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- //=============================================================================
- // MOG_BattleHud.js
- //=============================================================================
- /*:
- * @plugindesc (v2.7) Permite customizar o layout de batalha.
- * @author Moghunter
- *
- * @param Hud X-Axis
- * @desc Definição da posição X-Axis da Hud.
- * @default -90
- *
- * @param Hud Y-Axis
- * @desc Definição da posição Y-Axis da Hud.
- * @default 460
- *
- * @param Hud Space X
- * @desc Define o espaço na horizontal entre as huds.
- * @default 0
- *
- * @param Hud Space Y
- * @desc Define o espaço na vertical entre as huds.
- * @default 0
- *
- * @param Vertical Mode
- * @desc Deixar a Hud na posição vertical.
- * @default false
- *
- * @param Command Auto Adjust
- * @desc Ativar ajuste automático baseado na posição
- * da Hud. (false - Define a posição fixa.)
- * @default true
- *
- * @param Max Battle Members
- * @desc Quantidade de maxima de battler na batalha.
- * @default 4
- *
- * @param >> LAYOUT OVERLAY =========
- *
- * @param Layout2 Visible
- * @desc Ativar o segunda imagem do layout, esta imagem
- * ficará acima das faces e medidores.
- * @default false
- *
- * @param Layout2 X-Axis
- * @desc Definição da posição X-Axis da Hud.
- * @default 0
- *
- * @param Layout2 Y-Axis
- * @desc Definição da posição Y-Axis da Hud.
- * @default 0
- *
- * @param >> TURN ===================
- * @desc
- * @default
- *
- * @param Turn Visible
- * @desc Apresentar a imagem do turno.
- * @default true
- *
- * @param Turn X-Axis
- * @desc Definição da posição X-Axis do turno.
- * @default 0
- *
- * @param Turn Y-Axis
- * @desc Definição da posição Y-Axis do turno.
- * @default 0
- *
- * @param >> FACE ===================
- * @desc
- * @default
- *
- * @param Face Visible
- * @desc Apresentar a imagem da face.
- * @default true
- *
- * @param Face X-Axis
- * @desc Definição da posição X-Axis da face.
- * @default 44
- *
- * @param Face Y-Axis
- * @desc Definição da posição Y-Axis da face.
- * @default 72
- *
- * @param Face Shake Animation
- * @desc Ativar animação de tremer da face.
- * @default true
- *
- * @param Face Zoom Animation
- * @desc Ativar animação de zoom de ação.
- * @default true
- *
- * @param Face Frame Animation
- * @desc Ativar animação por frames.
- * É necessário dividir a imagem por 5.
- * @default false
- *
- * @param Face Priority
- * @desc Prioridade da Face. (0 Low - 1 High)
- * @default 0
- *
- * @param >> NAME ===================
- * @desc
- * @default
- *
- * @param Name Visible
- * @desc Apresentar o nome do personagem.
- * @default true
- *
- * @param Name X-Axis
- * @desc Definição da posição X-Axis do nome.
- * @default 0
- *
- * @param Name Y-Axis
- * @desc Definição da posição Y-Axis do nome.
- * @default -20
- *
- * @param Name Font Size
- * @desc Definição do tamanho da fonte do nome.
- * @default 20
- *
- * @param Name Bold Size
- * @desc Definição do tamanho do contorno.
- * @default 4
- *
- * @param Name Font Italic
- * @desc Ativar fonte em itálico.
- * @default false
- *
- * @param >> HP ===================
- * @desc
- * @default
- *
- * @param HP Meter Visible
- * @desc Apresentar o medidor de HP
- * @default true
- *
- * @param HP Meter X-Axis
- * @desc Definição da posição X-Axis do medidor de HP.
- * @default 113
- *
- * @param HP Meter Y-Axis
- * @desc Definição da posição Y-Axis do medidor de HP.
- * @default 39
- *
- * @param HP Meter Angle
- * @desc Ángulo do medidor.
- * @default 0
- *
- * @param HP Meter Flow Anime
- * @desc Ativar animação de gradiente no medidor.
- * É necessário que a imagem tenha 3x a largura do medidor.
- * @default false
- *
- * @param HP Number Visible
- * @desc Apresentar o numero de HP
- * @default true
- *
- * @param HP Number Align type
- * @desc Definição do tipo de alinhamento dos números.
- * (0 - right 1) (Center 2 - Left) (3 - Diagonal)
- * @default 0
- *
- * @param HP Number X-Axis
- * @desc Definição da posição X-Axis do numero de HP.
- * @default 175
- *
- * @param HP Number Y-Axis
- * @desc Definição da posição Y-Axis do numero de HP.
- * @default 23
- *
- * @param MaxHP Number Visible
- * @desc Apresentar o numero de HP maximo.
- * @default false
- *
- * @param MaxHP Number X-Axis
- * @desc Definição da posição X-Axis do numero de HP maximo.
- * @default 185
- *
- * @param MaxHP Number Y-Axis
- * @desc Definição da posição Y-Axis do numero de HP maximo.
- * @default 40
- *
- * @param >> MP ===================
- * @desc
- * @default
- *
- * @param MP Meter Visible
- * @desc Apresentar o medidor de MP
- * @default true
- *
- * @param MP Meter X-Axis
- * @desc Definição da posição X-Axis do medidor de MP.
- * @default 125
- *
- * @param MP Meter Y-Axis
- * @desc Definição da posição Y-Axis do medidor de MP.
- * @default 77
- *
- * @param MP Meter Angle
- * @desc Ángulo do medidor.
- * @default 0
- *
- * @param MP Meter Flow Anime
- * @desc Ativar animação de gradiente no medidor.
- * É necessário que a imagem tenha 3x a largura do medidor.
- * @default false
- *
- * @param MP Number Visible
- * @desc Apresentar o numero de MP
- * @default true
- *
- * @param MP Number Align type
- * @desc Definição do tipo de alinhamento dos números.
- * (0 - right 1) (Center 2 - Left) (3 - Diagonal)
- * @default 0
- *
- * @param MP Number X-Axis
- * @desc Definição da posição X-Axis do numero de MP.
- * @default 186
- *
- * @param MP Number Y-Axis
- * @desc Definição da posição Y-Axis do numero de MP.
- * @default 61
- *
- * @param MaxMP Number Visible
- * @desc Apresentar o numero de MP maximo.
- * @default false
- *
- * @param MaxMP Number X-Axis
- * @desc Definição da posição X-Axis do numero de MP maximo.
- * @default 196
- *
- * @param MaxMP Number Y-Axis
- * @desc Definição da posição Y-Axis do numero de MP maximo.
- * @default 78
- *
- * @param >> TP ===================
- * @desc
- * @default
- *
- * @param TP Meter Visible
- * @desc Apresentar o medidor de TP
- * @default true
- *
- * @param TP Meter X-Axis
- * @desc Definição da posição X-Axis do medidor de TP.
- * @default 113
- *
- * @param TP Meter Y-Axis
- * @desc Definição da posição Y-Axis do medidor de TP.
- * @default 115
- *
- * @param TP Meter Angle
- * @desc Ángulo do medidor.
- * @default 0
- *
- * @param TP Meter Flow Anime
- * @desc Ativar animação de gradiente no medidor.
- * É necessário que a imagem tenha 3x a largura do medidor.
- * @default false
- *
- * @param TP Number Visible
- * @desc Apresentar o numero de TP.
- * @default true
- *
- * @param TP Number Align type
- * @desc Definição do tipo de alinhamento dos números.
- * (0 - right 1) (Center 2 - Left) (3 - Diagonal)
- * @default 0
- *
- * @param TP Number X-Axis
- * @desc Definição da posição X-Axis do numero de TP.
- * @default 175
- *
- * @param TP Number Y-Axis
- * @desc Definição da posição Y-Axis do numero de TP.
- * @default 99
- *
- * @param MaxTP Number Visible
- * @desc Apresentar o numero de TP maximo.
- * @default false
- *
- * @param MaxTP Number X-Axis
- * @desc Definição da posição X-Axis do numero de TP maximo.
- * @default 185
- *
- * @param MaxTP Number Y-Axis
- * @desc Definição da posição Y-Axis do numero de TP maximo.
- * @default 116
- *
- * @param >> ATB ===================
- * @desc
- * @default
- *
- * @param ATB Meter Visible
- * @desc Apresentar o medidor de TP
- * @default true
- *
- * @param ATB Meter X-Axis
- * @desc Definição da posição X-Axis do medidor de ATB.
- * @default 80
- *
- * @param ATB Meter Y-Axis
- * @desc Definição da posição Y-Axis do medidor de ATB.
- * @default 140
- *
- * @param ATB Meter Angle
- * @desc Ángulo do medidor.
- * @default 0
- *
- * @param ATB Meter Flow Anime
- * @desc Ativar animação de gradiente no medidor.
- * É necessário que a imagem tenha 3x a largura do medidor.
- * @default false
- *
- * @param >> STATES ===================
- * @desc
- * @default
- *
- * @param States Visible
- * @desc Apresentar o numero as condições.
- * @default true
- *
- * @param States X-Axis
- * @desc Definição da posição X-Axis das condições.
- * @default 10
- *
- * @param States Y-Axis
- * @desc Definição da posição Y-Axis das condições.
- * @default 120
- *
- * @param >> W COMMAND ===================
- * @desc
- * @default
- *
- * @param W Command X-Axis
- * @desc Definição do posição X-axis do comando.
- * @default 0
- *
- * @param W Command Y-Axis
- * @desc Definição do posição Y-axis do comando.
- * @default -15
- *
- * @param W Command Width
- * @desc Definição da largura da janela.
- * @default 192
- *
- * @param W Command Height
- * @desc Definição da altura da janela.
- * @default 180
- *
- * @param Layout Command
- * @desc Ativar a imagem de layout.
- * @default true
- *
- * @param L Command X-Axis
- * @desc Definição do posição X-axis do layout.
- * @default -25
- *
- * @param L Command Y-Axis
- * @desc Definição do posição Y-axis do layout.
- * @default -35
- *
- * @param >> W PARTY ===================
- * @desc
- * @default
- *
- * @param W Party X-Axis
- * @desc Definição do posição X-axis da janela.
- * @default 325
- *
- * @param W Party Y-Axis
- * @desc Definição do posição Y-axis do janela.
- * @default 170
- *
- * @param W Party Width
- * @desc Definição da largura da janela.
- * @default 192
- *
- * @param W Party Height
- * @desc Definição da altura da janela.
- * @default 110
- *
- * @param Layout Party
- * @desc Ativar a imagem de layout.
- * @default true
- *
- * @param L Party X-Axis
- * @desc Definição do posição X-axis do layout.
- * @default -325
- *
- * @param L Party Y-Axis
- * @desc Definição do posição Y-axis do layout.
- * @default -42
- *
- * @param >> W HELP ===================
- * @desc
- * @default
- *
- * @param W Help X-Axis
- * @desc Definição do posição X-axis da janela.
- * @default 0
- *
- * @param W Help Y-Axis
- * @desc Definição do posição Y-axis do janela.
- * @default 0
- *
- * @param W Help Width
- * @desc Definição da largura da janela.
- * @default 816
- *
- * @param W Help Height
- * @desc Definição da altura da janela.
- * @default 108
- *
- * @param Layout Help
- * @desc Ativar a imagem de layout.
- * @default true
- *
- * @param L Help X-Axis
- * @desc Definição do posição X-axis do layout.
- * @default 0
- *
- * @param L Help Y-Axis
- * @desc Definição do posição Y-axis do layout.
- * @default 0
- *
- * @param >> W SKILL ===================
- * @desc
- * @default
- *
- * @param W Skill X-Axis
- * @desc Definition of X-axis position of the window.
- * @default 0
- *
- * @param W Skill Y-Axis
- * @desc Setting the Y-axis position of the window.
- * @default 444
- *
- * @param W Skill Width
- * @desc window width setting.
- * @default 816
- *
- * @param W Skill Height
- * @desc Setting the window height.
- * @default 180
- *
- * @param W Skill maxCols
- * @desc Definition of the amount of window columns.
- * @default 2
- *
- * @param Layout Skill
- * @desc Enable the layout image.
- * @default true
- *
- * @param L Skill X-Axis
- * @desc Definition of X-axis position of the layout.
- * @default 0
- *
- * @param L Skill Y-Axis
- * @desc Setting the Y-axis position of the layout.
- * @default -67
- *
- * @param >> W ITEM ===================
- * @desc
- * @default
- *
- * @param W Item X-Axis
- * @desc Definition of X-axis position of the window.
- * @default 0
- *
- * @param W Item Y-Axis
- * @desc Setting the Y-axis position of the window.
- * @default 444
- *
- * @param W Item Width
- * @desc window width setting.
- * @default 816
- *
- * @param W Item Height
- * @desc Setting the window height.
- * @default 180
- *
- * @param W Item maxCols
- * @desc Definition of the amount of window columns.
- * @default 2
- *
- * @param Layout Item
- * @desc Enable the layout image.
- * @default true
- *
- * @param L Item X-Axis
- * @desc Definition of X-axis position of the layout.
- * @default 0
- *
- * @param L Item Y-Axis
- * @desc Setting the Y-axis position of the layout.
- * @default -67
- *
- * @param >> W ACTOR ===================
- * @desc
- * @default
- *
- * @param W Actor X-Axis
- * @desc Definição do posição X-axis da janela.
- * @default 0
- *
- * @param W Actor Y-Axis
- * @desc Definição do posição Y-axis do janela.
- * @default 444
- *
- * @param W Actor Width
- * @desc Definição da largura da janela.
- * @default 816
- *
- * @param W Actor Height
- * @desc Definição da altura da janela.
- * @default 180
- *
- * @param W Actor maxCols
- * @desc Definição da quantidade de colunas da janela.
- * @default 1
- *
- * @param Layout Actor
- * @desc Ativar a imagem de layout.
- * @default true
- *
- * @param L Actor X-Axis
- * @desc Definição do posição X-axis do layout.
- * @default 0
- *
- * @param L Actor Y-Axis
- * @desc Definição do posição Y-axis do layout.
- * @default -67
- *
- * @param >> W ENEMY ===================
- * @desc
- * @default
- *
- * @param W Enemy X-Axis
- * @desc Definição do posição X-axis da janela.
- * @default 0
- *
- * @param W Enemy Y-Axis
- * @desc Definição do posição Y-axis do janela.
- * @default 444
- *
- * @param W Enemy Width
- * @desc Definição da largura da janela.
- * @default 816
- *
- * @param W Enemy Height
- * @desc Definição da altura da janela.
- * @default 180
- *
- * @param W Enemy maxCols
- * @desc Definição da quantidade de colunas da janela.
- * @default 2
- *
- * @param Layout Enemy
- * @desc Ativar a imagem de layout.
- * @default true
- *
- * @param L Enemy X-Axis
- * @desc Definição do posição X-axis do layout.
- * @default 0
- *
- * @param L Enemy Y-Axis
- * @desc Definição do posição Y-axis do layout.
- * @default -67
- *
- * @param >> SCREEN LAYOUT ===================
- * @desc
- * @default
- *
- * @param Screen Layout
- * @desc Ativar o Layout da tela.
- * @default true
- *
- * @param Screen X-Axis
- * @desc Definição do posição X-axis da imagem.
- * @default 0
- *
- * @param Screen Y-Axis
- * @desc Definição do posição Y-axis da imagem.
- * @default 0
- *
- * @param >> CUSTOM POSITION ===================
- * @desc
- * @default
- *
- * @param Custom Position 1
- * @desc Definição da posição da hud.
- * Ex - 200,200
- * @default
- *
- * @param Custom Position 2
- * @desc Definição da posição da hud.
- * Ex - 200,200
- * @default
- *
- * @param Custom Position 3
- * @desc Definição da posição da hud.
- * Ex - 200,200
- * @default
- *
- * @param Custom Position 4
- * @desc Definição da posição da hud.
- * Ex - 200,200
- * @default
- *
- * @param Custom Position 5
- * @desc Definição da posição da hud.
- * Ex - 200,200
- * @default
- *
- * @param Custom Position 6
- * @desc Definição da posição da hud.
- * Ex - 200,200
- * @default
- *
- * @param Custom Position 7
- * @desc Definição da posição da hud.
- * Ex - 200,200
- * @default
- *
- * @param Custom Position 8
- * @desc Definição da posição da hud.
- * Ex - 200,200
- * @default
- *
- * @help
- * =============================================================================
- * +++ MOG_BattleHud (v2.7) +++
- * By Moghunter
- * https://atelierrgss.wordpress.com/
- * =============================================================================
- * O plugin permite customizar o layout de batalha.
- * Serão necessários os arquivos. (img/battlehud/)
- *
- * HP_Meter.png
- * HP_Number.png
- * MP_Meter.png
- * MP_Number.png
- * TP_Meter.png
- * TP_Number.png
- * ATB_Meter.png
- * Layout.png
- * Layout_Actor.png
- * Layout_Command.png
- * Layout_Enemy.png
- * Layout_Help.png
- * Layout_Item.png
- * Layout_Party.png
- * Layout_Screen.png
- * Layout_Skill.png
- * Turn.png
- *
- * =============================================================================
- * Para nomear as faces dos battlers basta nomear da seguinte forma.
- *
- * Face_ + ACTOR_ID.png
- *
- * Ex
- *
- * Face_1.png
- * Face_2.png
- * Face_3.png
- * ...
- *
- * =============================================================================
- * HISTÓRICO
- * =============================================================================
- * (2.7) - Correção de alguns plugins parameters.
- * (2.6) - Correção do parâmetro do Screen Layout Y não funcionar.
- * (2.5) - Correção de alguns plugins parameters não funcionarem.
- * (2.4) - Correção de não apresentar os ícones de Buff e Debuff.
- * (2.3) - Melhoria na codificação.
- * (2.2) - Adição da opção do alinhamento dos números.
- * - Adição do layout Overlay.
- * (2.1) - Compatibilidade com MOG Battle Cursor no modo Front View.
- * (2.0) - Faces como actors no modo Frontview.
- * - Opção de definir a quantidade battlers na batalha.
- * (1.5) - Correção no setup do ângulo dos medidores.
- * (1.4) - Correção na prioridade do layout Screen.
- * (1.3) - Correção na posição do plugin do template.
- * (1.2) - Adição do modo hud na vertical.
- * - Opção de definir o espaço entre as huds.
- * - Opção de definir uma posição absoluta para a janela de comando.
- * - Opção de definir posições especificas das huds.
- * - Função de faces animadas por frames.
- * - Opção da animação em gradiente do medidor.
- * (1.1) - Opção de poder definir a prioridade da face.
- * (0 - Abaixo do layout. 1 - Acima do layout.)
- * - Opção de definir a quantidade de colunas da janela.
- * - Correção da posição das condições através do setup.
- *
- */
- //=============================================================================
- // ** PLUGIN PARAMETERS
- //=============================================================================
- //=============================================================================
- // ** PLUGIN PARAMETERS
- //=============================================================================
- var Imported = Imported || {};
- Imported.MOG_BattleHud = true;
- var Moghunter = Moghunter || {};
- Moghunter.parameters = PluginManager.parameters('MOG_BattleHud');
- // HUD POSITION
- Moghunter.bhud_pos_x = Number(Moghunter.parameters['Hud X-Axis'] || -90);
- Moghunter.bhud_pos_y = Number(Moghunter.parameters['Hud Y-Axis'] || 460);
- Moghunter.bhud_space_x = Number(Moghunter.parameters['Hud Space X'] || 0);
- Moghunter.bhud_space_y = Number(Moghunter.parameters['Hud Space Y'] || 0);
- Moghunter.bhud_pos_mode = String(Moghunter.parameters['Vertical Mode'] || false);
- Moghunter.bhud_max_battle_members = Number(Moghunter.parameters['Max Battle Members'] || 4);
- // Layout Overlay
- Moghunter.bhud_layoverlay_visible = String(Moghunter.parameters['Layout2 Visible'] || "false");
- Moghunter.bhud_layoverlay_x = Number(Moghunter.parameters['Layout2 X-Axis'] || 0);
- Moghunter.bhud_layoverlay_y = Number(Moghunter.parameters['Layout2 Y-Axis'] || 0);
- // Screen Layout
- Moghunter.bhud_screen_layout = String(Moghunter.parameters['Screen Layout'] || true);
- Moghunter.bhud_screen_layout_x = Number(Moghunter.parameters['Screen X-Axis'] || 0);
- Moghunter.bhud_screen_layout_y = Number(Moghunter.parameters['Screen Y-Axis'] || 0);
- // TURN POSITION
- Moghunter.bhud_turn_visible = String(Moghunter.parameters['Turn Visible'] || true);
- Moghunter.bhud_turn_pos_x = Number(Moghunter.parameters['Turn X-Axis'] || 0);
- Moghunter.bhud_turn_pos_y = Number(Moghunter.parameters['Turn Y-Axis'] || 0);
- // FACE POSITION
- Moghunter.bhud_face_visible = String(Moghunter.parameters['Face Visible'] || true);
- Moghunter.bhud_face_shake = String(Moghunter.parameters['Face Shake Animation'] || true);
- Moghunter.bhud_face_zoom = String(Moghunter.parameters['Face Zoom Animation'] || true);
- Moghunter.bhud_face_animated = String(Moghunter.parameters['Face Frame Animation'] || false);
- Moghunter.bhud_face_pos_x = Number(Moghunter.parameters['Face X-Axis'] || 44);
- Moghunter.bhud_face_pos_y = Number(Moghunter.parameters['Face Y-Axis'] || 72);
- Moghunter.bhud_face_priority = Number(Moghunter.parameters['Face Priority'] || 0);
- // NAME POSITION
- Moghunter.bhud_name_visible = String(Moghunter.parameters['Name Visible'] || true);
- Moghunter.bhud_name_font_size = Number(Moghunter.parameters['Name Font Size'] || 20);
- Moghunter.bhud_name_font_bold_size = Number(Moghunter.parameters['Name Bold Size'] || 4);
- Moghunter.bhud_name_font_italic = String(Moghunter.parameters['Name Font Italic'] || false);
- Moghunter.bhud_name_pos_x = Number(Moghunter.parameters['Name X-Axis'] || 0);
- Moghunter.bhud_name_pos_y = Number(Moghunter.parameters['Name Y-Axis'] || -20);
- // HP METER POSITION
- Moghunter.bhud_hp_meter_visible = String(Moghunter.parameters['HP Meter Visible'] || true);
- Moghunter.bhud_hp_meter_pos_x = Number(Moghunter.parameters['HP Meter X-Axis'] || 113);
- Moghunter.bhud_hp_meter_pos_y = Number(Moghunter.parameters['HP Meter Y-Axis'] || 39);
- Moghunter.bhud_hp_meter_rotation = Number(Moghunter.parameters['HP Meter Angle'] || 0);
- Moghunter.bhud_hp_meter_flow = String(Moghunter.parameters['HP Meter Flow Anime'] || false);
- // HP NUMBER POSITION
- Moghunter.bhud_hp_number_visible = String(Moghunter.parameters['HP Number Visible'] || true);
- Moghunter.bhud_hp_number_pos_x = Number(Moghunter.parameters['HP Number X-Axis'] || 175);
- Moghunter.bhud_hp_number_pos_y = Number(Moghunter.parameters['HP Number Y-Axis'] || 23);
- Moghunter.bhud_maxhp_number_visible = String(Moghunter.parameters['MaxHP Number Visible'] || false);
- Moghunter.bhud_maxhp_number_pos_x = Number(Moghunter.parameters['MaxHP Number X-Axis'] || 185);
- Moghunter.bhud_maxhp_number_pos_y = Number(Moghunter.parameters['MaxHP Number Y-Axis'] || 40);
- Moghunter.bhud_hp_align_type = Number(Moghunter.parameters['HP Number Align type'] || 0);
- // MP METER POSITION
- Moghunter.bhud_mp_meter_visible = String(Moghunter.parameters['MP Meter Visible'] || true);
- Moghunter.bhud_mp_meter_pos_x = Number(Moghunter.parameters['MP Meter X-Axis'] || 125);
- Moghunter.bhud_mp_meter_pos_y = Number(Moghunter.parameters['MP Meter Y-Axis'] || 77);
- Moghunter.bhud_mp_meter_rotation = Number(Moghunter.parameters['MP Meter Angle'] || 0);
- Moghunter.bhud_mp_meter_flow = String(Moghunter.parameters['MP Meter Flow Anime'] || false);
- // MP NUMBER POSITION
- Moghunter.bhud_mp_number_visible = String(Moghunter.parameters['MP Number Visible'] || true);
- Moghunter.bhud_mp_number_pos_x = Number(Moghunter.parameters['MP Number X-Axis'] || 186);
- Moghunter.bhud_mp_number_pos_y = Number(Moghunter.parameters['MP Number Y-Axis'] || 61);
- Moghunter.bhud_maxmp_number_visible = String(Moghunter.parameters['MaxMP Number Visible'] || false);
- Moghunter.bhud_maxmp_number_pos_x = Number(Moghunter.parameters['MaxMP Number X-Axis'] || 196);
- Moghunter.bhud_maxmp_number_pos_y = Number(Moghunter.parameters['MaxMP Number Y-Axis'] || 78);
- Moghunter.bhud_mp_align_type = Number(Moghunter.parameters['MP Number Align type'] || 0);
- // TP METER POSITION
- Moghunter.bhud_tp_meter_visible = String(Moghunter.parameters['TP Meter Visible'] || true);
- Moghunter.bhud_tp_meter_pos_x = Number(Moghunter.parameters['TP Meter X-Axis'] || 113);
- Moghunter.bhud_tp_meter_pos_y = Number(Moghunter.parameters['TP Meter Y-Axis'] || 115);
- Moghunter.bhud_tp_meter_rotation = Number(Moghunter.parameters['TP Meter Angle'] || 0);
- Moghunter.bhud_tp_meter_flow = String(Moghunter.parameters['TP Meter Flow Anime'] || false);
- // TP NUMBER POSITION
- Moghunter.bhud_tp_number_visible = String(Moghunter.parameters['TP Number Visible'] || true);
- Moghunter.bhud_tp_number_pos_x = Number(Moghunter.parameters['TP Number X-Axis'] || 175);
- Moghunter.bhud_tp_number_pos_y = Number(Moghunter.parameters['TP Number Y-Axis'] || 99);
- Moghunter.bhud_maxtp_number_visible = String(Moghunter.parameters['MaxTP Number Visible'] || false);
- Moghunter.bhud_maxtp_number_pos_x = Number(Moghunter.parameters['MaxTP Number X-Axis'] || 185);
- Moghunter.bhud_maxtp_number_pos_y = Number(Moghunter.parameters['MaxTP Number Y-Axis'] || 116);
- Moghunter.bhud_tp_align_type = Number(Moghunter.parameters['TP Number Align type'] || 0);
- // AT METER POSITION
- Moghunter.bhud_at_meter_visible = String(Moghunter.parameters['ATB Meter Visible'] || true);
- Moghunter.bhud_at_meter_pos_x = Number(Moghunter.parameters['ATB Meter X-Axis'] || 80);
- Moghunter.bhud_at_meter_pos_y = Number(Moghunter.parameters['ATB Meter Y-Axis'] || 140);
- Moghunter.bhud_at_meter_rotation = Number(Moghunter.parameters['ATB Meter Angle'] || 0);
- Moghunter.bhud_at_meter_flow = String(Moghunter.parameters['ATB Meter Flow Anime'] || false);
- // STATES POSITION
- Moghunter.bhud_states_visible = String(Moghunter.parameters['States Visible'] || true);
- Moghunter.bhud_states_pos_x = Number(Moghunter.parameters['States X-Axis'] || 10);
- Moghunter.bhud_states_pos_y = Number(Moghunter.parameters['States Y-Axis'] || 120);
- // COMMAND WINDOWS
- Moghunter.bhud_auto_pos = String(Moghunter.parameters['Command Auto Adjust'] || true);
- Moghunter.bhud_com_x = Number(Moghunter.parameters['W Command X-Axis'] || 0);
- Moghunter.bhud_com_y = Number(Moghunter.parameters['W Command Y-Axis'] || -15);
- Moghunter.bhud_com_layout = String(Moghunter.parameters['Layout Command'] || true);
- Moghunter.bhud_com_lay_x = Number(Moghunter.parameters['L Command X-Axis'] || -25);
- Moghunter.bhud_com_lay_y = Number(Moghunter.parameters['L Command Y-Axis'] || -35);
- Moghunter.bhud_com_width = Number(Moghunter.parameters['W Command Width'] || 192);
- Moghunter.bhud_com_height = Number(Moghunter.parameters['W Command Height'] || 180);
- // PARTY WINDOWS
- Moghunter.bhud_party_x = Number(Moghunter.parameters['W Party X-Axis'] || 325);
- Moghunter.bhud_party_y = Number(Moghunter.parameters['W Party Y-Axis'] || 170);
- Moghunter.bhud_party_layout = String(Moghunter.parameters['Layout Party'] || true);
- Moghunter.bhud_party_lay_x = Number(Moghunter.parameters['L Party X-Axis'] || -325);
- Moghunter.bhud_party_lay_y = Number(Moghunter.parameters['L Party Y-Axis'] || -42);
- Moghunter.bhud_party_width = Number(Moghunter.parameters['W Party Width'] || 192);
- Moghunter.bhud_party_height = Number(Moghunter.parameters['W Party Height'] || 110);
- // HELP WINDOW
- Moghunter.bhud_help_x = Number(Moghunter.parameters['W Help X-Axis'] || 0);
- Moghunter.bhud_help_y = Number(Moghunter.parameters['W Help Y-Axis'] || 0);
- Moghunter.bhud_help_layout = String(Moghunter.parameters['Layout Help'] || true);
- Moghunter.bhud_help_lay_x = Number(Moghunter.parameters['L Help X-Axis'] || 0);
- Moghunter.bhud_help_lay_y = Number(Moghunter.parameters['L Help Y-Axis'] || 0);
- Moghunter.bhud_help_width = Number(Moghunter.parameters['W Help Width'] || 816);
- Moghunter.bhud_help_height = Number(Moghunter.parameters['W Help Height'] || 108);
- // 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);
- // ITEM WINDOW
- Moghunter.bhud_item_x = Number(Moghunter.parameters['W Item X-Axis'] || 390);
- Moghunter.bhud_item_y = Number(Moghunter.parameters['W Item Y-Axis'] || 282);
- 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);
- // 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);
- // 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);
- // 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);
- };
- //=============================================================================
- // ** ImageManager
- //=============================================================================
- //==============================
- // * BHud
- //==============================
- ImageManager.loadBHud = function(filename) {
- return this.loadBitmap('img/battlehud/', filename, 0, 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._battleEnd = false;
- this._bhud_dp = false;
- this._refreshBhud = 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;
- if (String(Moghunter.bhud_pos_mode) === "true") {this._bhud_pos_mode = 1};
- if (String(Moghunter.bhud_auto_pos) === "true") {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() {
- return Math.max(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 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 = [30,20,3,30]}
- else if (oldhp < target.hp) {target._bhud_face_data = [0,20,1,30]};
- };
- };
- //==============================
- // * 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 = [0,40,2,40];};
- };
- //=============================================================================
- // ** 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;
- };
- //==============================
- // * initialize
- //==============================
- var _alias_mog_bhud_wActCom_refresh = Window_ActorCommand.prototype.activate;
- Window_ActorCommand.prototype.activate = function() {
- _alias_mog_bhud_wActCom_refresh.call(this);
- if (String(Moghunter.bhud_com_layout) === "true") {this._force_hide_duration = 1};
- };
- //==============================
- // * Update
- //==============================
- var _alias_mog_bhud_wcom_update = Window_ActorCommand.prototype.update;
- Window_ActorCommand.prototype.update = function() {
- _alias_mog_bhud_wcom_update.call(this);
- 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 = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y}; }
- else {
- this.x = Moghunter.bhud_com_x;
- this.y = Moghunter.bhud_com_y;
- };
- };
- if (this._force_hide_duration > 0) {this._force_hide_duration -= 1;this.visible = false};
- };
- //=============================================================================
- // ** Window Party Command
- //=============================================================================
- //==============================
- // * Update
- //==============================
- var _alias_mog_bhud_wparty_update = Window_PartyCommand.prototype.update;
- Window_PartyCommand.prototype.update = function() {
- _alias_mog_bhud_wparty_update.call(this);
- this.x = Moghunter.bhud_party_x;
- this.y = Moghunter.bhud_party_y;
- };
- //=============================================================================
- // ** Sprite Actor
- //=============================================================================
- //==============================
- // * Initialize
- //==============================
- var _alias_bhud_sprt_actor_initialize = Sprite_Actor.prototype.initialize
- Sprite_Actor.prototype.initialize = function(battler) {
- _alias_bhud_sprt_actor_initialize.call(this,battler);
- this._sprite_face = false;
- if (String(Moghunter.bhud_face_visible) === "true") {this._sprite_face = true};
- };
- //==============================
- // * Damage Offset X
- //==============================
- Sprite_Actor.prototype.damageOffsetX = function() {
- if (!$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);
- };
- //=============================================================================
- // ** Scene Battle
- //=============================================================================
- //==============================
- // ** createWindowLayer
- //==============================
- var _alias_mog_bhud_createUpperLayer = Spriteset_Battle.prototype.createUpperLayer
- Spriteset_Battle.prototype.createUpperLayer = function() {
- this.create_battle_hud()
- _alias_mog_bhud_createUpperLayer.call(this);
- if (!$gameSystem.isSideView()) {this.createActorsF()};
- };
- //==============================
- // ** createActorsF
- //==============================
- Spriteset_Battle.prototype.createActorsF = function() {
- if (this._actorSprites) {
- for (var i = 0; i < this._actorSprites.length; i++) {
- this._battleField.removeChild(this._actorSprites[i]);
- };
- };
- this._actorSprites = [];
- for (var i = 0; i < $gameParty.maxBattleMembers(); i++) {
- this._actorSprites[i] = new Sprite_Actor();
- this.addChild(this._actorSprites[i]);
- };
- };
- //==============================
- // ** create Battle Hud
- //==============================
- Spriteset_Battle.prototype.create_battle_hud = function() {
- if (String(Moghunter.bhud_screen_layout) === "true") {this.create_screen_layout();};
- $gameTemp.refresh_Bhud = false;
- $gameTemp._battleEnd = false;
- this._com_mode = Number($gameSystem._bhud_pos_mode)
- this._battle_hud = [];
- for (var i = 0; i < $gameParty.maxBattleMembers(); i++) {
- this._battle_hud[i] = new Battle_Hud(i);
- this.addChild(this._battle_hud[i]);
- };
- };
- //==============================
- // * Create Screen Layout
- //==============================
- Spriteset_Battle.prototype.create_screen_layout = function() {
- this._screen_layout = new Sprite(ImageManager.loadBHud("Layout_Screen"));
- this._screen_layout.opacity = 0;
- this._screen_layout.x = Moghunter.bhud_screen_layout_x;
- this._screen_layout.y = Moghunter.bhud_screen_layout_y;
- this.addChild(this._screen_layout);
- };
- //==============================
- // * Update Hud visible
- //==============================
- Spriteset_Battle.prototype.update_hud_visible = function() {
- if (this.is_hud_visible()) {this._screen_layout.opacity += 10}
- else {this._screen_layout.opacity -= 10};
- };
- //==============================
- // * Is Hud Visible
- //==============================
- Spriteset_Battle.prototype.is_hud_visible = function() {
- if ($gameMessage.isBusy()) {return false};
- if ($gameTemp._battleEnd) {return false};
- return true
- };
- //==============================
- // ** Update
- //==============================
- var _alias_mog_bhud_scbat_update = Spriteset_Battle.prototype.update
- Spriteset_Battle.prototype.update = function() {
- _alias_mog_bhud_scbat_update.call(this);
- if (this._screen_layout) {this.update_hud_visible()};
- if ($gameTemp._refresh_Bhud) {this.refresh_battle_hud()};
- }
- //==============================
- // ** Refresh Battle Hud
- //==============================
- Spriteset_Battle.prototype.refresh_battle_hud = function() {
- if (!this._battle_hud) {return};
- $gameTemp._refresh_Bhud = false;
- for (var i = 0; i < $gameParty.maxBattleMembers(); i++) {
- this._battle_hud[i].refresh_bhud();
- };
- };
- //==============================
- // ** 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);
- this._actorCommandWindow.x = Moghunter.bhud_com_x;
- this._actorCommandWindow.y = Moghunter.bhud_com_y;
- this._actorCommandWindow_org = [Moghunter.bhud_com_x,Moghunter.bhud_com_y];
- 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};
- 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.width = Moghunter.bhud_party_width;
- this._partyCommandWindow.height = Moghunter.bhud_party_height;
- if (String(Moghunter.bhud_party_layout) === "true") {this._partyCommandWindow.opacity = 0};
- 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.width = Moghunter.bhud_help_width;
- this._helpWindow.height = Moghunter.bhud_help_height;
- if (String(Moghunter.bhud_help_layout) === "true") {this._helpWindow.opacity = 0};
- 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.width = Moghunter.bhud_skill_width;
- this._skillWindow.height = Moghunter.bhud_skill_height;
- if (String(Moghunter.bhud_skill_layout) === "true") {this._skillWindow.opacity = 0};
- 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.width = Moghunter.bhud_item_width;
- this._itemWindow.height = Moghunter.bhud_item_height;
- if (String(Moghunter.bhud_item_layout) === "true") {this._itemWindow.opacity = 0};
- 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.width = Moghunter.bhud_actor_width;
- this._actorWindow.height = Moghunter.bhud_actor_height;
- if (String(Moghunter.bhud_actor_layout) === "true") {this._actorWindow.opacity = 0};
- 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.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() {
- 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.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.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.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.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.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.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.addChild(this._enemy_layout);
- };
- };
- //==============================
- // ** update
- //==============================
- var _alias_mog_bhud_scnbattle_update = Scene_Battle.prototype.update
- Scene_Battle.prototype.update = function() {
- _alias_mog_bhud_scnbattle_update.call(this);
- //this.updateWindowSlideEffect()
- this.updateLayoutWindow();
- };
- //==============================
- // ** Set Actor Command Pos
- //==============================
- Scene_Battle.prototype.set_actor_command_pos = function() {
- if ($gameTemp._bhud_position_active) {
- if ($gameSystem._bhud_auto_com) {
- this.nx = $gameTemp._bhud_position_active[0] + Moghunter.bhud_com_x;
- if (this._com_mode === 0) {
- this.ny = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y - this._actorCommandWindow.height;}
- else {this.ny = $gameTemp._bhud_position_active[1] + Moghunter.bhud_com_y}; }
- else {
- this.nx = Moghunter.bhud_com_x;
- this.ny = Moghunter.bhud_com_y;
- };
- }
- else {
- this.nx = -this._actorCommandWindow.width//Graphics.width / 2;
- this.ny = Graphics.height / 2;
- };
- this._actorCommandWindow_org = [this.nx,this.ny]
- if (!this._actorCommandWindow.visible) {this._actorCommandWindow_org = [this.nx -100,this.ny]};
- if (!BattleManager.actor()) {this._actorCommandWindow_org = [this.nx = -this._actorCommandWindow.width,this.ny = Graphics.height / 2]}
- };
- //==============================
- // ** updateWindowSlideEffect
- //==============================
- Scene_Battle.prototype.updateWindowSlideEffect = function() {
- var slide_speed = 10;
- this.set_actor_command_pos();
- this._actorCommandWindow.x = this.sprite_move_to(this._actorCommandWindow.x,this._actorCommandWindow_org[0],slide_speed);
- this._actorCommandWindow.y = this.sprite_move_to(this._actorCommandWindow.y,this._actorCommandWindow_org[1],slide_speed);
- this._partyCommandWindow.x = this.sprite_move_to(this._partyCommandWindow.x,this._partyCommandWindow_org[0],slide_speed);
- this._partyCommandWindow.y = this.sprite_move_to(this._partyCommandWindow.y,this._partyCommandWindow_org[1],slide_speed);
- this._helpWindow.x = this.sprite_move_to(this._helpWindow.x,this._helpWindow_org[0],slide_speed);
- this._helpWindow.y = this.sprite_move_to(this._helpWindow.y,this._helpWindow_org[1],slide_speed);
- this._skillWindow.x = this.sprite_move_to(this._skillWindow.x,this._skillWindow_org[0],slide_speed);
- this._skillWindow.y = this.sprite_move_to(this._skillWindow.y,this._skillWindow_org[1],slide_speed);
- this._itemWindow.x = this.sprite_move_to(this._itemWindow.x,this._itemWindow_org[0],slide_speed);
- this._itemWindow.y = this.sprite_move_to(this._itemWindow.y,this._itemWindow_org[1],slide_speed);
- this._actorWindow.x = this.sprite_move_to(this._actorWindow.x,this._actorWindow_org[0],slide_speed);
- this._actorWindow.y = this.sprite_move_to(this._actorWindow.y,this._actorWindow_org[1],slide_speed);
- this._enemyWindow.x = this.sprite_move_to(this._enemyWindow.x,this._enemyWindow_org[0],slide_speed);
- this._enemyWindow.y = this.sprite_move_to(this._enemyWindow.y,this._enemyWindow_org[1],slide_speed);
- };
- //==============================
- // ** 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.active;
- if (!this._actorCommandWindow.visible) {this._com_layout.visible = false};
- };
- if (this._party_layout) {
- this._partyCommandWindow.deactivate();
- this._party_layout.visible = this._partyCommandWindow.active;
- 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;
- };
- 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.active;
- 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.active;
- 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.active;
- 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.active;
- if (!this._enemyWindow.visible) {this._enemy_layout.visible = false};
- };
- };
- //=============================================================================
- // * Scene_Base
- //=============================================================================
- //==============================
- // * Sprite Move To
- //==============================
- Scene_Base.prototype.sprite_move_to = function(value,real_value,speed) {
- if (value == real_value) {return value};
- var dnspeed = 5 + (Math.abs(value - real_value) / speed);
- if (value > real_value) {value -= dnspeed;
- if (value < real_value) {value = real_value};}
- else if (value < real_value) {value += dnspeed;
- if (value > real_value) {value = real_value};
- };
- return Math.floor(value);
- };
- //=============================================================================
- // * 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._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];
- 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;
- };
- if (this._turn) {
- this._turn.x = this._pos_x + Moghunter.bhud_turn_pos_x;
- this._turn.y = this._pos_y + 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;
- };
- this._battler._face_pos = [this._face.x,this._face.y];
- };
- //==============================
- // * Refresh Face Position
- //==============================
- Battle_Hud.prototype.refreshface_position = function() {
- 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._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();
- };
- //==============================
- // * 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();
- };
- if (String(Moghunter.bhud_layoverlay_visible) == "true") {this.create_layoutOverlay()};
- };
- //==============================
- // * Create Sprites
- //==============================
- Battle_Hud.prototype.create_sprites = function() {
- this.create_hp_meter();
- this.create_mp_meter();
- this.create_tp_meter();
- this.create_at_meter();
- 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.create_states();
- 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();
- this.update_states();
- };
- //==============================
- // * Update Active
- //==============================
- Battle_Hud.prototype.update_active = function() {
- this._active = false
- if (this._battler == BattleManager.actor()) {this._active = true;
- $gameTemp._bhud_position_active = $gameTemp._bhud_position[this._hud_id]};
- };
- //==============================
- // * Update visible
- //==============================
- Battle_Hud.prototype.update_visible = function(sprite) {
- if (this.is_hud_visible()) {this.opacity += 10}
- else {this.opacity -= 10};
- };
- //==============================
- // * Is Hud Visible
- //==============================
- Battle_Hud.prototype.is_hud_visible = function(sprite) {
- if ($gameMessage.isBusy()) {return false};
- if ($gameTemp._battleEnd) {return false};
- 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("");
- 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 {
- var nx = -(img_data[2] * i);
- var ny = (img_data[3] * i);
- sprites[i].y = y - ny;
- };
- sprites[i].x = x - nx;
- };
- };
- //==============================
- // * 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 != this._battler.tp) {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_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;};
- 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 = 255 + this._turn_blink[1] // Base is 135, blink is currently desactivated
- };
- //==============================
- // * 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._profile));
- // this._face = new Sprite(ImageManager.loadBHud("Face_" + this._battler._actorId));
- this._battler._temp_profile=this._battler._profile;
- this._face.anchor.x = 0.5;
- this._face.anchor.y = 0.5;
- this._face_data = [0,0,false,false,false,-1];
- 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 = [0,0,0,0]
- this.addChild(this._face);
- };
- //==============================
- // * Update Face
- //==============================
- Battle_Hud.prototype.update_face = function() {
- if (this._battler._temp_profile!==this._battler._profile) {
- this.create_face();
- this.refreshface_position(); //Created to just refresh the face
- };
- 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();
- };
- 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] < 20) {this._face.scale.x -= 0.01;
- if (this._face.scale.x < 1.00) {this._face.scale.x = 1.00;};
- }
- else if (this._battler._bhud_face_data[1] < 40){this._face.scale.x += 0.01;
- 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); this._face.x = this._pos_x + Moghunter.bhud_face_pos_x + ((Math.random() * 3) - 1); /* Old Values : ((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(300,48));
- 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();
- this._name.bitmap.drawText(this._battler._name, 0, 0, this._name.bitmap.width, this._name.bitmap.height,0);
- };
- //==============================
- // * 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;
- 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;
- 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;
- 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 = 100;
- 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,100,0,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],100,1,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,100,0);
- this._tp_old = [this._battler.tp,100];
- };
- 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],100,1);};
- };
- };
- 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;
- 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)};
- 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)};
- 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)};
- 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)};
- 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;}} ;
- 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;
- };
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