Need advice on altering a plugin

● ARCHIVED · READ-ONLY
Started by Snarkyfork 2 posts View original ↗
  1. I'm not even sure if this is possible and I don't have any experience with altering plugin or java but what I want to do seems simple enough. I'd like to move one of the pictures that Moghunters Mog_BattleResult.js plugin loads above another picture in the script.

    plugin script:
    //=============================================================================
    // MOG_BattleResult.js
    //=============================================================================

    /*:
    * @plugindesc (v1.3) Modifica a tela de vítoria.
    * @author Moghunter
    *
    * @param Exp X-Axis
    * @desc Posição X-Axis da EXP.
    * @Default 760
    *
    * @param Exp Y-Axis
    * @desc Posição Y-Axis da EXP.
    * @Default 160
    *
    * @param Gold X-Axis
    * @desc Posição X-Axis do Gold.
    * @Default 760
    *
    * @param Gold Y-Axis
    * @desc Posição Y-Axis do Gold.
    * @Default 230
    *
    * @param Treasure X-Axis
    * @desc Posição X-Axis do tersouro.
    * @Default 32
    *
    * @param Treasure Y-Axis
    * @desc Posição Y-Axis do tesouro.
    * @Default 330
    *
    * @param Actor X-Axis
    * @desc Posição X-Axis do personagem.
    * @Default 250
    *
    * @param Actor Y-Axis
    * @desc Posição Y-Axis do personagem.
    * @Default 0
    *
    * @param Parameter Real X-Axis
    * @desc Posição X-Axis dos parâmetros.
    * @Default 0
    *
    * @param Parameter Real Y-Axis
    * @desc Posição Y-Axis dos parâmetros.
    * @Default 0
    *
    * @param Parameter 1 X-Axis
    * @desc Posição X-Axis dos parâmetros antes do level-up.
    * @Default 550
    *
    * @param Parameter 1 Y-Axis
    * @desc Posição Y-Axis dos parâmetros antes do level-up.
    * @Default 140
    *
    * @param Parameter 2 X-Axis
    * @desc Posição X-Axis dos parâmetros depois do level-up.
    * @Default 700
    *
    * @param Parameter 2 Y-Axis
    * @desc Posição Y-Axis dos parâmetros depois do level-up.
    * @Default 140
    *
    * @param New Skill X-Axis
    * @desc Posição X-Axis da nova habilidade.
    * @Default 570
    *
    * @param New Skill Y-Axis
    * @desc Posição Y-Axis da nova habilidade.
    * @Default 520
    *
    * @param Name X-Axis
    * @desc Posição X-Axis do nome do personagem.
    * @Default 155
    *
    * @param Name Y-Axis
    * @desc Posição Y-Axis do nome do personagem.
    * @Default 540
    *
    * @Help
    * =============================================================================
    * +++ MOG - Battle Result (v1.3) +++
    * By Moghunter
    * https://atelierrgss.wordpress.com/
    * =============================================================================
    * Modifica a tela de vítoria.
    * =============================================================================
    * Serão necessários os arquivos. (img/system/)
    *
    * Result_A.png
    * Result_B.png
    * Result_C.png
    * Result_D.png
    * Result_E.png
    *
    * =============================================================================
    * ACTOR PICTURE
    * =============================================================================
    * As imagens deverão ser gravadas na pasta /img/picture/
    * Nomeie as imagens da seguinte forma.
    *
    * Actor_ ID
    *
    * Exemplo
    *
    * Actor_1.png
    * Actor_2.png
    * Actor_3.png
    * ...
    *
    * =============================================================================
    * HISTÓRICO
    * =============================================================================
    * (v1.3) - Correção na apresentação de itens quando o valor é maior que 24.
    * (v1.2) - Correção do plugin parameter não funcionar.
    * (v1.1) - Correção de não apresentar a janela de status na batalha seguinte.
    */

    //=============================================================================
    // ** PLUGIN PARAMETERS
    //=============================================================================

    var Imported = Imported || {};
    Imported.MOG_BattleResult = true;
    var Moghunter = Moghunter || {};
    Moghunter.parameters = PluginManager.parameters('MOG_BattleResult');
    Moghunter.bresult_exp_x = Number(Moghunter.parameters['Exp X-Axis'] || 760);
    Moghunter.bresult_exp_y = Number(Moghunter.parameters['Exp Y-Axis'] || 160);
    Moghunter.bresult_gold_x = Number(Moghunter.parameters['Gold X-Axis'] || 760);
    Moghunter.bresult_gold_y = Number(Moghunter.parameters['Gold Y-Axis'] || 230);
    Moghunter.bresult_treasure_x = Number(Moghunter.parameters['Treasure X-Axis'] || 32);
    Moghunter.bresult_treasure_y = Number(Moghunter.parameters['Treasure Y-Axis'] || 330);
    Moghunter.bresult_actor_x = Number(Moghunter.parameters['Actor X-Axis'] || 250);
    Moghunter.bresult_actor_y = Number(Moghunter.parameters['Actor Y-Axis'] || 0);
    Moghunter.bresult_par0_x = Number(Moghunter.parameters['Parameter Real X-Axis'] || 0);
    Moghunter.bresult_par0_y = Number(Moghunter.parameters['Parameter Real Y-Axis'] || 0);
    Moghunter.bresult_par1_x = Number(Moghunter.parameters['Parameter 1 X-Axis'] || 550);
    Moghunter.bresult_par1_y = Number(Moghunter.parameters['Parameter 1 Y-Axis'] || 140);
    Moghunter.bresult_par2_x = Number(Moghunter.parameters['Parameter 2 X-Axis'] || 700);
    Moghunter.bresult_par2_y = Number(Moghunter.parameters['Parameter 2 Y-Axis'] || 140);
    Moghunter.bresult_skill_x = Number(Moghunter.parameters['New Skill X-Axis'] || 570);
    Moghunter.bresult_skill_y = Number(Moghunter.parameters['New Skill Y-Axis'] || 520);
    Moghunter.bresult_name_x = Number(Moghunter.parameters['Name X-Axis'] || 155);
    Moghunter.bresult_name_y = Number(Moghunter.parameters['Name Y-Axis'] || 540);


    //=============================================================================
    // ** Game Temp
    //=============================================================================

    //==============================
    // ** Initialize
    //==============================
    var _mog_bresult_gtemp_initialize = Game_Temp.prototype.initialize;
    Game_Temp.prototype.initialize = function() {
    _mog_bresult_gtemp_initialize.call(this);
    this.battleResultClear()
    };

    //==============================
    // ** battle Result Clear
    //==============================
    Game_Temp.prototype.battleResultClear = function() {
    this._bResult = [false,[],0,0,[]];
    this._battleEnd = false;
    };

    //=============================================================================
    // ** Game Actor
    //=============================================================================

    //==============================
    // ** display LevelUP
    //==============================
    var _mog_bresult_gact_displayLevelUp = Game_Actor.prototype.displayLevelUp;
    Game_Actor.prototype.displayLevelUp = function(newSkills) {
    if ($gameTemp._bResult[0]) {
    $gameTemp._bResult[4] = newSkills;
    return;
    };
    _mog_bresult_gact_displayLevelUp.call(this,newSkills);
    };


    //=============================================================================
    // ** BattleManager
    //=============================================================================

    //==============================
    // ** setup
    //==============================
    var _mog_brt_bmngr_setup = BattleManager.setup;
    BattleManager.setup = function(troopId, canEscape, canLose) {
    _mog_brt_bmngr_setup.call(this,troopId, canEscape, canLose);
    $gameTemp.battleResultClear();
    };

    //==============================
    // ** process Victory
    //==============================
    BattleManager.processVictory = function() {
    if (Imported.MOG_BattleCry) {
    var actor = this.randomActor();
    if (actor) {SoundManager.selectVoice(actor._v_victory)};
    };
    AudioManager.fadeOutBgm(1);
    $gameTemp._battleEnd = true;
    $gameTemp._battleResult = true;
    this.getResultData();
    $gameParty.removeBattleStates();
    $gameParty.performVictory();
    this.endBattle(0);
    };


    //==============================
    // ** get Result Data
    //==============================
    BattleManager.getResultData = function() {
    this.makeRewards();
    $gameTemp._bResult[0] = true;
    $gameTemp._bResult[1] = this._rewards.exp;
    $gameTemp._bResult[2] = this._rewards.gold;
    $gameTemp._bResult[3] = this._rewards.items;
    $gameTemp._bResult[4] = [];
    };

    //==============================
    // ** Update
    //==============================
    var _mog_bresult_update = BattleManager.update;
    BattleManager.update = function() {
    if ($gameTemp._bResult[0]) {return};
    _mog_bresult_update.call(this);
    };

    //=============================================================================
    // ** Scene Battle
    //=============================================================================

    //==============================
    // ** Terminate
    //==============================
    var _mog_bresult_terminate = Scene_Battle.prototype.terminate;
    Scene_Battle.prototype.terminate = function() {
    _mog_bresult_terminate.call(this);
    $gameTemp._bResult = [false,[],0,0,[]];
    };

    //==============================
    // ** Update
    //==============================
    var _mog_bresult_sbat_update = Scene_Battle.prototype.update;
    Scene_Battle.prototype.update = function() {
    _mog_bresult_sbat_update.call(this);
    if ($gameTemp._bResult[0]) {this.updateBResult()};
    };

    //==============================
    // ** updateWindow Position
    //==============================
    var _mog_bresult_updateWindowPositions = Scene_Battle.prototype.updateWindowPositions;
    Scene_Battle.prototype.updateWindowPositions = function() {
    _mog_bresult_updateWindowPositions.call(this);
    if ($gameTemp._battleEnd) {
    this._statusWindow.opacity -= 10;
    this._statusWindow.contentsOpacity -= 10;
    };
    };

    //==============================
    // ** Update BResult
    //==============================
    Scene_Battle.prototype.updateBResult = function() {
    if (!this._bresult) {this.createBResult()};
    };

    //==============================
    // ** createBresult
    //==============================
    Scene_Battle.prototype.createBResult = function() {
    this._bresult = new BattleResult();
    this.addChild(this._bresult);
    };

    //=============================================================================
    // * Battle Result
    //=============================================================================
    function BattleResult() {
    this.initialize.apply(this, arguments);
    };

    BattleResult.prototype = Object.create(Sprite.prototype);
    BattleResult.prototype.constructor = BattleResult;

    //==============================
    // * Initialize
    //==============================
    BattleResult.prototype.initialize = function() {
    Sprite.prototype.initialize.call(this);
    if (BattleManager._spriteset && BattleManager._spriteset.combo_sprite_data) {
    BattleManager._spriteset.combo_sprite_data[0] = 1;
    };
    this._phase = 0;
    this._actorIndex = 0;
    this._skillIndex = 0;
    this.z = 50;
    this._actor = null;
    this._actopar = [];
    this._playME = 10;
    this.phaseAniClear();
    this._phaseAnime[0] = 1;
    this._phaseAnime[1] = 60;
    this._numbeData = [-1,-1];
    this.loadImages();
    this.createObjects();
    };

    //==============================
    // * Phase Ani Clear
    //==============================
    BattleResult.prototype.phaseAniClear = function() {
    this._phaseAnime = [0,0,0];
    };


    //==============================
    // * loadImages
    //==============================
    BattleResult.prototype.loadImages = function() {
    this._icon_img = ImageManager.loadSystem("IconSet");
    this._layout_img = ImageManager.loadSystem("Result_A");
    this._number_img1 = ImageManager.loadSystem("Result_B");
    this._number_img2 = ImageManager.loadSystem("Result_C");
    this._layout2_img = ImageManager.loadSystem("Result_D");
    this._vict_img = ImageManager.loadSystem("Result_E");
    };

    //==============================
    // * Press Any Key
    //==============================
    BattleResult.prototype.pressAnyKey = function() {
    if (TouchInput.isTriggered()) {return true};
    if (TouchInput.isCancelled()) {return true};
    if (Input.isTriggered("ok")) {return true};
    if (Input.isTriggered("cancel")) {return true};
    return false;
    };

    //==============================
    // * Create Objects
    //==============================
    BattleResult.prototype.createObjects = function() {
    this.createVict();
    this.createLayout();
    this.createExp();
    this.createGold();
    this.createTreasures();
    };

    //==============================
    // * Create Vict
    //==============================
    BattleResult.prototype.createVict = function() {
    this._vict = new Sprite(this._vict_img);
    this._vict.opacity = 0;
    this._vict.scale.x = 3.0;
    this._vict.scale.y = 3.0;
    this._vict.anchor.x = 0.5;
    this._vict.anchor.y = 0.5;
    this._vict.x = Graphics.boxWidth / 2;
    this._vict.y = Graphics.boxHeight / 2;
    this.addChild(this._vict);
    };

    //==============================
    // * Create Layout
    //==============================
    BattleResult.prototype.createLayout = function() {
    this._layout = new Sprite(this._layout_img);
    this._layout.opacity = 0;
    this._layout.scale.x = 3.0;
    this._layout.anchor.x = 0.5;
    this._layout.x = Graphics.boxWidth / 2;
    this.addChild(this._layout);
    };

    //==============================
    // * Create Exp
    //==============================
    BattleResult.prototype.createExp = function() {
    this._expNumber = [];
    this._expOld = 0;
    this._expOrg = [Moghunter.bresult_exp_x,Moghunter.bresult_exp_y];
    for (var i = 0; i < 8; i++) {
    this._expNumber = new Sprite(this._number_img1);
    this._expNumber.visible = false;
    this._expNumber.x = this._expOrg[0];
    this._expNumber.y = this._expOrg[1];
    this.addChild(this._expNumber);
    };

    };

    //==============================
    // * Create Gold
    //==============================
    BattleResult.prototype.createGold = function() {
    this._goldNumber = [];
    this._goldNumber = [];
    this._goldOld = 0;
    this._goldOrg = [Moghunter.bresult_gold_x,Moghunter.bresult_gold_y];
    for (var i = 0; i < 8; i++) {
    this._goldNumber = new Sprite(this._number_img1);
    this._goldNumber.visible = false;
    this._goldNumber.x = this._goldOrg[0];
    this._goldNumber.y = this._goldOrg[1];
    this.addChild(this._goldNumber);
    };
    };

    //==============================
    // * Add ICon
    //==============================
    BattleResult.prototype.addIcon = function(sprite,data) {
    var icon = new Sprite(this._icon_img);
    var w = Window_Base._iconWidth;
    var h = Window_Base._iconHeight;
    var sx = data.iconIndex % 16 * w;
    var sy = Math.floor(data.iconIndex / 16) * h;
    icon.setFrame(sx,sy,w,h);
    sprite.addChild(icon);
    var name = new Sprite(new Bitmap(160,32));
    name.bitmap.drawText(data.name,0,0,160,32);
    name.x = w + 4;
    sprite.addChild(name);
    };

    //==============================
    // * Create Treasures
    //==============================
    BattleResult.prototype.createTreasures = function() {
    this._treasures = [];
    var x = Moghunter.bresult_treasure_x;
    var y = Moghunter.bresult_treasure_y;
    var s = Graphics.boxWidth - 64;
    var w = (s / 3);
    var h = Window_Base._iconHeight + 4;
    for (var i = 0; i < $gameTemp._bResult[3].length; i++) {
    if (i > 23) {
    break
    }
    this._treasures = new Sprite();
    this._treasures.opacity = 0;
    this.addChild(this._treasures);
    var l = Math.floor(i / 3);
    this._treasures.x = x + (w * i) - Math.floor(l * s);
    this._treasures.y = y + (l * h);
    this.addIcon(this._treasures,$gameTemp._bResult[3]);
    };
    };

    //==============================
    // * getData
    //==============================
    BattleResult.prototype.getData = function() {
    this._numbeData[0] = this._number_img1.width / 10;
    this._numbeData[1] = this._number_img1.height;
    };

    //==============================
    // * Update Dif
    //==============================
    BattleResult.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 Number
    //==============================
    BattleResult.prototype.refresh_number = function(sprites,value,img_data,x,center) {
    numbers = Math.abs(value).toString().split("");
    for (var i = 0; i < sprites.length ; i++) {sprites.visible = false;
    if (i > numbers.length) {return};
    var n = Number(numbers);
    sprites.setFrame(n * img_data[0], 0, img_data[0], img_data[1]);
    sprites.visible = true;
    if (center === 0) {
    var nx = -(img_data[0] * i) + (img_data[0] * numbers.length);
    } else {
    var nx = -(img_data[0] * i) + ((img_data[0] / 2) * numbers.length);
    };
    sprites.x = x - nx;
    };
    };

    //==============================
    // * Update
    //==============================
    BattleResult.prototype.update = function() {
    Sprite.prototype.update.call(this);
    if (this._numbeData[0] === -1 && this._number_img1.isReady() && this._number_img2.isReady()) {this.getData()};
    if (this._numbeData[0] === -1) {return};
    if (this._phaseAnime[1] > 0) {this._phaseAnime[1] --;return};
    if (this._playME > 0) {this.updateME()};
    switch (this._phase) {
    case 0:
    this.updateStart();
    break;
    case 1:
    this.updateExp();
    break;
    case 2:
    this.updateGold();
    break;
    case 3:
    this.updateTreasure();
    break;
    case 4:
    this.updateLevel();
    break;
    case 5:
    this.updateEnd();
    break;
    };
    };


    //==============================
    // * update ME
    //==============================
    BattleResult.prototype.updateME = function() {
    this._playME --
    if (this._playME === 0) {
    BattleManager.playVictoryMe();
    BattleManager.replayBgmAndBgs();
    };
    };

    //==============================
    // * Update Start
    //==============================
    BattleResult.prototype.updateStart = function() {
    if (this._phaseAnime[0] > 0) {
    this.updateVictAnimation();
    } else {
    this.updateLayoutAnimation();
    };
    };


    //==============================
    // * Update Layout Animation
    //==============================
    BattleResult.prototype.updateLayoutAnimation = function() {
    this._layout.opacity += 5;
    if (this._layout.scale.x > 1.00) {
    this._layout.scale.x -= 0.05;
    if (this._layout.scale.x < 1.00) {this._layout.scale.x = 1.00};
    } else {
    this.phaseAniClear();
    this._phase = 1;
    };
    };

    //==============================
    // * Update Vict Animation
    //==============================
    BattleResult.prototype.updateVictAnimation = function() {
    if (this._phaseAnime[0] === 1) {
    if (this._vict.scale.x > 1.00) {
    this._vict.scale.x -= 0.05;
    this._vict.opacity += 15;
    if (this._vict.scale.x <= 1.00) {
    this._vict.scale.x = 1.00;
    this._vict.opacity = 255;
    this._phaseAnime[0] = 2;
    this._phaseAnime[1] = 40;
    };
    };
    } else {
    if (this._vict.scale.x < 3.00) {
    this._vict.scale.x += 0.05;
    this._vict.opacity -= 10;
    if (this._vict.scale.x >= 3.00) {
    this._vict.scale.x = 3.00;
    this._vict.opacity = 0;
    this._phaseAnime[0] = 0;
    };
    };
    };
    this._vict.scale.y = this._vict.scale.x;
    };

    //==============================
    // * Update Exp
    //==============================
    BattleResult.prototype.updateExp = function() {
    if (this.pressAnyKey() && $gameTemp._bResult[1] > 0) {
    this._expOld = $gameTemp._bResult[1] - 1;
    };
    var dif_number = this.update_dif(this._expOld,$gameTemp._bResult[1],15);
    if (this._expOld != dif_number) {this._expOld = dif_number;
    this.refresh_number(this._expNumber,this._expOld,this._numbeData,this._expOrg[0],0)};
    if (this._expOld === $gameTemp._bResult[1]) {
    this.phaseAniClear();
    this._phase = 2;
    SoundManager.playCursor();
    };
    };

    //==============================
    // * Update Gold
    //==============================
    BattleResult.prototype.updateGold = function() {
    if (this.pressAnyKey() && $gameTemp._bResult[1] > 0) {
    this._goldOld = $gameTemp._bResult[2] - 1;
    };
    var dif_number = this.update_dif(this._goldOld,$gameTemp._bResult[2],15);
    if (this._goldOld != dif_number) {this._goldOld = dif_number;
    this.refresh_number(this._goldNumber,this._goldOld,this._numbeData,this._goldOrg[0],0)};
    if (this._goldOld === $gameTemp._bResult[2]) {
    BattleManager.gainGold();
    this.phaseAniClear();
    this._phase = 3;
    SoundManager.playCursor();
    };
    };

    //==============================
    // * Update Treasure
    //==============================
    BattleResult.prototype.updateTreasure = function() {
    if (this._treasures.length > 0) {
    for (var i = 0; i < this._treasures.length; i++) {
    this._treasures.opacity += 10;
    };
    if (this._treasures[0].opacity >= 255 && this._phaseAnime[0] === 0) {
    this._phaseAnime[0] = 1;
    };
    } else {
    this._phaseAnime[0] = 1;
    };
    if (this._phaseAnime[0] === 1 && this.pressAnyKey()) {
    BattleManager.gainDropItems();
    this.phaseAniClear();
    this._phase = 4;
    };
    };

    //==============================
    // * Update Level
    //==============================
    BattleResult.prototype.updateLevel = function() {
    if (this._layout.opacity > 0) {this.updateFade()};
    if (!this._actor && this._actorIndex >= $gameParty.battleMembers().length) {
    this._phase = 5;
    SoundManager.playCursor();
    } else {
    if (this._actor) {
    this.updateLevelAnimation();
    } else {
    this.gainEXP();
    };
    };
    };

    //==============================
    // * Create Level Sprites
    //==============================
    BattleResult.prototype.createLevelSprites = function() {
    this.disposeLevel();
    this._phaseAnime[0] = 0;
    this._phaseAnime[1] = 10;
    this.createActorSprite();
    this.createLevelLayout();
    this.createParameters();
    this.createActorName();
    this.playVoice();
    };

    //==============================
    // * Play Voice
    //==============================
    BattleResult.prototype.playVoice = function() {
    if (Imported.MOG_BattleCry) {SoundManager.selectVoice(this._actor._v_levelup)};
    };

    //==============================
    // * Create Level Layout
    //==============================
    BattleResult.prototype.createLevelLayout = function() {
    this._levelLayout = new Sprite(this._layout2_img);
    this._levelLayout.opacity = 0;
    this._levelLayout.anchor.x = 0.5;
    this._levelLayout.anchor.y = 0.5;
    this._levelLayout.x = Graphics.boxWidth / 2;
    this._levelLayout.y = Graphics.boxHeight / 2;
    this._levelLayout.scale.x = 3.0;
    this.addChild(this._levelLayout);
    };

    //==============================
    // * Create Actor Name
    //==============================
    BattleResult.prototype.createActorName = function() {
    this._name = new Sprite(new Bitmap(140,32));
    this._name.opacity = 0;
    this._name.bitmap.drawText(this._actor._name,0,0,140,32);
    this._name.x = Moghunter.bresult_name_x;
    this._name.y = Moghunter.bresult_name_y;
    this.addChild(this._name);
    };

    //==============================
    // * Create Actor Sprite
    //==============================
    BattleResult.prototype.createActorSprite = function() {
    var img = ImageManager.loadPicture("Actor_" + this._actor._actorId)
    this._spriteActor = new Sprite(img);
    this._spriteActor.opacity = 0;
    this._spriteActor.anchor.x = 0.5;
    this.addChild(this._spriteActor);
    };

    //==============================
    // * Create Parameters
    //==============================
    BattleResult.prototype.createParameters = function() {
    var x = Moghunter.bresult_par1_x;
    var y = Moghunter.bresult_par1_y;
    this._par = new Sprite(new Bitmap(Graphics.boxWidth,Graphics.boxHeight));
    this._par.opacity = 0;
    this._par.bitmap.drawText(this._actopar[0],x,y,100,32);
    this._par.bitmap.drawText(this._actopar[1],x,y + 32 * 1,100,32);
    this._par.bitmap.drawText(this._actopar[2],x,y + 32 * 2,100,32);
    this._par.bitmap.drawText(this._actopar[3],x,y + 32 * 3,100,32);
    this._par.bitmap.drawText(this._actopar[4],x,y + 32 * 4,100,32);
    this._par.bitmap.drawText(this._actopar[5],x,y + 32 * 5,100,32);
    this._par.bitmap.drawText(this._actopar[6],x,y + 32 * 6,100,32);
    this._par.bitmap.drawText(this._actopar[7],x,y + 32 * 7,100,32);
    this._par.bitmap.drawText(this._actopar[8],x,y + 32 * 8,100,32);
    var x = Moghunter.bresult_par2_x;
    var y = Moghunter.bresult_par2_y;
    this._par.bitmap.drawText(this._actor._level,x,y,100,32);
    this._par.bitmap.drawText(this._actor.mhp,x,y + 32 * 1,100,32);
    this._par.bitmap.drawText(this._actor.mmp,x,y + 32 * 2,100,32);
    this._par.bitmap.drawText(this._actor.atk,x,y + 32 * 3,100,32);
    this._par.bitmap.drawText(this._actor.def,x,y + 32 * 4,100,32);
    this._par.bitmap.drawText(this._actor.mat,x,y + 32 * 5,100,32);
    this._par.bitmap.drawText(this._actor.mdf,x,y + 32 * 6,100,32);
    this._par.bitmap.drawText(this._actor.agi,x,y + 32 * 7,100,32);
    this._par.bitmap.drawText(this._actor.luk,x,y + 32 * 8,100,32);
    this.addChild(this._par);
    };

    //==============================
    // * Refresh New Skill
    //==============================
    BattleResult.prototype.refreshNewSkill = function() {
    SoundManager.playUseSkill();
    this.removeChild(this._skill);
    this._skill = new Sprite();
    this._skill.x = Moghunter.bresult_skill_x;
    this._skill.y = Moghunter.bresult_skill_y;
    this._skill.opacity = 0;
    this.addChild(this._skill);
    this.addIcon(this._skill,$gameTemp._bResult[4][this._skillIndex]);
    this._skillIndex += 1;
    this._skillAnime = [0,0];
    };

    //==============================
    // * dispose Level
    //==============================
    BattleResult.prototype.disposeLevel = function() {
    this.removeChild(this._spriteActor);
    this.removeChild(this._par);
    this.removeChild(this._levelLayout);
    this.removeChild(this._name);
    this.removeChild(this._skill);
    this._skill = null;
    };

    //==============================
    // * Update Animation
    //==============================
    BattleResult.prototype.updateLevelAnimation = function() {
    this.updateLevelPosition();
    this._spriteActor.opacity += 10;
    this._levelLayout.opacity += 10;
    this._name.opacity += 10;
    this._par.opacity += 10;
    if (this._skill) {this.updateSkillAnimation()};
    if (this.pressAnyKey()) {
    if (this._skillIndex >= $gameTemp._bResult[4].length) {
    this.clearParData();
    } else {
    this.refreshNewSkill();
    };
    };
    };

    //==============================
    // * Update Level Position
    //==============================
    BattleResult.prototype.updateLevelPosition = function() {
    if (this._phaseAnime[0] === 0) {
    this._phaseAnime[0] = 1;
    this._spriteActor.x = -this._spriteActor.width + Moghunter.bresult_actor_x;
    this._par.x = this._spriteActor.width + Moghunter.bresult_actor_x;
    };
    this._spriteActor.x = this.sprite_move_to(this._spriteActor.x,Moghunter.bresult_actor_x,20);
    this._spriteActor.y = Graphics.boxHeight - this._spriteActor.height + Moghunter.bresult_actor_y;
    if (this._levelLayout.scale.x > 1.00) {
    this._levelLayout.scale.x -= 0.05;
    if (this._levelLayout.scale.x < 1.00) {this._levelLayout.scale.x = 1.00};
    };
    this._par.x = this.sprite_move_to(this._par.x,Moghunter.bresult_par0_x,20);
    this._par.y = Moghunter.bresult_par0_y;
    };

    //==============================
    // * Update Skill Animation
    //==============================
    BattleResult.prototype.updateSkillAnimation = function() {
    this._skill.opacity += 10;
    this._skillAnime[0] ++;
    if (this._skillAnime[0] < 20) {
    this._skill.y -= 2;
    } else if (this._skillAnime[0] < 40) {
    this._skill.y += 2;
    };
    };

    //==============================
    // * Sprite Move To
    //==============================
    BattleResult.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);
    };

    //==============================
    // * clear Par DAta
    //==============================
    BattleResult.prototype.clearParData = function() {
    this._actor = null;
    this.disposeLevel();
    this._skillIndex = 0;
    $gameTemp._bResult[4] = [];
    };

    //==============================
    // * Gain EXP
    //==============================
    BattleResult.prototype.gainEXP = function() {
    var actor = $gameParty.battleMembers()[this._actorIndex];
    this._actopar = [actor._level,actor.mhp,actor.mmp,actor.atk,actor.def,actor.mat,actor.mdf,actor.agi,actor.luk];
    var lvOld = actor._level
    actor.gainExp($gameTemp._bResult[1]);
    this._actorIndex += 1;
    if (actor._level > lvOld) {
    this._actor = actor;
    this.createLevelSprites();
    SoundManager.playCursor();
    } else {
    this.clearParData();
    };
    };

    //==============================
    // * Update Fade
    //==============================
    BattleResult.prototype.updateFade = function() {
    this._layout.opacity -= 10;
    for (var i = 0; i < this._expNumber.length; i++) {
    this._expNumber.opacity = this._layout.opacity;
    };
    for (var i = 0; i < this._goldNumber.length; i++) {
    this._goldNumber.opacity = this._layout.opacity;
    };
    for (var i = 0; i < this._treasures.length; i++) {
    this._treasures.opacity = this._layout.opacity;
    };
    if (this._phase === 5 && this._layout.opacity <= 0) {
    $gameTemp._bResult = [false,[],0,0,[]];;
    };
    };

    //==============================
    // * Update End
    //==============================
    BattleResult.prototype.updateEnd = function() {
    if (this._layout.opacity <= 0) {
    $gameTemp._bResult = [false,[],0,0,[]];;
    } else {
    this.updateFade();
    };
    };



    Untitled-2.jpg Result_D.png
  2. Nevermind, I believe I may have figured out a work around by altering the images in PS.