But not all are roses, when a batel end the players must endure YEP_VictoryAftermath exp | Ap Gain After Battle | JP window | YEP_VictoryAftermath drops. What i need is:
Window_VictoryJp
//=============================================================================
// Window_VictoryJp
//=============================================================================
if (Imported.YEP_VictoryAftermath && Yanfly.Param.JpEnableAftermath) {
function Window_VictoryJp() {
this.initialize.apply(this, arguments);
}
Window_VictoryJp.prototype = Object.create(Window_VictoryExp.prototype);
Window_VictoryJp.prototype.constructor = Window_VictoryJp;
Window_VictoryJp.prototype.drawActorGauge = function(actor, index) {
this.clearGaugeRect(index);
var rect = this.gaugeRect(index);
this.changeTextColor(this.normalColor());
this.drawActorName(actor, rect.x + 2, rect.y);
this.drawLevel(actor, rect);
this.drawJpGained(actor, rect);
};
Window_VictoryJp.prototype.drawJpGained = function(actor, rect) {
var wy = rect.y + this.lineHeight() * 1;
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.JpAftermathEarn, rect.x + 2, wy, rect.width - 4,
'left');
var bonusJp = 1.0 * actor.battleJp() * this._tick /
Yanfly.Param.VAGaugeTicks;
var value = Yanfly.Util.toGroup(parseInt(bonusJp));
var fmt = Yanfly.Param.JpAftermathFmt;
var icon = '\\i[' + Yanfly.Icon.Jp + ']';
var JpText = fmt.format(value, Yanfly.Param.Jp, icon);
this.changeTextColor(this.normalColor());
wx = rect.x + rect.width - this.textWidthEx(JpText);
this.drawTextEx(JpText, wx, wy);
};
// Window_VictoryJp
//=============================================================================
if (Imported.YEP_VictoryAftermath && Yanfly.Param.JpEnableAftermath) {
function Window_VictoryJp() {
this.initialize.apply(this, arguments);
}
Window_VictoryJp.prototype = Object.create(Window_VictoryExp.prototype);
Window_VictoryJp.prototype.constructor = Window_VictoryJp;
Window_VictoryJp.prototype.drawActorGauge = function(actor, index) {
this.clearGaugeRect(index);
var rect = this.gaugeRect(index);
this.changeTextColor(this.normalColor());
this.drawActorName(actor, rect.x + 2, rect.y);
this.drawLevel(actor, rect);
this.drawJpGained(actor, rect);
};
Window_VictoryJp.prototype.drawJpGained = function(actor, rect) {
var wy = rect.y + this.lineHeight() * 1;
this.changeTextColor(this.systemColor());
this.drawText(Yanfly.Param.JpAftermathEarn, rect.x + 2, wy, rect.width - 4,
'left');
var bonusJp = 1.0 * actor.battleJp() * this._tick /
Yanfly.Param.VAGaugeTicks;
var value = Yanfly.Util.toGroup(parseInt(bonusJp));
var fmt = Yanfly.Param.JpAftermathFmt;
var icon = '\\i[' + Yanfly.Icon.Jp + ']';
var JpText = fmt.format(value, Yanfly.Param.Jp, icon);
this.changeTextColor(this.normalColor());
wx = rect.x + rect.width - this.textWidthEx(JpText);
this.drawTextEx(JpText, wx, wy);
};
in the Equipment Learning so in only one window the player can see Jp and Ap.
The code shod be placed in this part, i think:
EqlVictoryAp
//=============================================================================
// Window_EqlVictoryAp
//=============================================================================
if (Imported.YEP_VictoryAftermath && Moogle_X.EQL.useAft) {
function Window_EqlVictoryAp() {
this.initialize.apply(this, arguments);
}
Window_EqlVictoryAp.prototype = Object.create(Window_VictoryExp.prototype);
Window_EqlVictoryAp.prototype.constructor = Window_EqlVictoryAp;
Window_EqlVictoryAp.prototype.drawActorGauge = function(actor, index) {
this.clearGaugeRect(index);
var rect = this.gaugeRect(index);
this.changeTextColor(this.normalColor());
this.drawActorName(actor, rect.x + 2, rect.y);
this.drawLevel(actor, rect);
this.drawApGained(actor, rect);
this.drawGainedSkills(actor, rect);
};
Window_EqlVictoryAp.prototype.drawApGained = function(actor, rect) {
var wy = rect.y + this.lineHeight() * 1;
this.changeTextColor(this.systemColor());
this.drawText(Moogle_X.EQL.aftApGainText, rect.x + 2, wy, rect.width - 4,
'left');
var bonusAp = 1.0 * actor.eqlBattleAp() * this._tick /
Yanfly.Param.VAGaugeTicks;
var value = Yanfly.Util.toGroup(parseInt(bonusAp));
var fmt = Moogle_X.EQL.aftApFmt;
var apText = fmt.format(value, Moogle_X.EQL.apVocab);
this.changeTextColor(this.normalColor());
wx = rect.x + rect.width - this.textWidthEx(apText);
this.drawTextEx(apText, wx, wy);
};
// Window_EqlVictoryAp
//=============================================================================
if (Imported.YEP_VictoryAftermath && Moogle_X.EQL.useAft) {
function Window_EqlVictoryAp() {
this.initialize.apply(this, arguments);
}
Window_EqlVictoryAp.prototype = Object.create(Window_VictoryExp.prototype);
Window_EqlVictoryAp.prototype.constructor = Window_EqlVictoryAp;
Window_EqlVictoryAp.prototype.drawActorGauge = function(actor, index) {
this.clearGaugeRect(index);
var rect = this.gaugeRect(index);
this.changeTextColor(this.normalColor());
this.drawActorName(actor, rect.x + 2, rect.y);
this.drawLevel(actor, rect);
this.drawApGained(actor, rect);
this.drawGainedSkills(actor, rect);
};
Window_EqlVictoryAp.prototype.drawApGained = function(actor, rect) {
var wy = rect.y + this.lineHeight() * 1;
this.changeTextColor(this.systemColor());
this.drawText(Moogle_X.EQL.aftApGainText, rect.x + 2, wy, rect.width - 4,
'left');
var bonusAp = 1.0 * actor.eqlBattleAp() * this._tick /
Yanfly.Param.VAGaugeTicks;
var value = Yanfly.Util.toGroup(parseInt(bonusAp));
var fmt = Moogle_X.EQL.aftApFmt;
var apText = fmt.format(value, Moogle_X.EQL.apVocab);
this.changeTextColor(this.normalColor());
wx = rect.x + rect.width - this.textWidthEx(apText);
this.drawTextEx(apText, wx, wy);
};
Any suggestions? SumRndmDde as a tone off this things on is plugins but i just don't have the knowledge to copy is process and apply it to this situation.





