor3 = String(stv_DamageFace_parameters['Face Actor 3'] || 'Actor1');
  124.     var stv_DamageFace_faceActor4 = String(stv_DamageFace_parameters['Face Actor 4'] || 'Actor1');
  125.    
  126.     // Face Indexes
  127.     var stv_DamageFace_faceIndex1 = Number(stv_DamageFace_parameters['Face Index 1'] || 0);
  128.     var stv_DamageFace_faceIndex2 = Number(stv_DamageFace_parameters['Face Index 2'] || 1);
  129.     var stv_DamageFace_faceIndex3 = Number(stv_DamageFace_parameters['Face Index 3'] || 2);
  130.     var stv_DamageFace_faceIndex4 = Number(stv_DamageFace_parameters['Face Index 4'] || 3);
  131.     var stv_DamageFace_faceIndexDead = Number(stv_DamageFace_parameters['Face Index 5'] || 4);
  132.  
  133. // ----------------------------------------------------------------------------------------------------------------------------
  134. // Alias methods
  135. // ----------------------------------------------------------------------------------------------------------------------------
  136.     STV_DamageFace_GainHp = Game_Battler.prototype.gainHp;
  137.     STV_DamageFace_Create = DataManager.createGameObjects;
  138.     STV_DamageFace_Save = DataManager.makeSaveContents;
  139.     STV_DamageFace_Load = DataManager.extractSaveContents;
  140.  
  141. // ----------------------------------------------------------------------------------------------------------------------------
  142. // DataManager
  143. // ----------------------------------------------------------------------------------------------------------------------------
  144.     var $stvDamageFace = null;
  145.  
  146.     DataManager.makeSaveContents = function() {
  147.         contents = STV_DamageFace_Save.call(this);
  148.         contents.stvdamageface = $stvDamageFace;
  149.         return contents;
  150.     };
  151.  
  152.     DataManager.extractSaveContents = function(contents) {
  153.         STV_DamageFace_Load.call(this, contents);
  154.         $stvDamageFace = contents.stvdamageface;
  155.     };
  156.    
  157.     DataManager.createGameObjects = function() {
  158.         STV_DamageFace_Create.call(this);
  159.         $stvDamageFace = new STV_DamageFace();
  160.     };
  161.  
  162. // ----------------------------------------------------------------------------------------------------------------------------
  163. // STV_DamageFace Functions
  164. // ----------------------------------------------------------------------------------------------------------------------------
  165.     function STV_DamageFace() {
  166.         this.initialize.apply(this, arguments);
  167.     }
  168.    
  169.     STV_DamageFace.prototype.initialize = function() {
  170.         this.setup();
  171.     };
  172.    
  173.     STV_DamageFace.prototype.setup = function() {
  174.         this.update();
  175.     };
  176.    
  177.     STV_DamageFace.prototype.update = function() {
  178.         if ($gameActors.actor(1)) this.checkActor1();
  179.         if ($gameActors.actor(2)) this.checkActor2();
  180.         if ($gameActors.actor(3)) this.checkActor3();
  181.         if ($gameActors.actor(4)) this.checkActor4();
  182.     };
  183.    
  184.     // Check Actor 1
  185.     STV_DamageFace.prototype.checkActor1 = function() {
  186.         var actorHp = $gameActors.actor(1)._hp;
  187.         var value = ($gameActors.actor(1).mhp / 100);
  188.         if (actorHp <= value*stv_DamageFace_valueDead) {
  189.             $gameActors.actor(1).setFaceImage(stv_DamageFace_faceActor1, stv_DamageFace_faceIndexDead);
  190.         } else if (actorHp <= value*stv_DamageFace_value4) {
  191.             $gameActors.actor(1).setFaceImage(stv_DamageFace_faceActor1, stv_DamageFace_faceIndex4);
  192.         } else if (actorHp <= value*stv_DamageFace_value3) {
  193.             $gameActors.actor(1).setFaceImage(stv_DamageFace_faceActor1, stv_DamageFace_faceIndex3);
  194.         } else if (actorHp <= value*stv_DamageFace_value2) {
  195.             $gameActors.actor(1).setFaceImage(stv_DamageFace_faceActor1, stv_DamageFace_faceIndex2);
  196.         } else if (actorHp <= value*stv_DamageFace_value1) {
  197.             $gameActors.actor(1).setFaceImage(stv_DamageFace_faceActor1, stv_DamageFace_faceIndex1);
  198.         } else {
  199.             $gameActors.actor(1).setFaceImage($dataActors[1].faceName, $dataActors[1].faceIndex);
  200.         }
  201.     };
  202.  
  203.     // Check Actor 2
  204.     STV_DamageFace.prototype.checkActor2 = function() {
  205.         var actorHp = $gameActors.actor(2)._hp;
  206.         var value = ($gameActors.actor(2).mhp / 100);
  207.         if (actorHp <= value*stv_DamageFace_valueDead) {
  208.             $gameActors.actor(2).setFaceImage(stv_DamageFace_faceActor2, stv_DamageFace_faceIndexDead);
  209.         } else if (actorHp <= value*stv_DamageFace_value4) {
  210.             $gameActors.actor(2).setFaceImage(stv_DamageFace_faceActor2, stv_DamageFace_faceIndex4);
  211.         } else if (actorHp <= value*stv_DamageFace_value3) {
  212.             $gameActors.actor(2).setFaceImage(stv_DamageFace_faceActor2, stv_DamageFace_faceIndex3);
  213.         } else if (actorHp <= value*stv_DamageFace_value2) {
  214.             $gameActors.actor(2).setFaceImage(stv_DamageFace_faceActor2, stv_DamageFace_faceIndex2);
  215.         } else if (actorHp <= value*stv_DamageFace_value1) {
  216.             $gameActors.actor(2).setFaceImage(stv_DamageFace_faceActor2, stv_DamageFace_faceIndex1);
  217.         } else {
  218.             $gameActors.actor(2).setFaceImage($dataActors[2].faceName, $dataActors[2].faceIndex);
  219.         }
  220.     };
  221.    
  222.     // Check Actor 3
  223.     STV_DamageFace.prototype.checkActor3 = function() {
  224.         var actorHp = $gameActors.actor(3)._hp;
  225.         var value = ($gameActors.actor(3).mhp / 100);
  226.         if (actorHp <= value*stv_DamageFace_valueDead) {
  227.             $gameActors.actor(3).setFaceImage(stv_DamageFace_faceActor3, stv_DamageFace_faceIndexDead);
  228.         } else if (actorHp <= value*stv_DamageFace_value4) {
  229.             $gameActors.actor(3).setFaceImage(stv_DamageFace_faceActor3, stv_DamageFace_faceIndex4);
  230.         } else if (actorHp <= value*stv_DamageFace_value3) {
  231.             $gameActors.actor(3).setFaceImage(stv_DamageFace_faceActor3, stv_DamageFace_faceIndex3);
  232.         } else if (actorHp <= value*stv_DamageFace_value2) {
  233.             $gameActors.actor(3).setFaceImage(stv_DamageFace_faceActor3, stv_DamageFace_faceIndex2);
  234.         } else if (actorHp <= value*stv_DamageFace_value1) {
  235.             $gameActors.actor(3).setFaceImage(stv_DamageFace_faceActor3, stv_DamageFace_faceIndex1);
  236.         } else {
  237.             $gameActors.actor(3).setFaceImage($dataActors[3].faceName, $dataActors[3].faceIndex);
  238.         }
  239.     };
  240.    
  241.     // Check Actor 4
  242.     STV_DamageFace.prototype.checkActor4 = function() {
  243.         var actorHp = $gameActors.actor(4)._hp;
  244.         var value = ($gameActors.actor(4).mhp / 100);
  245.         if (actorHp <= value*stv_DamageFace_valueDead) {
  246.             $gameActors.actor(4).setFaceImage(stv_DamageFace_faceActor4, stv_DamageFace_faceIndexDead);
  247.         } else if (actorHp <= value*stv_DamageFace_value4) {
  248.             $gameActors.actor(4).setFaceImage(stv_DamageFace_faceActor4, stv_DamageFace_faceIndex4);
  249.         } else if (actorHp <= value*stv_DamageFace_value3) {
  250.             $gameActors.actor(4).setFaceImage(stv_DamageFace_faceActor4, stv_DamageFace_faceIndex3);
  251.         } else if (actorHp <= value*stv_DamageFace_value2) {
  252.             $gameActors.actor(4).setFaceImage(stv_DamageFace_faceActor4, stv_DamageFace_faceIndex2);
  253.         } else if (actorHp <= value*stv_DamageFace_value1) {
  254.             $gameActors.actor(4).setFaceImage(stv_DamageFace_faceActor4, stv_DamageFace_faceIndex1);
  255.         } else {
  256.             $gameActors.actor(4).setFaceImage($dataActors[4].faceName, $dataActors[4].faceIndex);
  257.         }
  258.     };
  259.  
  260. // ----------------------------------------------------------------------------------------------------------------------------
  261. // On Gain HP function
  262. // ----------------------------------------------------------------------------------------------------------------------------
  263.     Game_Battler.prototype.gainHp = function(value) {
  264.         this._result.hpDamage = -value;
  265.         this._result.hpAffected = true;
  266.         this.setHp(this.hp + value);
  267.         $stvDamageFace.update();
  268.     };
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