module TrainingManager def self.bonus_training_battle(exp,base) return (10 * exp + rand(exp + 1) + 120) * base / 1000 end def self.training @actor.current_training end def self.lv_up_result(actor) @actor = actor case training.result_type when :param @actor.add_param(training.result_var, lv_up_result_value) when :gold $game_party.gain_gold(lv_up_result_value) when :item $game_party.gain_item($data_items[training.result_var], lv_up_result_value) when :state @actor.remove_state(lv_up_result_value) when :hp if training.result_var == 0 @actor.hp += lv_up_result_value elsif training.result_var == 1 @actor.mp += lv_up_result_value else @actor.tp += lv_up_result_value end when :switch $game_switches[training.result_var] = lv_up_result_value == 1 when :var $game_variables[training.result_var] += lv_up_result_value end end def self.lv_up_txt(actor) @actor = actor trainingUpTxt = sprintf(training.result_txt , @actor.name , training.msg_name , lv_up_result_value) return trainingUpTxt end def self.lv_up_result_value case training.result_value_type when 0 return @actor.upValue_total_depended_charapara(training.result_var) else return @actor.upValue_total end end end