#=================================================  =============================
# ** Damage Popup
#------------------------------------------------------------------------------
#   © Dargor, 2011
#  01/12/11
#  Version 1.0
#------------------------------------------------------------------------------
#  VERSION HISTORY:
#   - 1.0 (01/12/11), Initial release
#------------------------------------------------------------------------------
#  INSTRUCTIONS:
#   - Paste this above main
#   - Edit the constants in Damage_Popup module
#=================================================  =============================
 
#=================================================  =============================
# ** Damage Popup Customization Module
#=================================================  =============================
 
module Damage_Popup
  HP_Damage_Color = Color.new(255,255,255)
  MP_Damage_Color = Color.new(172,0,234)
  TP_Damage_Color = Color.new(253,157,62)
  HP_Recover_Color = Color.new(0,255,0)
  MP_Recover_Color = Color.new(48,192,255)
  TP_Recover_Color = Color.new(255,242,0)
end  
  
#=================================================  =============================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display battlers. It observes a instance of the
# Game_Battler class and automatically changes sprite conditions.
#=================================================  =============================
 
class Sprite_Battler < Sprite_Base
  #--------------------------------------------------------------------------
  # * Alias Listing
  #--------------------------------------------------------------------------
  alias dargor_ace_dmgpopup_sprite_battler_initialize initialize
  alias dargor_ace_dmgpopup_sprite_battler_setup_new_effec  t setup_new_effect
  alias dargor_ace_dmgpopup_sprite_battler_start_effect start_effect
  alias dargor_ace_dmgpopup_sprite_battler_update_effect update_effect
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(viewport, battler = nil)
    # The Usual
    dargor_ace_dmgpopup_sprite_battler_initialize(view  port, battler)
    # Create damage sprite
    @damage_sprite = Sprite_Base.new(viewport)
    @damage_sprite.bitmap = Bitmap.new(160,48)
    @damage_sprite.bitmap.font.bold = true
    @damage_sprite.bitmap.font.outline = true
    @damage_sprite.bitmap.font.size = 32
    @damage_sprite.visible = false
    @damage_duration = 0
    @damage_effect = nil
  end
  #--------------------------------------------------------------------------
  # * Setup New Effect
  #--------------------------------------------------------------------------
  def setup_new_effect
    # The Usual
    dargor_ace_dmgpopup_sprite_battler_setup_new_effec  t
     # Check for HP Damage
    if display_damage_sprite?        && @battler.result.hp_damage > 0
      start_damage(:hp_damage)
     # Check for MP Damage
    elsif display_damage_sprite? && @battler.result.mp_damage > 0
      start_damage(:mp_damage)
    # Check for TP Damage
    elsif display_damage_sprite? && @battler.result.tp_damage > 0
      start_damage(:tp_damage)
     # Check for HP Recover
    elsif display_damage_sprite? && @battler.result.hp_damage < 0
      start_damage(:hp_recover)
     # Check for MP Recover
    elsif display_damage_sprite? && @battler.result.mp_damage < 0
      start_damage(:mp_recover)
    # Check for TP Recover
    elsif display_damage_sprite? && @battler.result.tp_damage < 0
      start_damage(:tp_recover)
    end
  end
  #--------------------------------------------------------------------------
  # * Damage Display Test
  #--------------------------------------------------------------------------
  def display_damage_sprite?
    return (@battler.result.success && @damage_duration == 0)
  end
  #--------------------------------------------------------------------------
  # * Start Damage Effect
  #--------------------------------------------------------------------------
  def start_damage(effect_type)
    @damage_effect = effect_type
    @damage_duration = 60
    case @damage_effect
    when :hp_damage
      @damage_sprite.bitmap.font.color = Damage_Popup::HP_Damage_Color
    when :mp_damage
      @damage_sprite.bitmap.font.color = Damage_Popup::MP_Damage_Color
    when :tp_damage
      @damage_sprite.bitmap.font.color = Damage_Popup::TP_Damage_Color
    when :hp_recover
      @damage_sprite.bitmap.font.color = Damage_Popup::HP_Recover_Color
    when :mp_recover
      @damage_sprite.bitmap.font.color = Damage_Popup::MP_Recover_Color
    when :tp_recover
      @damage_sprite.bitmap.font.color = Damage_Popup::TP_Recover_Color
    end
    update_damage_popup_position
    update_damage_popup_text
    @damage_sprite.visible = true
    @damage_sprite.opacity = 255
  end
  #--------------------------------------------------------------------------
  # * Update Effects
  #--------------------------------------------------------------------------
  def update_effect
    # Update effects
    if @damage_duration > 0
      @damage_duration -= 1
      update_damage
      if @damage_duration == 0
        @damage_sprite.visible = false
        @damage_type = nil
        @battler.result.clear_hit_flags
      end  
    end
    # The Usual
    dargor_ace_dmgpopup_sprite_battler_update_effect
  end
  #--------------------------------------------------------------------------
  # * Update Damage Sprite Potision
  #--------------------------------------------------------------------------
  def update_damage_popup_position
    if @battler && @battler.use_sprite?
      @damage_sprite.x = @battler.screen_x
      @damage_sprite.y = @battler.screen_y - 48
      @damage_sprite.z = @battler.screen_z + 10
    end
  end
  #--------------------------------------------------------------------------
  # * Update Damage Sprite Text
  #--------------------------------------------------------------------------
  def update_damage_popup_text
    case @damage_effect
    when :hp_damage, :hp_recover
      string = @battler.result.hp_damage.abs.to_s
    when :mp_damage, :mp_recover
      string = @battler.result.mp_damage.abs.to_s
    when :tp_damage, :tp_recover
      string = @battler.result.tp_damage.abs.to_s
    end
    rect = @damage_sprite.bitmap.text_size(string)
    @damage_sprite.bitmap.clear
    @damage_sprite.bitmap.draw_text(rect, string, 1)
  end
  #--------------------------------------------------------------------------
  # * Update Damage
  #--------------------------------------------------------------------------
  def update_damage
    case @damage_duration
    when 58..59
      @damage_sprite.y -= 4
    when 56..57
      @damage_sprite.y -= 2
    when 54..55
      @damage_sprite.y += 2
    when 48..53
      @damage_sprite.y += 4
    end
    if @damage_duration <= 20
      @damage_sprite.opacity = @damage_duration * 11
    end
  end
end
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