#==============================================================================
#
# Yanfly Engine Ace - Victory Aftermath v1.04
# -- Last Updated: 2014.03.019
# -- Level: Easy, Normal, Hard
# -- Requires: n/a
# -- Special Thanks: Yami for Bug Fixes.
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-VictoryAftermath"] = true
#==============================================================================
# Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2014.03.19 - Fixed a bug where if the battle ends with a stat buff/debuff and
# it will display the wrong parameters.
# 2012.01.07 - Compatibility Update: JP Manager
# 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
# 2011.12.26 - Compatibility Update: Command Autobattle
# 2011.12.16 - Started Script and Finished.
#
#==============================================================================
# Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# At the end of each battle, RPG Maker VX Ace by default shows text saying that
# the party has gained so-and-so EXP while this person leveled up and your
# party happened to find these drops. This script changes that text into
# something more visual for your players to see. Active battle members will be
# seen gaining EXP, any kind of level up changes, and a list of the items
# obtained through drops.
#
#==============================================================================
# Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below Materials/f but above Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
#
# string
# string
#
# Sets the win quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
#
# string
# string
#
# Sets the level up quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
#
# string
# string
#
# Sets the drops quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
#
# string
# string
#
# Sets the win quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
#
# string
# string
#
# Sets the level up quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
#
# string
# string
#
# Sets the drops quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
#==============================================================================
# Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module VICTORY_AFTERMATH
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are various settings that are used throughout the Victory Aftermath
# portion of a battle. Adjust them as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
VICTORY_BGM = RPG::BGM.new("Field1", 100, 100) # Victory BGM
VICTORY_TICK = RPG::SE.new("Decision1", 100, 150) # EXP ticking SFX
LEVEL_SOUND = RPG::SE.new("Up4", 80, 150) # Level Up SFX
SKILLS_TEXT = "New Skills" # New skills text title.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Important Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are some important settings so please set them up properly. This
# section includes a switch that allows you to skip the victory aftermath
# phase (for those back to back battles and making them seamless) and it
# also allows you to declare a common event to run after each battle. If
# you do not wish to use either of these features, set them to 0. The
# common event will run regardless of win or escape.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SKIP_AFTERMATH_SWITCH = 0 # If switch on, skip aftermath. 0 to disable.
SKIP_MUSIC_SWITCH = 0 # If switch on, skip music. 0 to disable.
AFTERMATH_COMMON_EVENT = 0 # Runs common event after battle. 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Top Text Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can adjust the various text that appears in the window that
# appears at the top of the screen.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TOP_TEAM = "%s's team" # Team name used.
TOP_VICTORY_TEXT = "%s is victorious!" # Text used to display victory.
TOP_LEVEL_UP = "%s has leveled up!" # Text used to display level up.
TOP_SPOILS = "Victory Spoils!" # Text used for spoils.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - EXP Gauge Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust how the EXP Gauge appears for the Victory Aftermath here. This
# includes the text display, the font size, the colour of the gauges, and
# more. Adjust it all here.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
VICTORY_EXP = "+%sEXP" # Text used to display EXP.
EXP_PERCENT = "%1.2f%%" # The way EXP percentage will be displayed.
LEVELUP_TEXT = "LEVEL UP!" # Text to replace percentage when leveled.
MAX_LVL_TEXT = "MAX LEVEL" # Text to replace percentage when max level.
FONTSIZE_EXP = 20 # Font size used for EXP.
EXP_TICKS = 15 # Ticks to full EXP
EXP_GAUGE1 = 12 # "Window" skin text colour for gauge.
EXP_GAUGE2 = 4 # "Window" skin text colour for gauge.
LEVEL_GAUGE1 = 13 # "Window" skin text colour for leveling.
LEVEL_GAUGE2 = 5 # "Window" skin text colour for leveling.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Victory Messages -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# In the Victory Aftermath, actors can say unique things. This is the pool
# of quotes used for actors without any custom victory quotes. Note that
# actors with custom quotes will take priority over classes with custom
# quotes, which will take priority over these default quotes. Use \n for
# a line break in the quotes.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n" # Always at start of messages.
FOOTER_TEXT = "" # Always at end of messages.
# Win Quotes are what the actors say when a battle is won.
VICTORY_QUOTES ={
# :type => Quotes
#------------------------------------------------------------------------
:win => [ # Occurs as initial victory quote.
'"We won! What an exciting fight!"',
'"I didn\'t even break a sweat."',
'"That wasn\'t so tough."',
'"Let\'s fight something harder!"',
],# Do not remove this.
#------------------------------------------------------------------------
:level => [ # Occurs as initial victory quote.
'"Yes! Level up!"',
'"I\'ve gotten stronger!"',
'"Try to keep up with me!"',
'"I\'ve grown again!"',
],# Do not remove this.
#------------------------------------------------------------------------
:drops => [ # Occurs as initial victory quote.
'"I\'ll be taking these."',
'"To the victor goes the spoils."',
'"The enemies dropped something!"',
'"Hey, what\'s this?"',
],# Do not remove this.
#------------------------------------------------------------------------
} # Do not remove this.
end # VICTORY_AFTERMATH
end # YEA
#==============================================================================
# Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
WIN_QUOTE_ON = /<(?:WIN_QUOTES|win quote|win quotes)>/i
WIN_QUOTE_OFF = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
LEVEL_QUOTE_ON = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
DROPS_QUOTE_ON = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
end # BASEITEM
end # REGEXP
end # YEA
#==============================================================================
# Switch
#==============================================================================
module Switch
#--------------------------------------------------------------------------
# self.skip_aftermath
#--------------------------------------------------------------------------
def self.skip_aftermath
return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
end
#--------------------------------------------------------------------------
# self.skip_aftermath_music
#--------------------------------------------------------------------------
def self.skip_aftermath_music
return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0
return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]
end
end # Switch
#==============================================================================
# Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class < actor.exp_for_level(actor.level + 1)
n += YEA::JP::LEVEL_UP unless actor.max_level?
end
return n
end
end # Window_VictoryEXP_Back
#==============================================================================
# Window_VictoryEXP_Front
#==============================================================================
class Window_VictoryEXP_Front < Window_VictoryEXP_Back
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super
self.back_opacity = 0
@ticks = 0
@counter = 30
contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
update_tick
end
#--------------------------------------------------------------------------
# update_tick
#--------------------------------------------------------------------------
def update_tick
return unless self.openness >= 255
return unless self.visible
return if complete_ticks?
@counter -= 1
return unless @counter <= 0
return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
@counter = 4
@ticks += 1
refresh
end
#--------------------------------------------------------------------------
# complete_ticks?
#--------------------------------------------------------------------------
def complete_ticks?
for actor in $game_party.battle_members
total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
now_exp = actor.exp - actor.current_level_exp + bonus_exp
next_exp = actor.next_level_exp - actor.current_level_exp
rate = now_exp * 1.0 / next_exp
return false if rate < 1.0
end
return true
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.battle_members[index]
return if actor.nil?
rect = item_rect(index)
draw_actor_exp(actor, rect)
end
#--------------------------------------------------------------------------
# exp_gauge1
#--------------------------------------------------------------------------
def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
#--------------------------------------------------------------------------
# exp_gauge2
#--------------------------------------------------------------------------
def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
#--------------------------------------------------------------------------
# lvl_gauge1
#--------------------------------------------------------------------------
def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
#--------------------------------------------------------------------------
# lvl_gauge2
#--------------------------------------------------------------------------
def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
#--------------------------------------------------------------------------
# draw_actor_exp
#--------------------------------------------------------------------------
def draw_actor_exp(actor, rect)
if actor.max_level?
draw_exp_gauge(actor, rect, 1.0)
return
end
total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
now_exp = actor.exp - actor.current_level_exp + bonus_exp
next_exp = actor.next_level_exp - actor.current_level_exp
rate = now_exp * 1.0 / next_exp
draw_exp_gauge(actor, rect, rate)
end
#--------------------------------------------------------------------------
# draw_exp_gauge
#--------------------------------------------------------------------------
def draw_exp_gauge(actor, rect, rate)
rate = [[rate, 1.0].min, 0.0].max
dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
dy = rect.y + line_height * 2 + 96
dw = [rect.width, 96].min
colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
draw_gauge(dx, dy, dw, rate, colour1, colour2)
fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
text = sprintf(fmt, [rate * 100, 100.00].min)
if [rate * 100, 100.00].min == 100.00
text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
end
draw_text(dx, dy, dw, line_height, text, 1)
end
end # Window_VictoryEXP_Front
#==============================================================================
# Window_VictoryLevelUp
#==============================================================================
class Window_VictoryLevelUp < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super(0, fitting_height(1), Graphics.width, window_height)
self.z = 200
hide
end
#--------------------------------------------------------------------------
# window_height
#--------------------------------------------------------------------------
def window_height
return Graphics.height - fitting_height(4) - fitting_height(1)
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh(actor, temp_actor)
contents.clear
reset_font_settings
YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
draw_actor_changes(actor, temp_actor)
end
#--------------------------------------------------------------------------
# draw_actor_changes
#--------------------------------------------------------------------------
def draw_actor_changes(actor, temp_actor)
dx = contents.width / 16
draw_actor_image(actor, temp_actor, dx)
draw_param_names(actor, dx)
draw_former_stats(temp_actor)
draw_arrows
draw_newer_stats(actor, temp_actor)
draw_new_skills(actor, temp_actor)
end
#--------------------------------------------------------------------------
# draw_actor_image
#--------------------------------------------------------------------------
def draw_actor_image(actor, temp_actor, dx)
draw_text(dx, line_height, 96, line_height, actor.name, 1)
draw_actor_face(actor, dx, line_height * 2)
exp = actor.exp - temp_actor.exp
text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
change_color(power_up_color)
contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_param_names
#--------------------------------------------------------------------------
def draw_param_names(actor, dx)
dx += 108
change_color(system_color)
text = Vocab.level
draw_text(dx, 0, contents.width - dx, line_height, text)
dy = 0
for i in 0...8
dy += line_height
text = Vocab.param(i)
draw_text(dx, dy, contents.width - dx, line_height, text)
end
end
#--------------------------------------------------------------------------
# draw_former_stats
#--------------------------------------------------------------------------
def draw_former_stats(actor)
dw = contents.width / 2 - 12
dy = 0
change_color(normal_color)
draw_text(0, dy, dw, line_height, actor.level.group, 2)
for i in 0...8
dy += line_height
draw_text(0, dy, dw, line_height, actor.param_base(i).group, 2)
end
end
#--------------------------------------------------------------------------
# draw_arrows
#--------------------------------------------------------------------------
def draw_arrows
dx = contents.width / 2 - 12
dy = 0
change_color(system_color)
for i in 0..8
draw_text(dx, dy, 24, line_height, "", 1)
dy += line_height
end
end
#--------------------------------------------------------------------------
# draw_newer_stats
#--------------------------------------------------------------------------
def draw_newer_stats(actor, temp_actor)
dx = contents.width / 2 + 12
dw = contents.width - dx
dy = 0
change_color(param_change_color(actor.level - temp_actor.level))
draw_text(dx, dy, dw, line_height, actor.level.group, 0)
for i in 0...8
dy += line_height
change_color(param_change_color(actor.param_base(i) - temp_actor.param_base(i)))
draw_text(dx, dy, dw, line_height, actor.param_base(i).group, 0)
end
end
#--------------------------------------------------------------------------
# draw_new_skills
#--------------------------------------------------------------------------
def draw_new_skills(actor, temp_actor)
return if temp_actor.skills.size == actor.skills.size
dw = 172 + 24
dx = contents.width - dw
change_color(system_color)
text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
draw_text(dx, 0, dw, line_height, text, 0)
end
end # Window_VictoryLevelUp
#==============================================================================
# Window_VictorySkills
#==============================================================================
class Window_VictorySkills < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
dy = fitting_height(1) + 24
dw = 172 + 24 + 24
dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
super(Graphics.width - dw, dy, dw, dh)
self.opacity = 0
self.z = 200
hide
end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max; return @data.nil? ? 0 : @data.size; end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh(actor, temp_actor)
contents.clear
if actor.skills.size == temp_actor.skills.size
unselect
@data = []
create_contents
return
end
@data = actor.skills - temp_actor.skills
if @data.size > 8
select(0)
activate
else
unselect
deactivate
end
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
skill = @data[index]
return if skill.nil?
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, true)
end
end # Window_VictorySkills
#==============================================================================
# Window_VictorySpoils
#==============================================================================
class Window_VictorySpoils < Window_ItemList
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super(0, fitting_height(1), Graphics.width, window_height)
self.z = 200
hide
end
#--------------------------------------------------------------------------
# window_height
#--------------------------------------------------------------------------
def window_height
return Graphics.height - fitting_height(4) - fitting_height(1)
end
#--------------------------------------------------------------------------
# spacing
#--------------------------------------------------------------------------
def spacing; return 32; end
#--------------------------------------------------------------------------
# make
#--------------------------------------------------------------------------
def make(gold, drops)
@gold = gold
@drops = drops
refresh
select(0)
activate
end
#--------------------------------------------------------------------------
# make_item_list
#--------------------------------------------------------------------------
def make_item_list
@data = [nil]
items = {}
weapons = {}
armours = {}
@goods = {}
for item in @drops
case item
when RPG::Item
items[item] = 0 if items[item].nil?
items[item] += 1
when RPG::Weapon
weapons[item] = 0 if weapons[item].nil?
weapons[item] += 1
when RPG::Armor
armours[item] = 0 if armours[item].nil?
armours[item] += 1
end
end
items = items.sort { |a,b| a[0].id <=> b[0].id }
weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
armours = armours.sort { |a,b| a[0].id <=> b[0].id }
for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
rect = item_rect(index)
reset_font_settings
if item.nil?
draw_gold(rect)
return
end
rect.width -= 4
draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
draw_item_number(rect, item)
end
#--------------------------------------------------------------------------
# draw_gold
#--------------------------------------------------------------------------
def draw_gold(rect)
text = Vocab.currency_unit
draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
end
#--------------------------------------------------------------------------
# draw_item_number
#--------------------------------------------------------------------------
def draw_item_number(rect, item)
number = @goods[item].group
if $imported["YEA-AdjustLimits"]
contents.font.size = YEA::LIMIT::ITEM_FONT
text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
draw_text(rect, text, 2)
else
draw_text(rect, sprintf(":%s", number), 2)
end
end
end # Window_VictorySpoils
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: create_all_windows
#--------------------------------------------------------------------------
alias scene_battle_create_all_windows_va create_all_windows
def create_all_windows
scene_battle_create_all_windows_va
create_victory_aftermath_windows
end
#--------------------------------------------------------------------------
# new method: create_victory_aftermath_windows
#--------------------------------------------------------------------------
def create_victory_aftermath_windows
@victory_title_window = Window_VictoryTitle.new
@victory_exp_window_back = Window_VictoryEXP_Back.new
@victory_exp_window_front = Window_VictoryEXP_Front.new
@victory_level_window = Window_VictoryLevelUp.new
@victory_level_skills = Window_VictorySkills.new
@victory_spoils_window = Window_VictorySpoils.new
end
#--------------------------------------------------------------------------
# new method: show_victory_display_exp
#--------------------------------------------------------------------------
def show_victory_display_exp
@victory_title_window.open
name = $game_party.battle_members[0].name
fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
name = sprintf(fmt, name) if $game_party.battle_members.size > 1
fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
text = sprintf(fmt, name)
@victory_title_window.refresh(text)
#---
@victory_exp_window_back.open
@victory_exp_window_back.refresh
@victory_exp_window_front.open
@victory_exp_window_front.refresh
end
#--------------------------------------------------------------------------
# new method: show_victory_level_up
#--------------------------------------------------------------------------
def show_victory_level_up(actor, temp_actor)
@victory_exp_window_back.hide
@victory_exp_window_front.hide
#---
fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
text = sprintf(fmt, actor.name)
@victory_title_window.refresh(text)
#---
@victory_level_window.show
@victory_level_window.refresh(actor, temp_actor)
@victory_level_skills.show
@victory_level_skills.refresh(actor, temp_actor)
end
#--------------------------------------------------------------------------
# new method: show_victory_spoils
#--------------------------------------------------------------------------
def show_victory_spoils(gold, drops)
@victory_exp_window_back.hide
@victory_exp_window_front.hide
@victory_level_window.hide
@victory_level_skills.hide
#---
text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
@victory_title_window.refresh(text)
#---
@victory_spoils_window.show
@victory_spoils_window.make(gold, drops)
end
#--------------------------------------------------------------------------
# new method: close_victory_windows
#--------------------------------------------------------------------------
def close_victory_windows
@victory_title_window.close
@victory_exp_window_back.close
@victory_exp_window_front.close
@victory_level_window.close
@victory_level_skills.close
@victory_spoils_window.close
wait(16)
end
end # Scene_Battle
#==============================================================================
#
# End of File
#
#==============================================================================