YEA-Victory Aftermath (QWIK FIX!) Spacing Issue!

● ARCHIVED · READ-ONLY
Started by ShinGamix 2 posts View original ↗
  1. I am using

    YEA-Victory Aftermath v1.03

    Put script in spoiler as the recent one been updated to v.1.04

    Spoiler
    #==============================================================================# # ▼ Yanfly Engine Ace - Victory Aftermath v1.03# -- Last Updated: 2012.01.07# -- Level: Easy, Normal, Hard# -- Requires: n/a# #==============================================================================$imported = {} if $imported.nil?$imported["YEA-VictoryAftermath"] = true#==============================================================================# ▼ Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 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/素材 but above ▼ Main. Remember to save.# # -----------------------------------------------------------------------------# Actor Notetags - These notetags go in the actors notebox in the database.# -----------------------------------------------------------------------------# <win quotes># string# string# </win quotes># 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.# # <level quotes># string# string# </level quotes># 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.# # <drops quotes># string# string# </drops quotes># 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.# -----------------------------------------------------------------------------# <win quotes># string# string# </win quotes># 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.# # <level quotes># string# string# </level quotes># 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.# # <drops quotes># string# string# </drops quotes># 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_AFTERMATHend # 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 # REGEXPend # 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 # $imported["YEA-CoreEngine"] end # Numeric#==============================================================================# ■ DataManager#==============================================================================module DataManager #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias load_database_va load_database; end def self.load_database load_database_va load_notetags_va end #-------------------------------------------------------------------------- # new method: load_notetags_va #-------------------------------------------------------------------------- def self.load_notetags_va groups = [$data_actors, $data_classes] for group in groups for obj in group next if obj.nil? obj.load_notetags_va end end end end # DataManager#==============================================================================# ■ RPG::BaseItem#==============================================================================class RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :win_quotes attr_accessor :level_quotes attr_accessor :drops_quotes #-------------------------------------------------------------------------- # common cache: load_notetags_va #-------------------------------------------------------------------------- def load_notetags_va @win_quotes = [""] @level_quotes = [""] @drops_quotes = [""] @victory_quote_type = nil #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON @victory_quote_type = :win_quote when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF @victory_quote_type = nil when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON @victory_quote_type = :level_quote when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF @victory_quote_type = nil when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON @victory_quote_type = :drops_quote when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF @victory_quote_type = nil #--- when YEA::REGEXP::BASEITEM::NEW_QUOTE case @victory_quote_type when nil; next when :win_quote; @win_quotes.push("") when :level_quote; @level_quotes.push("") when :drops_quote; @drops_quotes.push("") end #--- else case @victory_quote_type when nil; next when :win_quote; @win_quotes[@win_quotes.size-1] += line.to_s when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s end end } # self.note.split #--- return unless self.is_a?(RPG::Class) quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES @win_quotes = quotes[:win].clone if @win_quotes == [""] @level_quotes = quotes[:level].clone if @level_quotes == [""] @drops_quotes = quotes[:drops].clone if @drops_quotes == [""] end end # RPG::BaseItem#==============================================================================# ■ BattleManager#==============================================================================module BattleManager #-------------------------------------------------------------------------- # overwrite method: self.process_victory #-------------------------------------------------------------------------- def self.process_victory if $imported["YEA-CommandAutobattle"] SceneManager.scene.close_disable_autobattle_window end return skip_aftermath if Switch.skip_aftermath play_battle_end_me gain_jp if $imported["YEA-JPManager"] display_exp gain_exp gain_gold gain_drop_items close_windows SceneManager.return replay_bgm_and_bgs battle_end(0) return true end #-------------------------------------------------------------------------- # new method: self.skip_aftermath #-------------------------------------------------------------------------- def self.skip_aftermath $game_party.all_members.each do |actor| actor.gain_exp($game_troop.exp_total) end $game_party.gain_gold($game_troop.gold_total) $game_troop.make_drop_items.each do |item| $game_party.gain_item(item, 1) end close_windows SceneManager.return replay_bgm_and_bgs battle_end(0) end #-------------------------------------------------------------------------- # overwrite method: self.play_battle_end_me #-------------------------------------------------------------------------- def self.play_battle_end_me return if Switch.skip_aftermath_music $game_system.battle_end_me.play YEA::VICTORY_AFTERMATH::VICTORY_BGM.play end #-------------------------------------------------------------------------- # new method: self.set_victory_text #-------------------------------------------------------------------------- def self.set_victory_text(actor, type) text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name) text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)] text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT $game_message.face_name = actor.face_name $game_message.face_index = actor.face_index $game_message.add(text) wait_for_message end #-------------------------------------------------------------------------- # overwrite method: self.display_exp #-------------------------------------------------------------------------- def self.display_exp SceneManager.scene.show_victory_display_exp actor = $game_party.random_target @victory_actor = actor set_victory_text(@victory_actor, :win) end #-------------------------------------------------------------------------- # overwrite method: self.gain_exp #-------------------------------------------------------------------------- def self.gain_exp $game_party.all_members.each do |actor| temp_actor = Marshal.load(Marshal.dump(actor)) actor.gain_exp($game_troop.exp_total) next if actor.level == temp_actor.level SceneManager.scene.show_victory_level_up(actor, temp_actor) set_victory_text(actor, :level) wait_for_message end end #-------------------------------------------------------------------------- # overwrite method: self.gain_gold #-------------------------------------------------------------------------- def self.gain_gold $game_party.gain_gold($game_troop.gold_total) end #-------------------------------------------------------------------------- # overwrite method: self.gain_drop_items #-------------------------------------------------------------------------- def self.gain_drop_items drops = [] $game_troop.make_drop_items.each do |item| $game_party.gain_item(item, 1) drops.push(item) end SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops) set_victory_text(@victory_actor, :drops) wait_for_message end #-------------------------------------------------------------------------- # new method: self.close_windows #-------------------------------------------------------------------------- def self.close_windows SceneManager.scene.close_victory_windows end #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias battle_end_va battle_end; end def self.battle_end(result) battle_end_va(result) return if result == 2 return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0 event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT $game_temp.reserve_common_event(event_id) end end # BattleManager#==============================================================================# ■ Game_Actor#==============================================================================class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # overwrite method: gain_exp #-------------------------------------------------------------------------- def gain_exp(exp) enabled = !SceneManager.scene_is?(Scene_Battle) change_exp(self.exp + (exp * final_exp_rate).to_i, enabled) end #-------------------------------------------------------------------------- # new method: victory_quotes #-------------------------------------------------------------------------- def victory_quotes(type) case type when :win return self.actor.win_quotes if self.actor.win_quotes != [""] return self.class.win_quotes when :level return self.actor.level_quotes if self.actor.level_quotes != [""] return self.class.level_quotes when :drops return self.actor.drops_quotes if self.actor.drops_quotes != [""] return self.class.drops_quotes else return ["NOTEXT"] end end end # Game_Actor#==============================================================================# ■ Window_VictoryTitle#==============================================================================class Window_VictoryTitle < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize super(0, 0, Graphics.width, fitting_height(1)) self.z = 200 self.openness = 0 end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh(message = "") contents.clear draw_text(0, 0, contents.width, line_height, message, 1) end end # Window_VictoryTitle#==============================================================================# ■ Window_VictoryEXP_Back#==============================================================================class Window_VictoryEXP_Back < Window_Selectable #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize super(0, fitting_height(1), Graphics.width, window_height) self.z = 200 self.openness = 0 end #-------------------------------------------------------------------------- # window_height #-------------------------------------------------------------------------- def window_height return Graphics.height - fitting_height(4) - fitting_height(1) end #-------------------------------------------------------------------------- # col_max #-------------------------------------------------------------------------- def col_max; return item_max; end #-------------------------------------------------------------------------- # spacing #-------------------------------------------------------------------------- def spacing; return 8; end #-------------------------------------------------------------------------- # item_max #-------------------------------------------------------------------------- def item_max; return $game_party.battle_members.size; end #-------------------------------------------------------------------------- # open #-------------------------------------------------------------------------- def open @exp_total = $game_troop.exp_total super end #-------------------------------------------------------------------------- # item_rect #-------------------------------------------------------------------------- def item_rect(index) rect = Rect.new rect.width = item_width rect.height = contents.height rect.x = index % col_max * (item_width + spacing) rect.y = index / col_max * item_height return rect end #-------------------------------------------------------------------------- # draw_item #-------------------------------------------------------------------------- def draw_item(index) actor = $game_party.battle_members[index] return if actor.nil? rect = item_rect(index) reset_font_settings draw_actor_name(actor, rect) draw_exp_gain(actor, rect) draw_jp_gain(actor, rect) draw_actor_face(actor, rect) end #-------------------------------------------------------------------------- # draw_actor_name #-------------------------------------------------------------------------- def draw_actor_name(actor, rect) name = actor.name draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1) end #-------------------------------------------------------------------------- # draw_actor_face #-------------------------------------------------------------------------- def draw_actor_face(actor, rect) face_name = actor.face_name face_index = actor.face_index bitmap = Cache.face(face_name) rw = [rect.width, 96].min face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96) rx = (rect.width - rw) / 2 + rect.x contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255) end #-------------------------------------------------------------------------- # draw_exp_gain #-------------------------------------------------------------------------- def draw_exp_gain(actor, rect) dw = rect.width - (rect.width - [rect.width, 96].min) / 2 dy = rect.y + line_height * 3 + 96 fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP text = sprintf(fmt, actor_exp_gain(actor).group) contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP change_color(power_up_color) draw_text(rect.x, dy, dw, line_height, text, 2) end #-------------------------------------------------------------------------- # actor_exp_gain #-------------------------------------------------------------------------- def actor_exp_gain(actor) n = @exp_total * actor.final_exp_rate return n.to_i end #-------------------------------------------------------------------------- # draw_jp_gain #-------------------------------------------------------------------------- def draw_jp_gain(actor, rect) return unless $imported["YEA-JPManager"] dw = rect.width - (rect.width - [rect.width, 96].min) / 2 dy = rect.y + line_height * 4 + 96 fmt = YEA::JP::VICTORY_AFTERMATH text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp) contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP change_color(power_up_color) draw_text(rect.x, dy, dw, line_height, text, 2) end #-------------------------------------------------------------------------- # actor_jp_gain #-------------------------------------------------------------------------- def actor_jp_gain(actor) n = actor.battle_jp_earned if actor.exp + actor_exp_gain(actor) > 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(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(i) - temp_actor.param(i))) draw_text(dx, dy, dw, line_height, actor.param(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# #==============================================================================
    1st off

    How do I fix the spacing in the Level up window as pictured here?

    www11.jpg

    2nd 

    Need a snippet/add on to let me have the Victory Aftermath use a separate Window Graphic (or at least a background graphic) than the other scenes and return to the previous one after the Victory Scene.

    or how would I go about doing it?

    Thanks in advance.

    Appreciate the help!!

    Need anymore info just let me know.
  2. Here you go:

    Spoiler
    module YEA::VICTORY_AFTERMATH STATS_X_OFFSET = 100 SKILL_X_OFFSET = 0 WINDOWSKIN = "MySkin1" end#==============================================================================# ¡ Window_VictoryTitle#==============================================================================class Window_VictoryTitle < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- alias sixth_ini12111 initialize def initialize sixth_ini12111 self.windowskin = Cache.system(YEA::VICTORY_AFTERMATH::WINDOWSKIN) endend#==============================================================================# ¡ Window_VictoryEXP_Back#==============================================================================class Window_VictoryEXP_Back < Window_Selectable #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- alias sixth_ini12112 initialize def initialize sixth_ini12112 self.windowskin = Cache.system(YEA::VICTORY_AFTERMATH::WINDOWSKIN) endend#==============================================================================# ¡ Window_VictoryEXP_Front#==============================================================================class Window_VictoryEXP_Front < Window_VictoryEXP_Back #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- alias sixth_ini12113 initialize def initialize sixth_ini12113 self.windowskin = Cache.system(YEA::VICTORY_AFTERMATH::WINDOWSKIN) endend#==============================================================================# ¡ Window_VictorySkills#==============================================================================class Window_VictorySkills < Window_Selectable #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- alias sixth_ini12114 initialize def initialize sixth_ini12114 self.windowskin = Cache.system(YEA::VICTORY_AFTERMATH::WINDOWSKIN) endend#==============================================================================# ¡ Window_VictorySpoils#==============================================================================class Window_VictorySpoils < Window_ItemList #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- alias sixth_ini12115 initialize def initialize sixth_ini12115 self.windowskin = Cache.system(YEA::VICTORY_AFTERMATH::WINDOWSKIN) endendclass Window_VictoryLevelUp < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- alias sixth_ini12114 initialize def initialize sixth_ini12114 self.windowskin = Cache.system(YEA::VICTORY_AFTERMATH::WINDOWSKIN) end #-------------------------------------------------------------------------- # draw_former_stats #-------------------------------------------------------------------------- def draw_former_stats(actor) dw = contents.width / 2 - 12 dy = 0 @x1 = YEA::VICTORY_AFTERMATH::STATS_X_OFFSET change_color(normal_color) draw_text(@x1, dy, dw, line_height, actor.level.group, 2) for i in 0...8 dy += line_height draw_text(@x1, dy, dw, line_height, actor.param_base(i).group, 2) end end #-------------------------------------------------------------------------- # draw_arrows #-------------------------------------------------------------------------- def draw_arrows dx = contents.width / 2 - 12 + @x1 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 + @x1 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 + YEA::VICTORY_AFTERMATH::SKILL_X_OFFSET change_color(system_color) text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT draw_text(dx, 0, dw, line_height, text, 0) endend
    Put this below Yanfly's script.

    Edit the offsets and windowskin as you want in the module.

    The offsets will be added to the base display value, so use positive numbers to move them right and negatives to move them left.

    Insert the name of the windowskin you are using at the windowskin setup.

    If you want anything else moved, say so. I added settings for the stat numbers and skills only.

    But why are you using an outdated version? o_O