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Resultado de batalha / Battle Result (Erro chato no Projeto)

Samir

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29 de Abril de 2017
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Estou montando um jogo e ele está indo bem, porém um erro está acontecendo.

Após a batalha e após o personagem SUBIR DE NÍVEL ele não aparece a HUD criada por imagens, apenas o termo de level_up não está funcionando (as imagens estão na pasta requisitada com os respectivos nomes igual ao script pede).
Gostaria de saber qual erro ou comando está dando conflito par anão exibir apenas este item.

Estou colocando todos os (nomes das) scripts usadas para entendimento geral.
------
MOG_Ayesha_Title_Screen
MOG_Monogatari
MOG_Monster_Book
MOG_Music_Room
MOG_Scene_Ending
MOG_Picture_Galerry
MOG_Menu_Cursor
MOG_Scroll_Bar
? BATTLE ?
MOG_ATB_Skill_Name
MOG_Battle_Hud_EX
MOG_Battle_Result (este é o que deve estar dando erro, porém não sei onde)
#==============================================================================
# +++ MOG - Battle Result (2.0) +++
#==============================================================================
# By Moghunter
# https://atelierrgss.wordpress.com/
#==============================================================================
# Apresentação animada do resultado da batalha.
#==============================================================================
# Arquivos necessários. (Graphics/System)
#
# Result.png
# Result_Layout.png
# Result_Levelup.png
# Result_Levelword.png
# Result_Number_1.png
# Result_Number_2.png
#
#==============================================================================
# ? Histórico (Version History)
#==============================================================================
# v2.0 - Correção do bug de não ativar o resultado em inimigos ocultos.
#==============================================================================
module MOG_BATLE_RESULT
  #Posição do EXP.
  RESULT_EXP_POSITION = [440,80]
  #Posição do GOLD.
  RESULT_GOLD_POSITION = [476,125]
  #Posição da palavra LeveL UP.
  RESULT_LEVELWORD_POSITION = [0,0]
  #Posição do Level.
  RESULT_LEVEL_POSITION = [230,-7]
  #Posição dos parâmetros
  RESULT_PARAMETER_POSITION = [70,70]
  #Posição da janela de skill.
  RESULT_NEW_SKILL_POSITION = [240,230]
  #Definição da animação de Level UP.
  RESULT_LEVELUP_ANIMATION_ID = 37
end

$imported = {} if $imported.nil?
$imported[:mog_battler_result] = true

#==============================================================================
# ? Game Temp
#==============================================================================
class Game_Temp
  attr_accessor :level_parameter
  attr_accessor :level_parameter_old
  attr_accessor :result
  attr_accessor :battle_end
  attr_accessor :battle_result
 
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  alias mog_result_initialize initialize
  def initialize
      @level_parameter = [] ; @level_parameter_old = []
      @result = false ; @battle_end = false ; @battle_result = false
      mog_result_initialize
  end

  #--------------------------------------------------------------------------
  # ? Sprite Visible
  #--------------------------------------------------------------------------   
  def sprite_visible
      return false if $game_message.visible
      return false if $game_temp.battle_end
      return true
  end 
 
end

#==============================================================================
# ? Game Actor
#==============================================================================
class Game_Actor < Game_Battler

  #--------------------------------------------------------------------------
  # ? Display_level_up
  #--------------------------------------------------------------------------
  alias mog_result_display_level_up display_level_up
  def display_level_up(new_skills)
      if $game_temp.result
        $game_temp.level_parameter = [@level,new_skills]
        return
      end   
      mog_result_display_level_up(new_skills)
  end

end

#==============================================================================
# ? BattleManager
#==============================================================================
module BattleManager
 
  #--------------------------------------------------------------------------
  # ? Process Victory
  #--------------------------------------------------------------------------
  def self.process_victory
      @phase = nil
      @event_proc.call(0) if @event_proc
      $game_temp.battle_result = true ;play_battle_end_me ; replay_bgm_and_bgs
      SceneManager.return
      return true
  end
 
end

#==============================================================================
# ? Spriteset Battle
#==============================================================================
class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # ? Dispose
  #--------------------------------------------------------------------------               
  alias mog_battle_result_pre_terminate pre_terminate
  def pre_terminate
      execute_result if can_enable_battle_result?
      mog_battle_result_pre_terminate
  end 
 
  #--------------------------------------------------------------------------
  # ? Can Enable Battle Result?
  #-------------------------------------------------------------------------- 
  def can_enable_battle_result?
      return false if !$game_temp.battle_result
      return true
  end
   
  #--------------------------------------------------------------------------
  # ? Execute Result
  #--------------------------------------------------------------------------                 
  def execute_result
      $game_temp.battle_result = false
      result = Battle_Result.new
      $game_temp.combo_hit[2] = 0 rescue nil if $imported[:mog_combo_count]
      @status_window.visible = false
      if $imported[:mog_battle_command_ex]
        @window_actor_face.visible = false if @window_actor_face != nil
      end
      loop do
          result.update ; @spriteset.update
          Graphics.update ; Input.update
          break if result.victory_phase == 10
      end
      result.dispose
      $game_party.on_battle_end
      $game_troop.on_battle_end
      SceneManager.exit if $BTEST
  end 
 
end

#==============================================================================
# ? Battle Result
#==============================================================================
class Battle_Result
  include MOG_BATLE_RESULT
 
  attr_accessor :victory_phase
   
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------     
  def initialize
      $game_temp.battle_end = true ; $game_temp.result = true
      @victory_phase = 0 ; @victory_wait_duration = 0
      @fade_result_window = false ; create_victory_sprites
  end
 
  #--------------------------------------------------------------------------
  # ? Create Victory Sprites
  #--------------------------------------------------------------------------   
  def create_victory_sprites
      @result_number = Cache.system("Result_Number_1")
      @result_number2 = Cache.system("Result_Number_2")
      @result_cw = @result_number.width / 10
      @result_ch = @result_number.height / 2         
      @result2_cw = @result_number2.width / 10
      @result2_ch = @result_number2.height / 2 
      create_victory_text ; create_victory_layout ; create_victory_exp
      create_victory_gold ; create_window_treasure
  end 

  #--------------------------------------------------------------------------
  # ? Victory Wait ?
  #--------------------------------------------------------------------------       
  def victory_wait?
      return false if @victory_wait_duration <= 0
      @victory_wait_duration -= 1
      return true
  end   
 
  #--------------------------------------------------------------------------
  # ? End Victory
  #--------------------------------------------------------------------------   
  def end_victory
      @victory_wait_duration = 10 ; dispose
  end
 
  #--------------------------------------------------------------------------
  # ? Create Victory Layout
  #--------------------------------------------------------------------------     
  def create_victory_layout
      return if @victory_layout_sprite != nil
      @victory_layout_sprite = Sprite.new
      @victory_layout_sprite.z = 1001
      @victory_layout_sprite.bitmap = Cache.system("Result_Layout")
      @victory_layout_sprite.zoom_x = 2.0
      @victory_layout_sprite.opacity = 0
  end 
 
  #--------------------------------------------------------------------------
  # ? Create Victory Text
  #--------------------------------------------------------------------------     
  def create_victory_text
      return if @victory_sprite != nil
      @victory_sprite = Sprite.new
      @victory_sprite.z = 1000
      @victory_sprite.bitmap = Cache.system("Result")
      @victory_sprite.ox = @victory_sprite.width / 2
      @victory_sprite.oy = @victory_sprite.height / 2
      @victory_sprite.x = @victory_sprite.ox
      @victory_sprite.y = @victory_sprite.oy
      @victory_sprite.zoom_x = 1.5
      @victory_sprite.zoom_y = 1.5
      @victory_sprite.opacity = 0   
  end 
 
end

#==============================================================================
# ? Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ? Dispose
  #--------------------------------------------------------------------------     
  def dispose
      $game_temp.result = false
      @victory_sprite.bitmap.dispose ; @victory_sprite.dispose
      @victory_layout_sprite.bitmap.dispose ; @victory_layout_sprite.dispose
      @exp_number.bitmap.dispose ; @exp_number.dispose
      @gold_number.bitmap.dispose ; @gold_number.dispose
      @result_number.dispose ; @window_treasure.dispose
      dispose_level_up ; @result_number.dispose ; @result_number2.dispose
      @tr_viewport.dispose
  end 
   
  #--------------------------------------------------------------------------
  # ? Dispose Result Actor Bitmap
  #--------------------------------------------------------------------------             
  def dispose_result_actor_bitmap
      return if @result_actor_sprite == nil
      return if @result_actor_sprite.bitmap == nil
      @result_actor_sprite.bitmap.dispose
  end
 
  #--------------------------------------------------------------------------
  # ? Dispose Level UP
  #--------------------------------------------------------------------------       
  def dispose_level_up
      return if @levelup_layout == nil
      @levelup_layout.bitmap.dispose ; @levelup_layout.dispose
      @levelup_word.bitmap.dispose ; @levelup_word.dispose
      @result_actor_sprite.bitmap.dispose ; @result_actor_sprite.dispose
      @parameter_sprite.bitmap.dispose ; @parameter_sprite.dispose
      @level_sprite.bitmap.dispose ; @level_sprite.dispose
      @new_skill_window.dispose if @new_skill_window
  end
 
end

#==============================================================================
# ? Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ? Update
  #-------------------------------------------------------------------------- 
  def update
      $game_temp.battle_end = true
      if $mog_rgss3_pause != nil
        update_pause if MOG_PAUSE::PAUSE_SCENE_BATTLE
      end   
      return if @victory_phase == nil
      update_victory_fade if @fade_result_window
      return if victory_wait?
      case @victory_phase
        when 0;  update_victory_initial
        when 1;  update_victory_initial2
        when 2;  update_victory_initial3
        when 3;  update_victory_exp
        when 4;  update_victory_gold
        when 5;  update_victory_item
        when 6;  update_victory_levelup
        when 9;  update_skip_result
      end
      if Input.trigger?(:C)
        if @victory_phase == 10
            end_victory
        elsif @victory_phase.between?(1,5)
            Sound.play_cursor ; @victory_phase = 9
        end         
      end 
  end
 
  #--------------------------------------------------------------------------
  # ? Skip Result
  #--------------------------------------------------------------------------       
  def update_skip_result
      @victory_sprite.opacity -= 10
      @victory_sprite.visible = false
      @victory_layout_sprite.opacity += 10
      @victory_layout_sprite.zoom_x = 1.00
      @gold_number.opacity += 10
      @gold_number.zoom_x = 1.00
      @gold_number.zoom_y = 1.00
      @exp_number.opacity += 10
      @exp_number.zoom_x = 1.00
      @exp_number.zoom_y = 1.00     
      @window_treasure.contents_opacity += 10
      if @exp_old != @exp_total
        @exp_old = @exp_total
        refresh_exp_number
      end
      if @gold_old = @gold_total 
        @gold_old = @gold_total
        refresh_gold_number
      end 
      @window_treasure.x = 0
      update_victory_item if @window_treasure.contents_opacity == 255
  end 
 
  #--------------------------------------------------------------------------
  # ? Update Victory Fade
  #--------------------------------------------------------------------------     
  def update_victory_fade
      fade_speed = 10
      @victory_sprite.opacity -= fade_speed
      @victory_layout_sprite.opacity -= fade_speed
      @gold_number.opacity -= fade_speed
      @exp_number.opacity -= fade_speed
      @window_treasure.contents_opacity -= fade_speed
  end
 
  #--------------------------------------------------------------------------
  # ? Update Victory Initial
  #--------------------------------------------------------------------------     
  def update_victory_initial
      @victory_sprite.zoom_x -= 0.01
      @victory_sprite.zoom_y -= 0.01
      @victory_sprite.opacity += 10
      if @victory_sprite.zoom_x <= 1.00
        @victory_sprite.zoom_x = 1
        @victory_sprite.zoom_y = 1
        @victory_sprite.opacity = 255
        @victory_phase = 1
        @victory_wait_duration = 20
      end
  end

  #--------------------------------------------------------------------------
  # ? Update Victory Initial 2
  #--------------------------------------------------------------------------     
  def update_victory_initial2
      @victory_sprite.zoom_x += 0.01
      @victory_sprite.zoom_y += 0.01
      @victory_sprite.opacity -= 10
      if @victory_sprite.opacity <= 0
        @victory_sprite.zoom_x = 1
        @victory_sprite.zoom_y = 1
        @victory_sprite.opacity = 0
        @victory_phase = 2
      end
  end

  #--------------------------------------------------------------------------
  # ? Update Victory Initial 3
  #--------------------------------------------------------------------------       
  def update_victory_initial3   
      @victory_layout_sprite.zoom_x -= 0.02
      @victory_layout_sprite.opacity += 10
      if @victory_layout_sprite.zoom_x <= 1.00
        @victory_layout_sprite.zoom_x = 1
        @victory_layout_sprite.opacity = 255
        @victory_phase = 3
      end             
  end   
     
end

#==============================================================================
# ? Battle Result
#==============================================================================
class Battle_Result

  #--------------------------------------------------------------------------
  # ? Create Victory Exp
  #--------------------------------------------------------------------------     
  def create_victory_exp
      @exp_number = Sprite.new
      @exp_number.bitmap = Bitmap.new(@result_number.width,@result_ch)
      @exp_number.z = 1002 ; @exp_number.y = RESULT_EXP_POSITION[1]
      @exp_number.zoom_x = 2 ; @exp_number.zoom_y = 2
      @exp_total = $game_troop.exp_total ; @exp_number.opacity = 0
      @exp_old = 0
      @exp_ref = ((1 * @exp_total) / 111).truncate rescue nil
      @exp_ref = 1 if @exp_ref < 1 or @exp_ref == nil     
      @exp_ref = 0 if @exp_total == 0
      refresh_exp_number
  end
 
  #--------------------------------------------------------------------------
  # ? Update Victory Exp
  #--------------------------------------------------------------------------       
  def update_victory_exp
      update_exp_sprite ; update_exp_number
  end
 
  #--------------------------------------------------------------------------
  # ? Update EXP Sprite
  #--------------------------------------------------------------------------         
  def update_exp_sprite
      @exp_number.opacity += 15
      if @exp_number.zoom_x > 1.00
        @exp_number.zoom_x -= 0.03
        @exp_number.zoom_x = 1.00 if @exp_number.zoom_x <= 1.00
      end
      @exp_number.zoom_y = @exp_number.zoom_x
      if (@exp_old >= @exp_total) and @exp_number.zoom_x == 1.00
        @victory_phase = 4
        Sound.play_cursor
      end 
  end

  #--------------------------------------------------------------------------
  # ? Refresh Exp Number
  #--------------------------------------------------------------------------       
  def refresh_exp_number
      @exp_number.bitmap.clear
      draw_result_exp(@exp_old, 0,0)     
  end

  #--------------------------------------------------------------------------
  # ? Update Exp_number
  #--------------------------------------------------------------------------
  def update_exp_number
      return if @exp_old == @exp_total
      @exp_old += @exp_ref
      @exp_old = @exp_total if @exp_old > @exp_total
      refresh_exp_number
  end

  #--------------------------------------------------------------------------
  # ? Draw Result EXP
  #--------------------------------------------------------------------------       
  def draw_result_exp(value,x,y)
      ncw = @result_cw ; nch = @result_ch ; number = value.abs.to_s.split(//)
      x2 = x - (number.size * ncw)
      @exp_number.ox = (number.size * ncw) / 2
      @exp_number.oy = @result_ch / 2
      @exp_number.x = (RESULT_EXP_POSITION[0] + @result_cw + @exp_number.ox) - (number.size * ncw)
      for r in 0..number.size - 1
          number_abs = number[r].to_i
          nsrc_rect = Rect.new(ncw * number_abs, 0, ncw, nch)
          @exp_number.bitmap.blt(x + (ncw *  r), y, @result_number, nsrc_rect)       
      end
  end

end

#==============================================================================
# ? Battle Result
#==============================================================================
class Battle_Result

  #--------------------------------------------------------------------------
  # ? Create Victory Gold
  #--------------------------------------------------------------------------     
  def create_victory_gold
      @gold_number = Sprite.new
      @gold_number.bitmap = Bitmap.new(@result_number.width,@result_ch)
      @gold_number.z = 1002
      @gold_number.y = RESULT_GOLD_POSITION[1]
      @gold_number.opacity = 0
      @gold_number.zoom_x = 2
      @gold_number.zoom_y = 2     
      @gold_total = $game_troop.gold_total
      @gold_old = 0
      @gold_ref = ((1 * @gold_total) / 111).truncate rescue nil
      @gold_ref = 1 if @gold_ref < 1 or @gold_ref == nil     
      @gold_ref = 0 if @gold_total == 0
      $game_party.gain_gold($game_troop.gold_total)
      refresh_gold_number
  end 
 
  #--------------------------------------------------------------------------
  # ? Update Victory Gold
  #--------------------------------------------------------------------------       
  def update_victory_gold
      update_gold_sprite ; update_gold_number
  end
 
  #--------------------------------------------------------------------------
  # ? Update GOLD Sprite
  #--------------------------------------------------------------------------         
  def update_gold_sprite
      @gold_number.opacity += 15
      if @gold_number.zoom_x > 1.00
        @gold_number.zoom_x -= 0.03
        @gold_number.zoom_x = 1.00 if @gold_number.zoom_x <= 1.00
      end
      @gold_number.zoom_y = @gold_number.zoom_x
      if @gold_old >= @gold_total and @gold_number.zoom_x == 1.00
        @victory_phase = 5 ; Sound.play_cursor
      end 
  end 
 
  #--------------------------------------------------------------------------
  # ? Refresh gold Number
  #--------------------------------------------------------------------------       
  def refresh_gold_number
      @gold_number.bitmap.clear
      draw_result_gold(@gold_old, 0,0)     
  end
 
  #--------------------------------------------------------------------------
  # ? Update Gold Number
  #--------------------------------------------------------------------------
  def update_gold_number
      return if @gold_old == @gold_total
      @gold_old += @gold_ref
      @gold_old = @gold_total if @gold_old > @gold_total
      refresh_gold_number
  end     
 
  #--------------------------------------------------------------------------
  # ? Draw Result Gold
  #--------------------------------------------------------------------------       
  def draw_result_gold(value,x,y)
      ncw = @result_cw ; nch = @result_ch
      number = value.abs.to_s.split(//)
      x2 = x - (number.size * ncw)
      @gold_number.ox = (number.size * ncw) / 2
      @gold_number.oy = @result_ch / 2
      @gold_number.x = (RESULT_GOLD_POSITION[0] + @result_cw + @gold_number.ox) - (number.size * ncw)
      for r in 0..number.size - 1
          number_abs = number[r].to_i
          nsrc_rect = Rect.new(ncw * number_abs, @result_ch, ncw, nch)
          @gold_number.bitmap.blt(x + (ncw *  r), y, @result_number, nsrc_rect)       
      end
  end

end

#==============================================================================
# ? Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ? Create Window Treasure
  #--------------------------------------------------------------------------           
  def create_window_treasure
      @tr_viewport = Viewport.new(-8, 164, Graphics.width + 32, 118)
      @tr_viewport.z = 1003
      @window_treasure = Window_Treasure.new
      @window_treasure.viewport = @tr_viewport
  end 
 
  #--------------------------------------------------------------------------
  # ? Update Victory Item
  #--------------------------------------------------------------------------         
  def update_victory_item
      @window_treasure.update
      @actor_level = []
      return if @window_treasure.x != 0 and @victory_phase >= 6
      @victory_phase = 6
      if $data_system.opt_extra_exp
        @result_member_max = $game_party.members.size
      else
        @result_member_max = $game_party.battle_members.size
      end
      @result_member_id = 0
  end
 
end

#==============================================================================
# ? Window Treasure
#==============================================================================
class Window_Treasure < Window_Base

  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize
      super(-Graphics.width,-10, Graphics.width + 32, 288)
      self.opacity = 0 ; self.contents_opacity = 0
      self.contents.font.size = 24 ; self.contents.font.bold = true
      self.z = 1003 ; @range_max = 256 ; @wait_time = 30 ; @scroll = false
      draw_treasure
  end

  #--------------------------------------------------------------------------
  # ? Draw_Treasure
  #-------------------------------------------------------------------------- 
  def draw_treasure
      contents.clear
      space_x = Graphics.width / 3
      $game_troop.make_drop_items.each_with_index do |item, index|
        xi = (index * space_x) - ((index / 3) * (space_x * 3))       
        yi = (index / 3) * 32
        $game_party.gain_item(item, 1)
        draw_item_name(item,xi, yi, true, 140)
    end
    @range_max = ($game_troop.make_drop_items.size / 3) * 32
    @scroll = true if $game_troop.make_drop_items.size > 12
  end 
 
  #--------------------------------------------------------------------------
  # ? Update
  #-------------------------------------------------------------------------- 
  def update
      super
      self.contents_opacity += 10
      if self.x < 0
        self.x += 15
        (self.x = 0 ; Sound.play_cursor) if self.x >= 0
      end
      if @scroll and self.contents_opacity == 255 and self.x == 0
        @wait_time -= 1 if  @wait_time > 0
        return if @wait_time > 0
        self.y -= 1
        self.y = 128 if self.y < -@range_max
        @wait_time = 30 if self.y == -10
      end
  end

end

#==============================================================================
# ? Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ? Create Levelup
  #--------------------------------------------------------------------------           
  def create_levelup
      if @levelup_layout == nil
        @levelup_layout = Sprite.new ; @levelup_layout.z = 1000
        @levelup_layout.bitmap = Cache.system("Result_Levelup")
      end
      if @levelup_word == nil
        @levelup_word = Sprite.new ; @levelup_word.z = 1001
        @levelup_word.bitmap = Cache.system("Result_Levelword")
        @levelup_word.ox = @levelup_word.bitmap.width / 2
        @levelup_word.oy = @levelup_word.bitmap.height / 2
        @levelup_word.x = @levelup_word.ox + RESULT_LEVELWORD_POSITION[0]
        @levelup_word.y = @levelup_word.oy + RESULT_LEVELWORD_POSITION[1]
      end
      @levelup_word.blend_type = 1
      @levelup_word.zoom_x = 2 ; @levelup_word.zoom_y = 2     
  end 
 
  #--------------------------------------------------------------------------
  # ? Create Parameter Number
  #--------------------------------------------------------------------------             
  def create_parameter_number
      if @parameter_sprite == nil
        @parameter_sprite = Sprite.new
        @parameter_sprite.bitmap = Bitmap.new(250,220)
        @parameter_sprite.z = 1001
        @parameter_sprite.x = RESULT_PARAMETER_POSITION[0]
        @parameter_sprite.y = RESULT_PARAMETER_POSITION[1]
        @parameter_sprite.bitmap.font.size = 16
        @parameter_sprite.bitmap.font.bold = true       
      end
      refresh_parameter
  end
 
  #--------------------------------------------------------------------------
  # ? Refresh Parameter
  #--------------------------------------------------------------------------               
  def refresh_parameter
      @parameter_animation = 0
      @parameter_sprite.bitmap.clear
      @parameter_sprite.opacity = 0
      @parameter_sprite.x = RESULT_PARAMETER_POSITION[0] - 200
      actor_old = $game_temp.level_parameter_old
      draw_result_parameter(@actor_result.mhp,actor_old[1],0,28 * 0)
      draw_result_parameter(@actor_result.mmp,actor_old[2],0,28 * 1)
      draw_result_parameter(@actor_result.atk,actor_old[3],0,28 * 2)
      draw_result_parameter(@actor_result.def,actor_old[4],0,28 * 3)
      draw_result_parameter(@actor_result.mat,actor_old[5],0,28 * 4)
      draw_result_parameter(@actor_result.mdf,actor_old[6],0,28 * 5)
      draw_result_parameter(@actor_result.agi,actor_old[7],0,28 * 6)
      draw_result_parameter(@actor_result.luk,actor_old[8],0,28 * 7)
  end 
 
  #--------------------------------------------------------------------------
  # ? Draw Result EXP
  #--------------------------------------------------------------------------       
  def draw_result_parameter(value,value2,x,y)
      ncw = @result2_cw ; nch = @result2_ch ; number = value.abs.to_s.split(//)
      x2 = x + (number.size * ncw) + 16
      for r in 0..number.size - 1
          number_abs = number[r].to_i
          nsrc_rect = Rect.new(ncw * number_abs, 0, ncw, nch)
          @parameter_sprite.bitmap.blt(x + (ncw *  r), y, @result_number2, nsrc_rect)       
      end
      value3 = value - value2
      par = ""
      if value > value2
        par = "+"
        @parameter_sprite.bitmap.font.color = Color.new(50,255,255)
      elsif value < value2
        par = ""
        @parameter_sprite.bitmap.font.color = Color.new(255,155,100)
      end
      return if value == value2
      @parameter_sprite.bitmap.draw_text(x2,y - 8,100,32,par.to_s + value3.to_s,0) 
  end 
 
  #--------------------------------------------------------------------------
  # ? Create Result Actor
  #--------------------------------------------------------------------------           
  def create_result_actor
      if @result_actor_sprite == nil
        @result_actor_sprite = Sprite.new ; @result_actor_sprite.z = 999
      end
      dispose_result_actor_bitmap
      @result_actor_sprite.bitmap = Cache.picture("Actor" + @actor_result.id.to_s)
      @result_actor_org = [380 - (@result_actor_sprite.bitmap.width / 2), Graphics.height - @result_actor_sprite.bitmap.height]
      @result_actor_sprite.x = @result_actor_org[0] + 200
      @result_actor_sprite.y = @result_actor_org[1]
      @result_actor_sprite.opacity = 0
  end 

  #--------------------------------------------------------------------------
  # ? Check New Skill
  #--------------------------------------------------------------------------             
  def check_new_skill
      @new_skills = $game_temp.level_parameter[1] ; @new_skills_index = 0
  end
   
  #--------------------------------------------------------------------------
  # ? Show New Skill
  #--------------------------------------------------------------------------               
  def show_new_skill(start = false)
      Sound.play_recovery unless start
      @new_skill_window.draw_new_skill(@new_skills[@new_skills_index])
      @new_skills_index += 1
      if @new_skills_index == @new_skills.size or
        @new_skills[@new_skills_index] == nil
        @new_skills = nil
      end 
  end
 
  #--------------------------------------------------------------------------
  # ? Check Level UP
  #--------------------------------------------------------------------------           
  def check_level_up   
      if @new_skills != nil and !@new_skills.empty?
        show_new_skill
        return
      end 
      for battler_id in @result_member_id..@result_member_max
          actor_result = $game_party.members[@result_member_id] 
          $game_temp.level_parameter = []
          $game_temp.level_parameter_old = []
          $game_temp.level_parameter_old = [actor_result.level,actor_result.mhp,actor_result.mmp,
          actor_result.atk, actor_result.def, actor_result.mat, actor_result.mdf, actor_result.agi, actor_result.luk] rescue nil
          actor_result.gain_exp($game_troop.exp_total) rescue nil
          @result_member_id += 1 ; @new_skills = nil ; @new_skills_index = 0
          if @result_member_id > $game_party.battle_members.size
            $game_temp.level_parameter = []
            $game_temp.level_parameter_old = []
            next
          end
          if $game_temp.level_parameter != nil and !$game_temp.level_parameter.empty?
            show_level_result
            break
          end 
      end
      return if !$game_temp.level_parameter.empty?
      @victory_phase = 10 if @result_member_id >= @result_member_max
  end 
 
  #--------------------------------------------------------------------------
  # ? Create Level
  #--------------------------------------------------------------------------               
  def create_level
      if @level_sprite == nil
        @level_sprite = Sprite.new ; @level_sprite.bitmap = Bitmap.new(200,64)
        @level_sprite.z = 1002
      end     
      @level_sprite.bitmap.font.size = 48
      @level_sprite.bitmap.font.bold = true
      @level_sprite.x = RESULT_LEVEL_POSITION[0]
      @level_sprite.y = RESULT_LEVEL_POSITION[1]
      @level_sprite.bitmap.clear
      @level_sprite.bitmap.font.color = Color.new(255,255,255)
      @level_sprite.bitmap.draw_text(0,0,100,64,@actor_result.level,1)
      levelup = @actor_result.level - $game_temp.level_parameter_old[0]
      @level_sprite.bitmap.font.color = Color.new(50,255,255)
      @level_sprite.bitmap.font.size = 18
      @level_sprite.bitmap.draw_text(80,0,100,64,"+" + levelup.to_s ,0)
  end
 
  #--------------------------------------------------------------------------
  # ? Create New Skill Windos
  #--------------------------------------------------------------------------                 
  def create_new_skill_window
      @new_skill_window = Window_Result_Skill.new if @new_skill_window == nil
      @new_skill_window.x = RESULT_NEW_SKILL_POSITION[0]
      @new_skill_window.y = RESULT_NEW_SKILL_POSITION[1]
      check_new_skill
      if @new_skills != nil and !@new_skills.empty?
        show_new_skill
      else 
        @new_skill_window.x = -Graphics.width
      end
  end 
 
  #--------------------------------------------------------------------------
  # ? Show Level Result
  #--------------------------------------------------------------------------             
  def show_level_result
      Sound.play_cursor
      @actor_result = $game_party.members[@result_member_id - 1] rescue nil
      return if @actor_result == nil
      @actor_result.animation_id = RESULT_LEVELUP_ANIMATION_ID
      @fade_result_window = true
      create_levelup ; create_level ; create_parameter_number
      create_result_actor ; create_new_skill_window
  end 
 
end

#==============================================================================
# ? Battle Result
#==============================================================================
class Battle_Result
 
  #--------------------------------------------------------------------------
  # ? Update Victory Item
  #--------------------------------------------------------------------------         
  def update_victory_levelup     
      check_level_up if Input.trigger?(:C)
      update_show_levelup
      if @levelup_layout == nil
          @window_treasure.update
      else
          @window_treasure.contents_opacity -= 15
      end
  end
 
  #--------------------------------------------------------------------------
  # ? Update Show Level UP
  #--------------------------------------------------------------------------           
  def update_show_levelup
      return if @levelup_layout == nil
      return if @result_actor_sprite == nil
      @new_skill_window.update
      if @result_actor_sprite.x > @result_actor_org[0]
        @result_actor_sprite.x -= 5
        @result_actor_sprite.opacity += 7
        if @result_actor_sprite.x <= @result_actor_org[0]
            @result_actor_sprite.x = @result_actor_org[0]
            @result_actor_sprite.opacity = 255
        end
      end
      if @levelup_word.zoom_x > 1.00
        @levelup_word.zoom_x -= 0.03
        if @levelup_word.zoom_x < 1.00
            @levelup_word.zoom_x = 1.00 ; @levelup_word.blend_type = 0
        end
      end
      @levelup_word.zoom_y = @levelup_word.zoom_x
      if @parameter_sprite.x < RESULT_PARAMETER_POSITION[0]
        @parameter_sprite.opacity += 13
        @parameter_sprite.x += 5
        if @parameter_sprite.x >= RESULT_PARAMETER_POSITION[0]
            @parameter_sprite.opacity = 255
            @parameter_sprite.x = RESULT_PARAMETER_POSITION[0]
        end 
      end 
  end   
 
end

#==============================================================================
# ? Window Result Skill
#==============================================================================
class Window_Result_Skill < Window_Base

  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize
      super(0,0, 270, 58)
      self.opacity = 160 ; self.contents_opacity = 255
      self.contents.font.bold = true ; self.z = 1003 ; @animation_time = 999
      @org = [MOG_BATLE_RESULT::RESULT_NEW_SKILL_POSITION[0],MOG_BATLE_RESULT::RESULT_NEW_SKILL_POSITION[1]]
  end

  #--------------------------------------------------------------------------
  # ? DrawNew Skill
  #-------------------------------------------------------------------------- 
  def draw_new_skill(skill)
      contents.clear
      self.contents.font.size = 16
      self.contents.font.color = Color.new(100,200,100)
      contents.draw_text(0,0,100,32, "New Skill",0)
      self.contents.font.color = Color.new(255,255,255)
      draw_item_name_skill(skill,70,0, true, 170)
      self.x = @org[0] ; self.y = @org[1]
      @animation_time = 0 ; self.opacity = 0 ; self.contents_opacity = 0     
  end 
 
  #--------------------------------------------------------------------------
  # ? Draw Item Name
  #--------------------------------------------------------------------------
  def draw_item_name_skill(item, x, y, enabled = true, width = 172)
      return unless item
      draw_icon(item.icon_index, x, y, enabled)
      change_color(normal_color, enabled)
      draw_text(x + 24, y + 4, width, line_height, item.name)
  end
 
  #--------------------------------------------------------------------------
  # ? Update
  #-------------------------------------------------------------------------- 
  def update
      super
      return if @animation_time == 999 
      @animation_time += 1 if @animation_time != 999
      case @animation_time
          when 0..30
            self.y -= 1 ; self.opacity += 5 ; self.contents_opacity += 5                 
          when 31..60
            self.y += 1 ; self.opacity += 5 ; self.contents_opacity += 5                   
          else
            self.y = @org[1] ; self.opacity = 255 ; self.contents_opacity = 255
            @animation_time = 999     
      end
  end 
   
end
MOG_Battle_Cry
MOG_Battleback_EX
MOG_Battle_Camera
MOG_Boss_HP_Meter
MOG_Combo_Count
MOG_Damage_Popup
MOG_Enemy_HP
MOG_Ougi_Animation
MOG_Scope_EX
MOG_Animation_+
MOG_LMBS (estilo de luta lateral animada)
? MISC ?
MOG_Anti_Animation_Lag
MOG_Memory_Clear
MOG_Pause
MOG_Weather_EX
MOG_Pickup_and_Throw


Qualquer coisa encaminho mais detalhes de scripts ou mesmo o projeto se for necessário.

Obrigado  :Okay_fix: :saintroy: :evilroy:
 
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