#============================================================================== # # 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 # #==============================================================================