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标题: YEA胜利显示脚本,如何关掉其中某些不要的功能? [打印本页]

作者: square320    时间: 2016-8-10 20:46
标题: YEA胜利显示脚本,如何关掉其中某些不要的功能?
本帖最后由 square320 于 2016-8-15 22:12 编辑

我的问题跟这个帖子的有点像:https://rpg.blue/forum.php?mod=viewthread&tid=369384
只是我想要关掉的功能跟那人不一样..
下面给出我工程里的YEA脚本(我工程内的脚本和原脚本不同,为了兼容另外个脚本而修改了一些地方..)


RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Victory Aftermath v1.03
  4. # -- Last Updated: 2012.01.07
  5. # -- Level: Easy, Normal, Hard
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported.nil?
  11. $imported["YEA-VictoryAftermath"] = true
  12.  
  13. #==============================================================================
  14. # ▼ Updates
  15. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  16. # 2012.01.07 - Compatibility Update: JP Manager
  17. # 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
  18. # 2011.12.26 - Compatibility Update: Command Autobattle
  19. # 2011.12.16 - Started Script and Finished.
  20. #
  21. #==============================================================================
  22. # ▼ Introduction
  23. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  24. # At the end of each battle, RPG Maker VX Ace by default shows text saying that
  25. # the party has gained so-and-so EXP while this person leveled up and your
  26. # party happened to find these drops. This script changes that text into
  27. # something more visual for your players to see. Active battle members will be
  28. # seen gaining EXP, any kind of level up changes, and a list of the items
  29. # obtained through drops.
  30. #
  31. #==============================================================================
  32. # ▼ Instructions
  33. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  34. # To install this script, open up your script editor and copy/paste this script
  35. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  36. #
  37. # -----------------------------------------------------------------------------
  38. # Actor Notetags - These notetags go in the actors notebox in the database.
  39. # -----------------------------------------------------------------------------
  40. # <win quotes>
  41. #  string
  42. #  string
  43. # </win quotes>
  44. # Sets the win quote for the actor. The strings are continuous and can use
  45. # text codes. Use \n for a line break. Type in what you want the actor to say
  46. # for the particular win quote. Use [New Quote] in between the two tags to
  47. # start up a new quote.
  48. #
  49. # <level quotes>
  50. #  string
  51. #  string
  52. # </level quotes>
  53. # Sets the level up quote for the actor. The strings are continuous and can use
  54. # text codes. Use \n for a line break. Type in what you want the actor to say
  55. # for the particular win quote. Use [New Quote] in between the two tags to
  56. # start up a new quote.
  57. #
  58. # <drops quotes>
  59. #  string
  60. #  string
  61. # </drops quotes>
  62. # Sets the drops quote for the actor. The strings are continuous and can use
  63. # text codes. Use \n for a line break. Type in what you want the actor to say
  64. # for the particular win quote. Use [New Quote] in between the two tags to
  65. # start up a new quote.
  66. #
  67. # -----------------------------------------------------------------------------
  68. # Class Notetags - These notetags go in the class notebox in the database.
  69. # -----------------------------------------------------------------------------
  70. # <win quotes>
  71. #  string
  72. #  string
  73. # </win quotes>
  74. # Sets the win quote for the class. The strings are continuous and can use
  75. # text codes. Use \n for a line break. Type in what you want the actor to say
  76. # for the particular win quote. Use [New Quote] in between the two tags to
  77. # start up a new quote.
  78. #
  79. # <level quotes>
  80. #  string
  81. #  string
  82. # </level quotes>
  83. # Sets the level up quote for the class. The strings are continuous and can use
  84. # text codes. Use \n for a line break. Type in what you want the actor to say
  85. # for the particular win quote. Use [New Quote] in between the two tags to
  86. # start up a new quote.
  87. #
  88. # <drops quotes>
  89. #  string
  90. #  string
  91. # </drops quotes>
  92. # Sets the drops quote for the class. The strings are continuous and can use
  93. # text codes. Use \n for a line break. Type in what you want the actor to say
  94. # for the particular win quote. Use [New Quote] in between the two tags to
  95. # start up a new quote.
  96. #
  97. #==============================================================================
  98. # ▼ Compatibility
  99. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  100. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  101. # it will run with RPG Maker VX without adjusting.
  102. #
  103. #==============================================================================
  104.  
  105. module YEA
  106.   module VICTORY_AFTERMATH
  107.  
  108.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  109.     # - General Settings -
  110.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  111.     # These are various settings that are used throughout the Victory Aftermath
  112.     # portion of a battle. Adjust them as you see fit.
  113.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  114.     VICTORY_BGM  = RPG::BGM.new("Field1", 100, 100)    # Victory BGM
  115.     VICTORY_TICK = RPG::SE.new("Decision1", 100, 150)  # EXP ticking SFX
  116.     LEVEL_SOUND  = RPG::SE.new("Up4", 80, 150)         # Level Up SFX
  117.     SKILLS_TEXT  = "新技能"                        # New skills text title.
  118.  
  119.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  120.     # - Important Settings -
  121.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  122.     # These are some important settings so please set them up properly. This
  123.     # section includes a switch that allows you to skip the victory aftermath
  124.     # phase (for those back to back battles and making them seamless) and it
  125.     # also allows you to declare a common event to run after each battle. If
  126.     # you do not wish to use either of these features, set them to 0. The
  127.     # common event will run regardless of win or escape.
  128.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  129.     SKIP_AFTERMATH_SWITCH  = 0  # If switch on, skip aftermath. 0 to disable.
  130.     AFTERMATH_COMMON_EVENT = 0  # Runs common event after battle. 0 to disable.
  131.  
  132.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  133.     # - Top Text Settings -
  134.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  135.     # Here, you can adjust the various text that appears in the window that
  136.     # appears at the top of the screen.
  137.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  138.     TOP_TEAM         = "%s的队伍"           # Team name used.
  139.     TOP_VICTORY_TEXT = "%s胜利了!"   # Text used to display victory.
  140.     TOP_LEVEL_UP     = "%s升级!"  # Text used to display level up.
  141.     TOP_SPOILS       = "胜利战利品!"     # Text used for spoils.
  142.  
  143.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  144.     # - EXP Gauge Settings -
  145.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  146.     # Adjust how the EXP Gauge appears for the Victory Aftermath here. This
  147.     # includes the text display, the font size, the colour of the gauges, and
  148.     # more. Adjust it all here.
  149.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  150.     VICTORY_EXP  = "+%sEXP"      # Text used to display EXP.
  151.     EXP_PERCENT  = "%1.2f%%"     # The way EXP percentage will be displayed.
  152.     LEVELUP_TEXT = "LEVEL UP!"   # Text to replace percentage when leveled.
  153.     MAX_LVL_TEXT = "MAX LEVEL"   # Text to replace percentage when max level.
  154.     FONTSIZE_EXP = 20            # Font size used for EXP.
  155.     EXP_TICKS    = 15            # Ticks to full EXP
  156.     EXP_GAUGE1   = 12            # "Window" skin text colour for gauge.
  157.     EXP_GAUGE2   = 4             # "Window" skin text colour for gauge.
  158.     LEVEL_GAUGE1 = 13            # "Window" skin text colour for leveling.
  159.     LEVEL_GAUGE2 = 5             # "Window" skin text colour for leveling.
  160.  
  161.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  162.     # - Victory Messages -
  163.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  164.     # In the Victory Aftermath, actors can say unique things. This is the pool
  165.     # of quotes used for actors without any custom victory quotes. Note that
  166.     # actors with custom quotes will take priority over classes with custom
  167.     # quotes, which will take priority over these default quotes. Use \n for
  168.     # a line break in the quotes.
  169.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  170.     HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.
  171.     FOOTER_TEXT = ""                        # Always at end of messages.
  172.  
  173.     # Win Quotes are what the actors say when a battle is won.
  174.     VICTORY_QUOTES ={
  175.     # :type   => Quotes
  176.       #------------------------------------------------------------------------
  177.       :win    => [ # Occurs as initial victory quote.
  178.                    '战斗胜利',
  179.                  ],# Do not remove this.
  180.       #------------------------------------------------------------------------
  181.       :level  => [ # Occurs as initial victory quote.
  182.                    '等级提升',
  183.                  ],# Do not remove this.
  184.       #------------------------------------------------------------------------
  185.       :drops  => [ # Occurs as initial victory quote.
  186.                    '掉落物品',
  187.                  ],# Do not remove this.
  188.       #------------------------------------------------------------------------
  189.     } # Do not remove this.
  190.  
  191.   end # VICTORY_AFTERMATH
  192. end # YEA
  193.  
  194. #==============================================================================
  195. # ▼ Editting anything past this point may potentially result in causing
  196. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  197. # halitosis so edit at your own risk.
  198. #==============================================================================
  199.  
  200. module YEA
  201.   module REGEXP
  202.   module BASEITEM
  203.  
  204.     NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
  205.  
  206.     WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
  207.     WIN_QUOTE_OFF   = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
  208.     LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
  209.     LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
  210.     DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  211.     DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  212.  
  213.   end # BASEITEM
  214.   end # REGEXP
  215. end # YEA
  216.  
  217. #==============================================================================
  218. # ■ Switch
  219. #==============================================================================
  220.  
  221. module Switch
  222.  
  223.   #--------------------------------------------------------------------------
  224.   # self.skip_aftermath
  225.   #--------------------------------------------------------------------------
  226.   def self.skip_aftermath
  227.     return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
  228.     return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
  229.   end
  230.  
  231. end # Switch
  232.  
  233. #==============================================================================
  234. # ■ Numeric
  235. #==============================================================================
  236.  
  237. class Numeric
  238.  
  239.   #--------------------------------------------------------------------------
  240.   # new method: group_digits
  241.   #--------------------------------------------------------------------------
  242.   unless $imported["YEA-CoreEngine"]
  243.   def group; return self.to_s; end
  244.   end # $imported["YEA-CoreEngine"]
  245.  
  246. end # Numeric
  247.  
  248. #==============================================================================
  249. # ■ DataManager
  250. #==============================================================================
  251.  
  252. module DataManager
  253.  
  254.   #--------------------------------------------------------------------------
  255.   # alias method: load_database
  256.   #--------------------------------------------------------------------------
  257.   class <<self; alias load_database_va load_database; end
  258.   def self.load_database
  259.     load_database_va
  260.     load_notetags_va
  261.   end
  262.  
  263.   #--------------------------------------------------------------------------
  264.   # new method: load_notetags_va
  265.   #--------------------------------------------------------------------------
  266.   def self.load_notetags_va
  267.     groups = [$data_actors, $data_classes]
  268.     for group in groups
  269.       for obj in group
  270.         next if obj.nil?
  271.         obj.load_notetags_va
  272.       end
  273.     end
  274.   end
  275.  
  276. end # DataManager
  277.  
  278. #==============================================================================
  279. # ■ RPG::BaseItem
  280. #==============================================================================
  281.  
  282. class RPG::BaseItem
  283.  
  284.   #--------------------------------------------------------------------------
  285.   # public instance variables
  286.   #--------------------------------------------------------------------------
  287.   attr_accessor :win_quotes
  288.   attr_accessor :level_quotes
  289.   attr_accessor :drops_quotes
  290.  
  291.   #--------------------------------------------------------------------------
  292.   # common cache: load_notetags_va
  293.   #--------------------------------------------------------------------------
  294.   def load_notetags_va
  295.     @win_quotes = [""]
  296.     @level_quotes = [""]
  297.     @drops_quotes = [""]
  298.     @victory_quote_type = nil
  299.     #---
  300.     self.note.split(/[\r\n]+/).each { |line|
  301.       case line
  302.       #---
  303.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
  304.         @victory_quote_type = :win_quote
  305.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
  306.         @victory_quote_type = nil
  307.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
  308.         @victory_quote_type = :level_quote
  309.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
  310.         @victory_quote_type = nil
  311.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
  312.         @victory_quote_type = :drops_quote
  313.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
  314.         @victory_quote_type = nil
  315.       #---
  316.       when YEA::REGEXP::BASEITEM::NEW_QUOTE
  317.         case @victory_quote_type
  318.         when nil; next
  319.         when :win_quote;   @win_quotes.push("")
  320.         when :level_quote; @level_quotes.push("")
  321.         when :drops_quote; @drops_quotes.push("")
  322.         end
  323.       #---
  324.       else
  325.         case @victory_quote_type
  326.         when nil; next
  327.         when :win_quote;   @win_quotes[@win_quotes.size-1] += line.to_s
  328.         when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
  329.         when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
  330.         end
  331.       end
  332.     } # self.note.split
  333.     #---
  334.     return unless self.is_a?(RPG::Class)
  335.     quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
  336.     @win_quotes = quotes[:win].clone if @win_quotes == [""]
  337.     @level_quotes = quotes[:level].clone if @level_quotes == [""]
  338.     @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
  339.   end
  340.  
  341. end # RPG::BaseItem
  342.  
  343. #==============================================================================
  344. # ■ BattleManager
  345. #==============================================================================
  346.  
  347. module BattleManager
  348.  
  349.   #--------------------------------------------------------------------------
  350.   # overwrite method: self.process_victory
  351.   #--------------------------------------------------------------------------
  352.   def self.process_victory
  353.     if $imported["YEA-CommandAutobattle"]
  354.       SceneManager.scene.close_disable_autobattle_window
  355.     end
  356.     if Switch.skip_aftermath
  357.       skip_aftermath
  358.       return
  359.     end
  360.     play_battle_end_me
  361.     gain_jp if $imported["YEA-JPManager"]
  362.     display_exp
  363.     gain_exp
  364.     gain_gold
  365.     gain_drop_items
  366.     close_windows
  367.     SceneManager.return
  368.     replay_bgm_and_bgs
  369.     battle_end(0)
  370.     return true
  371.   end
  372.  
  373.   #--------------------------------------------------------------------------
  374.   # new method: self.skip_aftermath
  375.   #--------------------------------------------------------------------------
  376.   def self.skip_aftermath
  377.     $game_party.all_members.each do |actor|
  378.       actor.gain_exp($game_troop.exp_total)
  379.     end
  380.     $game_party.gain_gold($game_troop.gold_total)
  381.     $game_troop.make_drop_items.each do |item|
  382.       $game_party.gain_item(item, 1)
  383.     end
  384.     close_windows
  385.     SceneManager.return
  386.     replay_bgm_and_bgs
  387.     battle_end(0)
  388.   end
  389.  
  390.   #--------------------------------------------------------------------------
  391.   # overwrite method: self.play_battle_end_me
  392.   #--------------------------------------------------------------------------
  393.   def self.play_battle_end_me
  394.     $game_system.battle_end_me.play
  395.     YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
  396.   end
  397.  
  398.   #--------------------------------------------------------------------------
  399.   # new method: self.set_victory_text
  400.   #--------------------------------------------------------------------------
  401.   def self.set_victory_text(actor, type)
  402.     text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
  403.     text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
  404.     text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
  405.     $game_message.face_name = actor.face_name
  406.     $game_message.face_index = actor.face_index
  407.     $game_message.add(text)
  408.     wait_for_message
  409.   end
  410.  
  411.   #--------------------------------------------------------------------------
  412.   # overwrite method: self.display_exp
  413.   #--------------------------------------------------------------------------
  414.   def self.display_exp
  415.     SceneManager.scene.show_victory_display_exp
  416.     actor = $game_party.random_target
  417.     @victory_actor = actor
  418.     set_victory_text(@victory_actor, :win)
  419.   end
  420.  
  421.   #--------------------------------------------------------------------------
  422.   # overwrite method: self.gain_exp
  423.   #--------------------------------------------------------------------------
  424.   def self.gain_exp
  425.     $game_party.pmcc.each do |id|
  426.       if id == nil
  427.         next
  428.       end
  429.       exp = $game_actors[id].exp
  430.       $game_actors[id].change_exp(exp+($game_troop.exp_total*PMSYS::PMCC_EXP/100.0).to_i,true)
  431.     end
  432.     $game_party.all_members.each do |actor|
  433.       temp_actor = Marshal.load(Marshal.dump(actor))
  434.       actor.gain_exp($game_troop.exp_total)
  435.       next if actor.level == temp_actor.level
  436.       SceneManager.scene.show_victory_level_up(actor, temp_actor)
  437.       set_victory_text(actor, :level)
  438.       wait_for_message
  439.     end
  440.   end
  441.  
  442.   #--------------------------------------------------------------------------
  443.   # overwrite method: self.gain_gold
  444.   #--------------------------------------------------------------------------
  445.   def self.gain_gold
  446.     $game_party.gain_gold($game_troop.gold_total)
  447.   end
  448.  
  449.   #--------------------------------------------------------------------------
  450.   # overwrite method: self.gain_drop_items
  451.   #--------------------------------------------------------------------------
  452.   def self.gain_drop_items
  453.     drops = []
  454.     $game_troop.make_drop_items.each do |item|
  455.       $game_party.gain_item(item, 1)
  456.       drops.push(item)
  457.     end
  458.     SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
  459.     set_victory_text(@victory_actor, :drops)
  460.     wait_for_message
  461.   end
  462.  
  463.   #--------------------------------------------------------------------------
  464.   # new method: self.close_windows
  465.   #--------------------------------------------------------------------------
  466.   def self.close_windows
  467.     SceneManager.scene.close_victory_windows
  468.   end
  469.  
  470.   #--------------------------------------------------------------------------
  471.   # alias method: load_database
  472.   #--------------------------------------------------------------------------
  473.   class <<self; alias battle_end_va battle_end; end
  474.   def self.battle_end(result)
  475.     battle_end_va(result)
  476.     return if result == 2
  477.     return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
  478.     event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
  479.     $game_temp.reserve_common_event(event_id)
  480.   end
  481.  
  482. end # BattleManager
  483.  
  484. #==============================================================================
  485. # ■ Game_Actor
  486. #==============================================================================
  487.  
  488. class Game_Actor < Game_Battler
  489.  
  490.   #--------------------------------------------------------------------------
  491.   # overwrite method: gain_exp
  492.   #--------------------------------------------------------------------------
  493.   def gain_exp(exp)
  494.     enabled = !SceneManager.scene_is?(Scene_Battle)
  495.     change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
  496.   end
  497.  
  498.   #--------------------------------------------------------------------------
  499.   # new method: victory_quotes
  500.   #--------------------------------------------------------------------------
  501.   def victory_quotes(type)
  502.     case type
  503.     when :win
  504.       return self.actor.win_quotes if self.actor.win_quotes != [""]
  505.       return self.class.win_quotes
  506.     when :level
  507.       return self.actor.level_quotes if self.actor.level_quotes != [""]
  508.       return self.class.level_quotes
  509.     when :drops
  510.       return self.actor.drops_quotes if self.actor.drops_quotes != [""]
  511.       return self.class.drops_quotes
  512.     else
  513.       return ["NOTEXT"]
  514.     end
  515.   end
  516.  
  517. end # Game_Actor
  518.  
  519. #==============================================================================
  520. # ■ Window_VictoryTitle
  521. #==============================================================================
  522.  
  523. class Window_VictoryTitle < Window_Base
  524.  
  525.   #--------------------------------------------------------------------------
  526.   # initialize
  527.   #--------------------------------------------------------------------------
  528.   def initialize
  529.     super(0, 0, Graphics.width, fitting_height(1))
  530.     self.z = 200
  531.     self.openness = 0
  532.   end
  533.  
  534.   #--------------------------------------------------------------------------
  535.   # refresh
  536.   #--------------------------------------------------------------------------
  537.   def refresh(message = "")
  538.     contents.clear
  539.     draw_text(0, 0, contents.width, line_height, message, 1)
  540.   end
  541.  
  542. end # Window_VictoryTitle
  543.  
  544. #==============================================================================
  545. # ■ Window_VictoryEXP_Back
  546. #==============================================================================
  547.  
  548. class Window_VictoryEXP_Back < Window_Selectable
  549.  
  550.   #--------------------------------------------------------------------------
  551.   # initialize
  552.   #--------------------------------------------------------------------------
  553.   def initialize
  554.     super(0, fitting_height(1), Graphics.width, window_height)
  555.     self.z = 200
  556.     self.openness = 0
  557.   end
  558.  
  559.   #--------------------------------------------------------------------------
  560.   # window_height
  561.   #--------------------------------------------------------------------------
  562.   def window_height
  563.     return Graphics.height - fitting_height(4) - fitting_height(1)
  564.   end
  565.  
  566.   #--------------------------------------------------------------------------
  567.   # col_max
  568.   #--------------------------------------------------------------------------
  569.   def col_max; return item_max; end
  570.  
  571.   #--------------------------------------------------------------------------
  572.   # spacing
  573.   #--------------------------------------------------------------------------
  574.   def spacing; return 8; end
  575.  
  576.   #--------------------------------------------------------------------------
  577.   # item_max
  578.   #--------------------------------------------------------------------------
  579.   def item_max; return $game_party.battle_members.size; end
  580.  
  581.   #--------------------------------------------------------------------------
  582.   # open
  583.   #--------------------------------------------------------------------------
  584.   def open
  585.     @exp_total = $game_troop.exp_total
  586.     super
  587.   end
  588.  
  589.   #--------------------------------------------------------------------------
  590.   # item_rect
  591.   #--------------------------------------------------------------------------
  592.   def item_rect(index)
  593.     rect = Rect.new
  594.     rect.width = item_width
  595.     rect.height = contents.height
  596.     rect.x = index % col_max * (item_width + spacing)
  597.     rect.y = index / col_max * item_height
  598.     return rect
  599.   end
  600.  
  601.   #--------------------------------------------------------------------------
  602.   # draw_item
  603.   #--------------------------------------------------------------------------
  604.   def draw_item(index)
  605.     actor = $game_party.battle_members[index]
  606.     return if actor.nil?
  607.     rect = item_rect(index)
  608.     reset_font_settings
  609.     draw_actor_name(actor, rect)
  610.     draw_exp_gain(actor, rect)
  611.     draw_jp_gain(actor, rect)
  612.     draw_actor_face(actor, rect)
  613.   end
  614.  
  615.   #--------------------------------------------------------------------------
  616.   # draw_actor_name
  617.   #--------------------------------------------------------------------------
  618.   def draw_actor_name(actor, rect)
  619.     name = actor.name
  620.     draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
  621.   end
  622.  
  623.   #--------------------------------------------------------------------------
  624.   # draw_actor_face
  625.   #--------------------------------------------------------------------------
  626.   def draw_actor_face(actor, rect)
  627.     face_name = actor.face_name
  628.     face_index = actor.face_index
  629.     bitmap = Cache.face(face_name)
  630.     rw = [rect.width, 96].min
  631.     face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
  632.     rx = (rect.width - rw) / 2 + rect.x
  633.     contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
  634.   end
  635.  
  636.   #--------------------------------------------------------------------------
  637.   # draw_exp_gain
  638.   #--------------------------------------------------------------------------
  639.   def draw_exp_gain(actor, rect)
  640.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  641.     dy = rect.y + line_height * 3 + 96
  642.     fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
  643.     text = sprintf(fmt, actor_exp_gain(actor).group)
  644.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  645.     change_color(power_up_color)
  646.     draw_text(rect.x, dy, dw, line_height, text, 2)
  647.   end
  648.  
  649.   #--------------------------------------------------------------------------
  650.   # actor_exp_gain
  651.   #--------------------------------------------------------------------------
  652.   def actor_exp_gain(actor)
  653.     n = @exp_total * actor.final_exp_rate
  654.     return n.to_i
  655.   end
  656.  
  657.   #--------------------------------------------------------------------------
  658.   # draw_jp_gain
  659.   #--------------------------------------------------------------------------
  660.   def draw_jp_gain(actor, rect)
  661.     return unless $imported["YEA-JPManager"]
  662.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  663.     dy = rect.y + line_height * 4 + 96
  664.     fmt = YEA::JP::VICTORY_AFTERMATH
  665.     text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
  666.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  667.     change_color(power_up_color)
  668.     draw_text(rect.x, dy, dw, line_height, text, 2)
  669.   end
  670.  
  671.   #--------------------------------------------------------------------------
  672.   # actor_jp_gain
  673.   #--------------------------------------------------------------------------
  674.   def actor_jp_gain(actor)
  675.     n = actor.battle_jp_earned
  676.     if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
  677.       n += YEA::JP::LEVEL_UP unless actor.max_level?
  678.     end
  679.     return n
  680.   end
  681.  
  682. end # Window_VictoryEXP_Back
  683.  
  684. #==============================================================================
  685. # ■ Window_VictoryEXP_Front
  686. #==============================================================================
  687.  
  688. class Window_VictoryEXP_Front < Window_VictoryEXP_Back
  689.  
  690.   #--------------------------------------------------------------------------
  691.   # initialize
  692.   #--------------------------------------------------------------------------
  693.   def initialize
  694.     super
  695.     self.back_opacity = 0
  696.     @ticks = 0
  697.     @counter = 30
  698.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  699.   end
  700.  
  701.   #--------------------------------------------------------------------------
  702.   # update
  703.   #--------------------------------------------------------------------------
  704.   def update
  705.     super
  706.     update_tick
  707.   end
  708.  
  709.   #--------------------------------------------------------------------------
  710.   # update_tick
  711.   #--------------------------------------------------------------------------
  712.   def update_tick
  713.     return unless self.openness >= 255
  714.     return unless self.visible
  715.     return if complete_ticks?
  716.     @counter -= 1
  717.     return unless @counter <= 0
  718.     return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
  719.     YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
  720.     @counter = 4
  721.     @ticks += 1
  722.     refresh
  723.   end
  724.  
  725.   #--------------------------------------------------------------------------
  726.   # complete_ticks?
  727.   #--------------------------------------------------------------------------
  728.   def complete_ticks?
  729.     for actor in $game_party.battle_members
  730.       total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  731.       bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  732.       now_exp = actor.exp - actor.current_level_exp + bonus_exp
  733.       next_exp = actor.next_level_exp - actor.current_level_exp
  734.       rate = now_exp * 1.0 / next_exp
  735.       return false if rate < 1.0
  736.     end
  737.     return true
  738.   end
  739.  
  740.   #--------------------------------------------------------------------------
  741.   # draw_item
  742.   #--------------------------------------------------------------------------
  743.   def draw_item(index)
  744.     actor = $game_party.battle_members[index]
  745.     return if actor.nil?
  746.     rect = item_rect(index)
  747.     draw_actor_exp(actor, rect)
  748.   end
  749.  
  750.   #--------------------------------------------------------------------------
  751.   # exp_gauge1
  752.   #--------------------------------------------------------------------------
  753.   def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
  754.  
  755.   #--------------------------------------------------------------------------
  756.   # exp_gauge2
  757.   #--------------------------------------------------------------------------
  758.   def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
  759.  
  760.   #--------------------------------------------------------------------------
  761.   # lvl_gauge1
  762.   #--------------------------------------------------------------------------
  763.   def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
  764.  
  765.   #--------------------------------------------------------------------------
  766.   # lvl_gauge2
  767.   #--------------------------------------------------------------------------
  768.   def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
  769.  
  770.   #--------------------------------------------------------------------------
  771.   # draw_actor_exp
  772.   #--------------------------------------------------------------------------
  773.   def draw_actor_exp(actor, rect)
  774.     if actor.max_level?
  775.       draw_exp_gauge(actor, rect, 1.0)
  776.       return
  777.     end
  778.     total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  779.     bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  780.     now_exp = actor.exp - actor.current_level_exp + bonus_exp
  781.     next_exp = actor.next_level_exp - actor.current_level_exp
  782.     rate = now_exp * 1.0 / next_exp
  783.     draw_exp_gauge(actor, rect, rate)
  784.   end
  785.  
  786.   #--------------------------------------------------------------------------
  787.   # draw_exp_gauge
  788.   #--------------------------------------------------------------------------
  789.   def draw_exp_gauge(actor, rect, rate)
  790.     rate = [[rate, 1.0].min, 0.0].max
  791.     dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
  792.     dy = rect.y + line_height * 2 + 96
  793.     dw = [rect.width, 96].min
  794.     colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
  795.     colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
  796.     draw_gauge(dx, dy, dw, rate, colour1, colour2)
  797.     fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
  798.     text = sprintf(fmt, [rate * 100, 100.00].min)
  799.     if [rate * 100, 100.00].min == 100.00
  800.       text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
  801.       text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
  802.     end
  803.     draw_text(dx, dy, dw, line_height, text, 1)
  804.   end
  805.  
  806. end # Window_VictoryEXP_Front
  807.  
  808. #==============================================================================
  809. # ■ Window_VictoryLevelUp
  810. #==============================================================================
  811.  
  812. class Window_VictoryLevelUp < Window_Base
  813.  
  814.   #--------------------------------------------------------------------------
  815.   # initialize
  816.   #--------------------------------------------------------------------------
  817.   def initialize
  818.     super(0, fitting_height(1), Graphics.width, window_height)
  819.     self.z = 200
  820.     hide
  821.   end
  822.  
  823.   #--------------------------------------------------------------------------
  824.   # window_height
  825.   #--------------------------------------------------------------------------
  826.   def window_height
  827.     return Graphics.height - fitting_height(4) - fitting_height(1)
  828.   end
  829.  
  830.   #--------------------------------------------------------------------------
  831.   # refresh
  832.   #--------------------------------------------------------------------------
  833.   def refresh(actor, temp_actor)
  834.     contents.clear
  835.     reset_font_settings
  836.     YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
  837.     draw_actor_changes(actor, temp_actor)
  838.   end
  839.  
  840.   #--------------------------------------------------------------------------
  841.   # draw_actor_changes
  842.   #--------------------------------------------------------------------------
  843.   def draw_actor_changes(actor, temp_actor)
  844.     dx = contents.width / 16
  845.     draw_actor_image(actor, temp_actor, dx)
  846.     draw_param_names(actor, dx)
  847.     draw_former_stats(temp_actor)
  848.     draw_arrows
  849.     draw_newer_stats(actor, temp_actor)
  850.     draw_new_skills(actor, temp_actor)
  851.   end
  852.  
  853.   #--------------------------------------------------------------------------
  854.   # draw_actor_image
  855.   #--------------------------------------------------------------------------
  856.   def draw_actor_image(actor, temp_actor, dx)
  857.     draw_text(dx, line_height, 96, line_height, actor.name, 1)
  858.     draw_actor_face(actor, dx, line_height * 2)
  859.     exp = actor.exp - temp_actor.exp
  860.     text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
  861.     change_color(power_up_color)
  862.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  863.     draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
  864.     reset_font_settings
  865.   end
  866.  
  867.   #--------------------------------------------------------------------------
  868.   # draw_param_names
  869.   #--------------------------------------------------------------------------
  870.   def draw_param_names(actor, dx)
  871.     dx += 108
  872.     change_color(system_color)
  873.     text = Vocab.level
  874.     draw_text(dx, 0, contents.width - dx, line_height, text)
  875.     dy = 0
  876.     for i in 0...8
  877.       dy += line_height
  878.       text = Vocab.param(i)
  879.       draw_text(dx, dy, contents.width - dx, line_height, text)
  880.     end
  881.   end
  882.  
  883.   #--------------------------------------------------------------------------
  884.   # draw_former_stats
  885.   #--------------------------------------------------------------------------
  886.   def draw_former_stats(actor)
  887.     dw = contents.width / 2 - 12
  888.     dy = 0
  889.     change_color(normal_color)
  890.     draw_text(0, dy, dw, line_height, actor.level.group, 2)
  891.     for i in 0...8
  892.       dy += line_height
  893.       draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
  894.     end
  895.   end
  896.  
  897.   #--------------------------------------------------------------------------
  898.   # draw_arrows
  899.   #--------------------------------------------------------------------------
  900.   def draw_arrows
  901.     dx = contents.width / 2 - 12
  902.     dy = 0
  903.     change_color(system_color)
  904.     for i in 0..8
  905.       draw_text(dx, dy, 24, line_height, "→", 1)
  906.       dy += line_height
  907.     end
  908.   end
  909.  
  910.   #--------------------------------------------------------------------------
  911.   # draw_newer_stats
  912.   #--------------------------------------------------------------------------
  913.   def draw_newer_stats(actor, temp_actor)
  914.     dx = contents.width / 2 + 12
  915.     dw = contents.width - dx
  916.     dy = 0
  917.     change_color(param_change_color(actor.level - temp_actor.level))
  918.     draw_text(dx, dy, dw, line_height, actor.level.group, 0)
  919.     for i in 0...8
  920.       dy += line_height
  921.       change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
  922.       draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
  923.     end
  924.   end
  925.  
  926.   #--------------------------------------------------------------------------
  927.   # draw_new_skills
  928.   #--------------------------------------------------------------------------
  929.   def draw_new_skills(actor, temp_actor)
  930.     return if temp_actor.skills.size == actor.skills.size
  931.     dw = 172 + 24
  932.     dx = contents.width - dw
  933.     change_color(system_color)
  934.     text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
  935.     draw_text(dx, 0, dw, line_height, text, 0)
  936.   end
  937.  
  938. end # Window_VictoryLevelUp
  939.  
  940. #==============================================================================
  941. # ■ Window_VictorySkills
  942. #==============================================================================
  943.  
  944. class Window_VictorySkills < Window_Selectable
  945.  
  946.   #--------------------------------------------------------------------------
  947.   # initialize
  948.   #--------------------------------------------------------------------------
  949.   def initialize
  950.     dy = fitting_height(1) + 24
  951.     dw = 172 + 24 + 24
  952.     dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
  953.     super(Graphics.width - dw, dy, dw, dh)
  954.     self.opacity = 0
  955.     self.z = 200
  956.     hide
  957.   end
  958.  
  959.   #--------------------------------------------------------------------------
  960.   # item_max
  961.   #--------------------------------------------------------------------------
  962.   def item_max; return @data.nil? ? 0 : @data.size; end
  963.  
  964.   #--------------------------------------------------------------------------
  965.   # refresh
  966.   #--------------------------------------------------------------------------
  967.   def refresh(actor, temp_actor)
  968.     contents.clear
  969.     if actor.skills.size == temp_actor.skills.size
  970.       unselect
  971.       @data = []
  972.       create_contents
  973.       return
  974.     end
  975.     @data = actor.skills - temp_actor.skills
  976.     if @data.size > 8
  977.       select(0)
  978.       activate
  979.     else
  980.       unselect
  981.       deactivate
  982.     end
  983.     create_contents
  984.     draw_all_items
  985.   end
  986.  
  987.   #--------------------------------------------------------------------------
  988.   # refresh
  989.   #--------------------------------------------------------------------------
  990.   def draw_item(index)
  991.     rect = item_rect(index)
  992.     skill = @data[index]
  993.     return if skill.nil?
  994.     rect.width -= 4
  995.     draw_item_name(skill, rect.x, rect.y, true)
  996.   end
  997.  
  998. end # Window_VictorySkills
  999.  
  1000. #==============================================================================
  1001. # ■ Window_VictorySpoils
  1002. #==============================================================================
  1003.  
  1004. class Window_VictorySpoils < Window_ItemList
  1005.  
  1006.   #--------------------------------------------------------------------------
  1007.   # initialize
  1008.   #--------------------------------------------------------------------------
  1009.   def initialize
  1010.     super(0, fitting_height(1), Graphics.width, window_height)
  1011.     self.z = 200
  1012.     hide
  1013.   end
  1014.  
  1015.   #--------------------------------------------------------------------------
  1016.   # window_height
  1017.   #--------------------------------------------------------------------------
  1018.   def window_height
  1019.     return Graphics.height - fitting_height(4) - fitting_height(1)
  1020.   end
  1021.  
  1022.   #--------------------------------------------------------------------------
  1023.   # spacing
  1024.   #--------------------------------------------------------------------------
  1025.   def spacing; return 32; end
  1026.  
  1027.   #--------------------------------------------------------------------------
  1028.   # make
  1029.   #--------------------------------------------------------------------------
  1030.   def make(gold, drops)
  1031.     @gold = gold
  1032.     @drops = drops
  1033.     refresh
  1034.     select(0)
  1035.     activate
  1036.   end
  1037.  
  1038.   #--------------------------------------------------------------------------
  1039.   # make_item_list
  1040.   #--------------------------------------------------------------------------
  1041.   def make_item_list
  1042.     @data = [nil]
  1043.     items = {}
  1044.     weapons = {}
  1045.     armours = {}
  1046.     @goods = {}
  1047.     for item in @drops
  1048.       case item
  1049.       when RPG::Item
  1050.         items[item] = 0 if items[item].nil?
  1051.         items[item] += 1
  1052.       when RPG::Weapon
  1053.         weapons[item] = 0 if weapons[item].nil?
  1054.         weapons[item] += 1
  1055.       when RPG::Armor
  1056.         armours[item] = 0 if armours[item].nil?
  1057.         armours[item] += 1
  1058.       end
  1059.     end
  1060.     items = items.sort { |a,b| a[0].id <=> b[0].id }
  1061.     weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
  1062.     armours = armours.sort { |a,b| a[0].id <=> b[0].id }
  1063.     for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1064.     for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1065.     for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1066.   end
  1067.  
  1068.   #--------------------------------------------------------------------------
  1069.   # draw_item
  1070.   #--------------------------------------------------------------------------
  1071.   def draw_item(index)
  1072.     item = @data[index]
  1073.     rect = item_rect(index)
  1074.     reset_font_settings
  1075.     if item.nil?
  1076.       draw_gold(rect)
  1077.       return
  1078.     end
  1079.     rect.width -= 4
  1080.     draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
  1081.     draw_item_number(rect, item)
  1082.   end
  1083.  
  1084.   #--------------------------------------------------------------------------
  1085.   # draw_gold
  1086.   #--------------------------------------------------------------------------
  1087.   def draw_gold(rect)
  1088.     text = Vocab.currency_unit
  1089.     draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
  1090.   end
  1091.  
  1092.   #--------------------------------------------------------------------------
  1093.   # draw_item_number
  1094.   #--------------------------------------------------------------------------
  1095.   def draw_item_number(rect, item)
  1096.     number = @goods[item].group
  1097.     if $imported["YEA-AdjustLimits"]
  1098.       contents.font.size = YEA::LIMIT::ITEM_FONT
  1099.       text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
  1100.       draw_text(rect, text, 2)
  1101.     else
  1102.       draw_text(rect, sprintf(":%s", number), 2)
  1103.     end
  1104.   end
  1105.  
  1106. end # Window_VictorySpoils
  1107.  
  1108. #==============================================================================
  1109. # ■ Scene_Battle
  1110. #==============================================================================
  1111.  
  1112. class Scene_Battle < Scene_Base
  1113.  
  1114.   #--------------------------------------------------------------------------
  1115.   # alias method: create_all_windows
  1116.   #--------------------------------------------------------------------------
  1117.   alias scene_battle_create_all_windows_va create_all_windows
  1118.   def create_all_windows
  1119.     scene_battle_create_all_windows_va
  1120.     create_victory_aftermath_windows
  1121.   end
  1122.  
  1123.   #--------------------------------------------------------------------------
  1124.   # new method: create_victory_aftermath_windows
  1125.   #--------------------------------------------------------------------------
  1126.   def create_victory_aftermath_windows
  1127.     @victory_title_window = Window_VictoryTitle.new
  1128.     @victory_exp_window_back = Window_VictoryEXP_Back.new
  1129.     @victory_exp_window_front = Window_VictoryEXP_Front.new
  1130.     @victory_level_window = Window_VictoryLevelUp.new
  1131.     @victory_level_skills = Window_VictorySkills.new
  1132.     @victory_spoils_window = Window_VictorySpoils.new
  1133.   end
  1134.  
  1135.   #--------------------------------------------------------------------------
  1136.   # new method: show_victory_display_exp
  1137.   #--------------------------------------------------------------------------
  1138.   def show_victory_display_exp
  1139.     @victory_title_window.open
  1140.     name = $game_party.battle_members[0].name
  1141.     fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
  1142.     name = sprintf(fmt, name) if $game_party.battle_members.size > 1
  1143.     fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
  1144.     text = sprintf(fmt, name)
  1145.     @victory_title_window.refresh(text)
  1146.     #---
  1147.     @victory_exp_window_back.open
  1148.     @victory_exp_window_back.refresh
  1149.     @victory_exp_window_front.open
  1150.     @victory_exp_window_front.refresh
  1151.   end
  1152.  
  1153.   #--------------------------------------------------------------------------
  1154.   # new method: show_victory_level_up
  1155.   #--------------------------------------------------------------------------
  1156.   def show_victory_level_up(actor, temp_actor)
  1157.     @victory_exp_window_back.hide
  1158.     @victory_exp_window_front.hide
  1159.     #---
  1160.     fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
  1161.     text = sprintf(fmt, actor.name)
  1162.     @victory_title_window.refresh(text)
  1163.     #---
  1164.     @victory_level_window.show
  1165.     @victory_level_window.refresh(actor, temp_actor)
  1166.     @victory_level_skills.show
  1167.     @victory_level_skills.refresh(actor, temp_actor)
  1168.   end
  1169.  
  1170.   #--------------------------------------------------------------------------
  1171.   # new method: show_victory_spoils
  1172.   #--------------------------------------------------------------------------
  1173.   def show_victory_spoils(gold, drops)
  1174.     @victory_exp_window_back.hide
  1175.     @victory_exp_window_front.hide
  1176.     @victory_level_window.hide
  1177.     @victory_level_skills.hide
  1178.     #---
  1179.     text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
  1180.     @victory_title_window.refresh(text)
  1181.     #---
  1182.     @victory_spoils_window.show
  1183.     @victory_spoils_window.make(gold, drops)
  1184.   end
  1185.  
  1186.   #--------------------------------------------------------------------------
  1187.   # new method: close_victory_windows
  1188.   #--------------------------------------------------------------------------
  1189.   def close_victory_windows
  1190.     @victory_title_window.close
  1191.     @victory_exp_window_back.close
  1192.     @victory_exp_window_front.close
  1193.     @victory_level_window.close
  1194.     @victory_level_skills.close
  1195.     @victory_spoils_window.close
  1196.     wait(16)
  1197.   end
  1198.  
  1199. end # Scene_Battle
  1200.  
  1201. #==============================================================================
  1202. #
  1203. # ▼ End of File
  1204. #
  1205. #==============================================================================



如上,我用红笔标注出的,那个 胜利后显示对话框和角色头像以及胜利台词的功能可否去掉...[groupid=516]白菜组[/groupid]
作者: square320    时间: 2016-8-10 20:51
本帖最后由 square320 于 2016-8-10 20:54 编辑
  1.    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  2.     # - Victory Messages -
  3.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  4.     # In the Victory Aftermath, actors can say unique things. This is the pool
  5.     # of quotes used for actors without any custom victory quotes. Note that
  6.     # actors with custom quotes will take priority over classes with custom
  7.     # quotes, which will take priority over these default quotes. Use \n for
  8.     # a line break in the quotes.
  9.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  10.     HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.
  11.     FOOTER_TEXT = ""                        # Always at end of messages.
  12.    
  13.     # Win Quotes are what the actors say when a battle is won.
  14.     VICTORY_QUOTES ={
  15.     # :type   => Quotes
  16.       #------------------------------------------------------------------------
  17.       :win    => [ # Occurs as initial victory quote.
  18. #                  '战斗胜利',
  19.                  ],# Do not remove this.
  20.       #------------------------------------------------------------------------
  21.       :level  => [ # Occurs as initial victory quote.
  22. #                   '等级提升',
  23.                  ],# Do not remove this.
  24.       #------------------------------------------------------------------------
  25.       :drops  => [ # Occurs as initial victory quote.
  26. #                  '掉落物品',
  27.                  ],# Do not remove this.
  28.       #------------------------------------------------------------------------
  29.     } # Do not remove this.
  30.    
  31.   end # VICTORY_AFTERMATH
  32. end # YEA
复制代码


就是上面这段功能不要= = 如果用那个人帖子里提到的‘注释掉功能有关的脚本’这个办法的话,要注释掉哪些内容?
作者: cinderelmini    时间: 2016-8-15 22:42

  1. class Scene_Battle < Scene_Base
  2.   #--------------------------------------------------------------------------
  3.   # ○ 建立结算窗口的时候设定坐标居中
  4.   #--------------------------------------------------------------------------
  5.   alias sny46_160815_cvaw create_victory_aftermath_windows
  6.   def create_victory_aftermath_windows
  7.     sny46_160815_cvaw
  8.     # 设置标题窗口的位置
  9.     title_y = (Graphics.height - @victory_title_window.height - @victory_level_window.height) / 2
  10.     @victory_title_window.y = title_y
  11.     # 设置其他窗口的位置
  12.     @victory_exp_window_back.y = @victory_exp_window_front.y =
  13.     @victory_level_window.y = @victory_level_skills.y =
  14.     @victory_spoils_window.y = title_y + @victory_title_window.height
  15.   end
  16.   #--------------------------------------------------------------------------
  17.   # ○ 显示经验的时候关闭状态栏
  18.   #--------------------------------------------------------------------------
  19.   alias sny46_160815_svde show_victory_display_exp
  20.   def show_victory_display_exp
  21.     @status_window.close
  22.     sny46_160815_svde
  23.   end
  24. end


  25. module BattleManager
  26.   #--------------------------------------------------------------------------
  27.   # ○ 等待,直到按下确定键
  28.   #--------------------------------------------------------------------------
  29.   def self.wait_until_enter
  30.     loop do
  31.       SceneManager.scene.update_basic
  32.       break if Input.trigger?(:C)
  33.     end
  34.   end
  35.   #--------------------------------------------------------------------------
  36.   # ○ 改为等待按下确定键,不再显示对话
  37.   #--------------------------------------------------------------------------
  38.   def self.set_victory_text(actor, type)
  39.     wait_until_enter
  40.   end
  41. end
复制代码

这段代码丢到结算脚本的下面试试看。
作者: square320    时间: 2016-8-15 23:16
cinderelmini 发表于 2016-8-15 22:42
这段代码丢到结算脚本的下面试试看。

恩!可以了!感谢大触帮忙!




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