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[已经解决] 怎么修改升级信息呢

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Lv3.寻梦者

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发表于 2012-10-10 14:47:30 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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怎么才能修改那个升级以后的提示信息呢?
现在是升级以后提示升到多少级 然后学会神马技能。
我想问问怎么才能将属性增减弄到上面去。
例如说  力量4→7   体质5→10  智力10→20
这种怎么弄那。
自己给自己挖了一个坑,然后掉下去的我,竟然爬不上来了,呵呵(NMB)。

Lv1.梦旅人

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发表于 2012-10-10 20:57:27 | 只看该作者
本帖最后由 Mic_洛洛 于 2012-10-12 22:29 编辑

这个脚本包含那要求的内容~
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       = "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.                    '"过马路要左右看,红灯停,绿灯行!"',
  179.                                      '"玩火者必烫伤!"',
  180.                  ],# Do not remove this.
  181.       #------------------------------------------------------------------------
  182.       :level  => [ # Occurs as initial victory quote.
  183.                    '"升级了!"',
  184.                    '"我的能力更上一层了!"',
  185.                    '"试试超过我!"',
  186.                    '"我又成长了!"',
  187.                  ],# Do not remove this.
  188.       #------------------------------------------------------------------------
  189.       :drops  => [ # Occurs as initial victory quote.
  190.                    '"过马路要左右看,红灯停,绿灯行!"',
  191.                                '"玩火者必烫伤!"',
  192.                  ],# Do not remove this.
  193.       #------------------------------------------------------------------------
  194.     } # Do not remove this.
  195.  
  196.   end # VICTORY_AFTERMATH
  197. end # YEA
  198.  
  199. #==============================================================================
  200. # ▼ Editting anything past this point may potentially result in causing
  201. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  202. # halitosis so edit at your own risk.
  203. #==============================================================================
  204.  
  205. module YEA
  206.   module REGEXP
  207.   module BASEITEM
  208.  
  209.     NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
  210.  
  211.     WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
  212.     WIN_QUOTE_OFF   = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
  213.     LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
  214.     LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
  215.     DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  216.     DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  217.  
  218.   end # BASEITEM
  219.   end # REGEXP
  220. end # YEA
  221.  
  222. #==============================================================================
  223. # ■ Switch
  224. #==============================================================================
  225.  
  226. module Switch
  227.  
  228.   #--------------------------------------------------------------------------
  229.   # self.skip_aftermath
  230.   #--------------------------------------------------------------------------
  231.   def self.skip_aftermath
  232.     return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
  233.     return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
  234.   end
  235.  
  236. end # Switch
  237.  
  238. #==============================================================================
  239. # ■ Numeric
  240. #==============================================================================
  241.  
  242. class Numeric
  243.  
  244.   #--------------------------------------------------------------------------
  245.   # new method: group_digits
  246.   #--------------------------------------------------------------------------
  247.   unless $imported["YEA-CoreEngine"]
  248.   def group; return self.to_s; end
  249.   end # $imported["YEA-CoreEngine"]
  250.  
  251. end # Numeric
  252.  
  253. #==============================================================================
  254. # ■ DataManager
  255. #==============================================================================
  256.  
  257. module DataManager
  258.  
  259.   #--------------------------------------------------------------------------
  260.   # alias method: load_database
  261.   #--------------------------------------------------------------------------
  262.   class <<self; alias load_database_va load_database; end
  263.   def self.load_database
  264.     load_database_va
  265.     load_notetags_va
  266.   end
  267.  
  268.   #--------------------------------------------------------------------------
  269.   # new method: load_notetags_va
  270.   #--------------------------------------------------------------------------
  271.   def self.load_notetags_va
  272.     groups = [$data_actors, $data_classes]
  273.     for group in groups
  274.       for obj in group
  275.         next if obj.nil?
  276.         obj.load_notetags_va
  277.       end
  278.     end
  279.   end
  280.  
  281. end # DataManager
  282.  
  283. #==============================================================================
  284. # ■ RPG::BaseItem
  285. #==============================================================================
  286.  
  287. class RPG::BaseItem
  288.  
  289.   #--------------------------------------------------------------------------
  290.   # public instance variables
  291.   #--------------------------------------------------------------------------
  292.   attr_accessor :win_quotes
  293.   attr_accessor :level_quotes
  294.   attr_accessor :drops_quotes
  295.  
  296.   #--------------------------------------------------------------------------
  297.   # common cache: load_notetags_va
  298.   #--------------------------------------------------------------------------
  299.   def load_notetags_va
  300.     @win_quotes = [""]
  301.     @level_quotes = [""]
  302.     @drops_quotes = [""]
  303.     @victory_quote_type = nil
  304.     #---
  305.     self.note.split(/[\r\n]+/).each { |line|
  306.       case line
  307.       #---
  308.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
  309.         @victory_quote_type = :win_quote
  310.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
  311.         @victory_quote_type = nil
  312.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
  313.         @victory_quote_type = :level_quote
  314.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
  315.         @victory_quote_type = nil
  316.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
  317.         @victory_quote_type = :drops_quote
  318.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
  319.         @victory_quote_type = nil
  320.       #---
  321.       when YEA::REGEXP::BASEITEM::NEW_QUOTE
  322.         case @victory_quote_type
  323.         when nil; next
  324.         when :win_quote;   @win_quotes.push("")
  325.         when :level_quote; @level_quotes.push("")
  326.         when :drops_quote; @drops_quotes.push("")
  327.         end
  328.       #---
  329.       else
  330.         case @victory_quote_type
  331.         when nil; next
  332.         when :win_quote;   @win_quotes[@win_quotes.size-1] += line.to_s
  333.         when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
  334.         when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
  335.         end
  336.       end
  337.     } # self.note.split
  338.     #---
  339.     return unless self.is_a?(RPG::Class)
  340.     quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
  341.     @win_quotes = quotes[:win].clone if @win_quotes == [""]
  342.     @level_quotes = quotes[:level].clone if @level_quotes == [""]
  343.     @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
  344.   end
  345.  
  346. end # RPG::BaseItem
  347.  
  348. #==============================================================================
  349. # ■ BattleManager
  350. #==============================================================================
  351.  
  352. module BattleManager
  353.  
  354.   #--------------------------------------------------------------------------
  355.   # overwrite method: self.process_victory
  356.   #--------------------------------------------------------------------------
  357.   def self.process_victory
  358.     if $imported["YEA-CommandAutobattle"]
  359.       SceneManager.scene.close_disable_autobattle_window
  360.     end
  361.     if Switch.skip_aftermath
  362.       skip_aftermath
  363.       return
  364.     end
  365.     play_battle_end_me
  366.     gain_jp if $imported["YEA-JPManager"]
  367.     display_exp
  368.     gain_exp
  369.     gain_gold
  370.     gain_drop_items
  371.     close_windows
  372.     SceneManager.return
  373.     replay_bgm_and_bgs
  374.     battle_end(0)
  375.     return true
  376.   end
  377.  
  378.   #--------------------------------------------------------------------------
  379.   # new method: self.skip_aftermath
  380.   #--------------------------------------------------------------------------
  381.   def self.skip_aftermath
  382.     $game_party.all_members.each do |actor|
  383.       actor.gain_exp($game_troop.exp_total)
  384.     end
  385.     $game_party.gain_gold($game_troop.gold_total)
  386.     $game_troop.make_drop_items.each do |item|
  387.       $game_party.gain_item(item, 1)
  388.     end
  389.     close_windows
  390.     SceneManager.return
  391.     replay_bgm_and_bgs
  392.     battle_end(0)
  393.   end
  394.  
  395.   #--------------------------------------------------------------------------
  396.   # overwrite method: self.play_battle_end_me
  397.   #--------------------------------------------------------------------------
  398.   def self.play_battle_end_me
  399.     $game_system.battle_end_me.play
  400.     YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
  401.   end
  402.  
  403.   #--------------------------------------------------------------------------
  404.   # new method: self.set_victory_text
  405.   #--------------------------------------------------------------------------
  406.   def self.set_victory_text(actor, type)
  407.     text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
  408.     text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
  409.     text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
  410.     $game_message.face_name = actor.face_name
  411.     $game_message.face_index = actor.face_index
  412.     $game_message.add(text)
  413.     wait_for_message
  414.   end
  415.  
  416.   #--------------------------------------------------------------------------
  417.   # overwrite method: self.display_exp
  418.   #--------------------------------------------------------------------------
  419.   def self.display_exp
  420.     SceneManager.scene.show_victory_display_exp
  421.     actor = $game_party.random_target
  422.     @victory_actor = actor
  423.     set_victory_text(@victory_actor, :win)
  424.   end
  425.  
  426.   #--------------------------------------------------------------------------
  427.   # overwrite method: self.gain_exp
  428.   #--------------------------------------------------------------------------
  429.   def self.gain_exp
  430.     $game_party.all_members.each do |actor|
  431.       temp_actor = Marshal.load(Marshal.dump(actor))
  432.       actor.gain_exp($game_troop.exp_total)
  433.       next if actor.level == temp_actor.level
  434.       SceneManager.scene.show_victory_level_up(actor, temp_actor)
  435.       set_victory_text(actor, :level)
  436.       wait_for_message
  437.     end
  438.   end
  439.  
  440.   #--------------------------------------------------------------------------
  441.   # overwrite method: self.gain_gold
  442.   #--------------------------------------------------------------------------
  443.   def self.gain_gold
  444.     $game_party.gain_gold($game_troop.gold_total)
  445.   end
  446.  
  447.   #--------------------------------------------------------------------------
  448.   # overwrite method: self.gain_drop_items
  449.   #--------------------------------------------------------------------------
  450.   def self.gain_drop_items
  451.     drops = []
  452.     $game_troop.make_drop_items.each do |item|
  453.       $game_party.gain_item(item, 1)
  454.       drops.push(item)
  455.     end
  456.     SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
  457.     set_victory_text(@victory_actor, :drops)
  458.     wait_for_message
  459.   end
  460.  
  461.   #--------------------------------------------------------------------------
  462.   # new method: self.close_windows
  463.   #--------------------------------------------------------------------------
  464.   def self.close_windows
  465.     SceneManager.scene.close_victory_windows
  466.   end
  467.  
  468.   #--------------------------------------------------------------------------
  469.   # alias method: load_database
  470.   #--------------------------------------------------------------------------
  471.   class <<self; alias battle_end_va battle_end; end
  472.   def self.battle_end(result)
  473.     battle_end_va(result)
  474.     return if result == 2
  475.     return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
  476.     event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
  477.     $game_temp.reserve_common_event(event_id)
  478.   end
  479.  
  480. end # BattleManager
  481.  
  482. #==============================================================================
  483. # ■ Game_Actor
  484. #==============================================================================
  485.  
  486. class Game_Actor < Game_Battler
  487.  
  488.   #--------------------------------------------------------------------------
  489.   # overwrite method: gain_exp
  490.   #--------------------------------------------------------------------------
  491.   def gain_exp(exp)
  492.     enabled = !SceneManager.scene_is?(Scene_Battle)
  493.     change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
  494.   end
  495.  
  496.   #--------------------------------------------------------------------------
  497.   # new method: victory_quotes
  498.   #--------------------------------------------------------------------------
  499.   def victory_quotes(type)
  500.     case type
  501.     when :win
  502.       return self.actor.win_quotes if self.actor.win_quotes != [""]
  503.       return self.class.win_quotes
  504.     when :level
  505.       return self.actor.level_quotes if self.actor.level_quotes != [""]
  506.       return self.class.level_quotes
  507.     when :drops
  508.       return self.actor.drops_quotes if self.actor.drops_quotes != [""]
  509.       return self.class.drops_quotes
  510.     else
  511.       return ["NOTEXT"]
  512.     end
  513.   end
  514.  
  515. end # Game_Actor
  516.  
  517. #==============================================================================
  518. # ■ Window_VictoryTitle
  519. #==============================================================================
  520.  
  521. class Window_VictoryTitle < Window_Base
  522.  
  523.   #--------------------------------------------------------------------------
  524.   # initialize
  525.   #--------------------------------------------------------------------------
  526.   def initialize
  527.     super(0, 0, Graphics.width, fitting_height(1))
  528.     self.z = 200
  529.     self.openness = 0
  530.   end
  531.  
  532.   #--------------------------------------------------------------------------
  533.   # refresh
  534.   #--------------------------------------------------------------------------
  535.   def refresh(message = "")
  536.     contents.clear
  537.     draw_text(0, 0, contents.width, line_height, message, 1)
  538.   end
  539.  
  540. end # Window_VictoryTitle
  541.  
  542. #==============================================================================
  543. # ■ Window_VictoryEXP_Back
  544. #==============================================================================
  545.  
  546. class Window_VictoryEXP_Back < Window_Selectable
  547.  
  548.   #--------------------------------------------------------------------------
  549.   # initialize
  550.   #--------------------------------------------------------------------------
  551.   def initialize
  552.     super(0, fitting_height(1), Graphics.width, window_height)
  553.     self.z = 200
  554.     self.openness = 0
  555.   end
  556.  
  557.   #--------------------------------------------------------------------------
  558.   # window_height
  559.   #--------------------------------------------------------------------------
  560.   def window_height
  561.     return Graphics.height - fitting_height(4) - fitting_height(1)
  562.   end
  563.  
  564.   #--------------------------------------------------------------------------
  565.   # col_max
  566.   #--------------------------------------------------------------------------
  567.   def col_max; return item_max; end
  568.  
  569.   #--------------------------------------------------------------------------
  570.   # spacing
  571.   #--------------------------------------------------------------------------
  572.   def spacing; return 8; end
  573.  
  574.   #--------------------------------------------------------------------------
  575.   # item_max
  576.   #--------------------------------------------------------------------------
  577.   def item_max; return $game_party.battle_members.size; end
  578.  
  579.   #--------------------------------------------------------------------------
  580.   # open
  581.   #--------------------------------------------------------------------------
  582.   def open
  583.     @exp_total = $game_troop.exp_total
  584.     super
  585.   end
  586.  
  587.   #--------------------------------------------------------------------------
  588.   # item_rect
  589.   #--------------------------------------------------------------------------
  590.   def item_rect(index)
  591.     rect = Rect.new
  592.     rect.width = item_width
  593.     rect.height = contents.height
  594.     rect.x = index % col_max * (item_width + spacing)
  595.     rect.y = index / col_max * item_height
  596.     return rect
  597.   end
  598.  
  599.   #--------------------------------------------------------------------------
  600.   # draw_item
  601.   #--------------------------------------------------------------------------
  602.   def draw_item(index)
  603.     actor = $game_party.battle_members[index]
  604.     return if actor.nil?
  605.     rect = item_rect(index)
  606.     reset_font_settings
  607.     draw_actor_name(actor, rect)
  608.     draw_exp_gain(actor, rect)
  609.     draw_jp_gain(actor, rect)
  610.     draw_actor_face(actor, rect)
  611.   end
  612.  
  613.   #--------------------------------------------------------------------------
  614.   # draw_actor_name
  615.   #--------------------------------------------------------------------------
  616.   def draw_actor_name(actor, rect)
  617.     name = actor.name
  618.     draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
  619.   end
  620.  
  621.   #--------------------------------------------------------------------------
  622.   # draw_actor_face
  623.   #--------------------------------------------------------------------------
  624.   def draw_actor_face(actor, rect)
  625.     face_name = actor.face_name
  626.     face_index = actor.face_index
  627.     bitmap = Cache.face(face_name)
  628.     rw = [rect.width, 96].min
  629.     face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
  630.     rx = (rect.width - rw) / 2 + rect.x
  631.     contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
  632.   end
  633.  
  634.   #--------------------------------------------------------------------------
  635.   # draw_exp_gain
  636.   #--------------------------------------------------------------------------
  637.   def draw_exp_gain(actor, rect)
  638.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  639.     dy = rect.y + line_height * 3 + 96
  640.     fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
  641.     text = sprintf(fmt, actor_exp_gain(actor).group)
  642.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  643.     change_color(power_up_color)
  644.     draw_text(rect.x, dy, dw, line_height, text, 2)
  645.   end
  646.  
  647.   #--------------------------------------------------------------------------
  648.   # actor_exp_gain
  649.   #--------------------------------------------------------------------------
  650.   def actor_exp_gain(actor)
  651.     n = @exp_total * actor.final_exp_rate
  652.     return n.to_i
  653.   end
  654.  
  655.   #--------------------------------------------------------------------------
  656.   # draw_jp_gain
  657.   #--------------------------------------------------------------------------
  658.   def draw_jp_gain(actor, rect)
  659.     return unless $imported["YEA-JPManager"]
  660.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  661.     dy = rect.y + line_height * 4 + 96
  662.     fmt = YEA::JP::VICTORY_AFTERMATH
  663.     text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
  664.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  665.     change_color(power_up_color)
  666.     draw_text(rect.x, dy, dw, line_height, text, 2)
  667.   end
  668.  
  669.   #--------------------------------------------------------------------------
  670.   # actor_jp_gain
  671.   #--------------------------------------------------------------------------
  672.   def actor_jp_gain(actor)
  673.     n = actor.battle_jp_earned
  674.     if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
  675.       n += YEA::JP::LEVEL_UP unless actor.max_level?
  676.     end
  677.     return n
  678.   end
  679.  
  680. end # Window_VictoryEXP_Back
  681.  
  682. #==============================================================================
  683. # ■ Window_VictoryEXP_Front
  684. #==============================================================================
  685.  
  686. class Window_VictoryEXP_Front < Window_VictoryEXP_Back
  687.  
  688.   #--------------------------------------------------------------------------
  689.   # initialize
  690.   #--------------------------------------------------------------------------
  691.   def initialize
  692.     super
  693.     self.back_opacity = 0
  694.     @ticks = 0
  695.     @counter = 30
  696.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  697.   end
  698.  
  699.   #--------------------------------------------------------------------------
  700.   # update
  701.   #--------------------------------------------------------------------------
  702.   def update
  703.     super
  704.     update_tick
  705.   end
  706.  
  707.   #--------------------------------------------------------------------------
  708.   # update_tick
  709.   #--------------------------------------------------------------------------
  710.   def update_tick
  711.     return unless self.openness >= 255
  712.     return unless self.visible
  713.     return if complete_ticks?
  714.     @counter -= 1
  715.     return unless @counter <= 0
  716.     return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
  717.     YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
  718.     @counter = 4
  719.     @ticks += 1
  720.     refresh
  721.   end
  722.  
  723.   #--------------------------------------------------------------------------
  724.   # complete_ticks?
  725.   #--------------------------------------------------------------------------
  726.   def complete_ticks?
  727.     for actor in $game_party.battle_members
  728.       total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  729.       bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  730.       now_exp = actor.exp - actor.current_level_exp + bonus_exp
  731.       next_exp = actor.next_level_exp - actor.current_level_exp
  732.       rate = now_exp * 1.0 / next_exp
  733.       return false if rate < 1.0
  734.     end
  735.     return true
  736.   end
  737.  
  738.   #--------------------------------------------------------------------------
  739.   # draw_item
  740.   #--------------------------------------------------------------------------
  741.   def draw_item(index)
  742.     actor = $game_party.battle_members[index]
  743.     return if actor.nil?
  744.     rect = item_rect(index)
  745.     draw_actor_exp(actor, rect)
  746.   end
  747.  
  748.   #--------------------------------------------------------------------------
  749.   # exp_gauge1
  750.   #--------------------------------------------------------------------------
  751.   def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
  752.  
  753.   #--------------------------------------------------------------------------
  754.   # exp_gauge2
  755.   #--------------------------------------------------------------------------
  756.   def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
  757.  
  758.   #--------------------------------------------------------------------------
  759.   # lvl_gauge1
  760.   #--------------------------------------------------------------------------
  761.   def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
  762.  
  763.   #--------------------------------------------------------------------------
  764.   # lvl_gauge2
  765.   #--------------------------------------------------------------------------
  766.   def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
  767.  
  768.   #--------------------------------------------------------------------------
  769.   # draw_actor_exp
  770.   #--------------------------------------------------------------------------
  771.   def draw_actor_exp(actor, rect)
  772.     if actor.max_level?
  773.       draw_exp_gauge(actor, rect, 1.0)
  774.       return
  775.     end
  776.     total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  777.     bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  778.     now_exp = actor.exp - actor.current_level_exp + bonus_exp
  779.     next_exp = actor.next_level_exp - actor.current_level_exp
  780.     rate = now_exp * 1.0 / next_exp
  781.     draw_exp_gauge(actor, rect, rate)
  782.   end
  783.  
  784.   #--------------------------------------------------------------------------
  785.   # draw_exp_gauge
  786.   #--------------------------------------------------------------------------
  787.   def draw_exp_gauge(actor, rect, rate)
  788.     rate = [[rate, 1.0].min, 0.0].max
  789.     dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
  790.     dy = rect.y + line_height * 2 + 96
  791.     dw = [rect.width, 96].min
  792.     colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
  793.     colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
  794.     draw_gauge(dx, dy, dw, rate, colour1, colour2)
  795.     fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
  796.     text = sprintf(fmt, [rate * 100, 100.00].min)
  797.     if [rate * 100, 100.00].min == 100.00
  798.       text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
  799.       text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
  800.     end
  801.     draw_text(dx, dy, dw, line_height, text, 1)
  802.   end
  803.  
  804. end # Window_VictoryEXP_Front
  805.  
  806. #==============================================================================
  807. # ■ Window_VictoryLevelUp
  808. #==============================================================================
  809.  
  810. class Window_VictoryLevelUp < Window_Base
  811.  
  812.   #--------------------------------------------------------------------------
  813.   # initialize
  814.   #--------------------------------------------------------------------------
  815.   def initialize
  816.     super(0, fitting_height(1), Graphics.width, window_height)
  817.     self.z = 200
  818.     hide
  819.   end
  820.  
  821.   #--------------------------------------------------------------------------
  822.   # window_height
  823.   #--------------------------------------------------------------------------
  824.   def window_height
  825.     return Graphics.height - fitting_height(4) - fitting_height(1)
  826.   end
  827.  
  828.   #--------------------------------------------------------------------------
  829.   # refresh
  830.   #--------------------------------------------------------------------------
  831.   def refresh(actor, temp_actor)
  832.     contents.clear
  833.     reset_font_settings
  834.     YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
  835.     draw_actor_changes(actor, temp_actor)
  836.   end
  837.  
  838.   #--------------------------------------------------------------------------
  839.   # draw_actor_changes
  840.   #--------------------------------------------------------------------------
  841.   def draw_actor_changes(actor, temp_actor)
  842.     dx = contents.width / 16
  843.     draw_actor_image(actor, temp_actor, dx)
  844.     draw_param_names(actor, dx)
  845.     draw_former_stats(temp_actor)
  846.     draw_arrows
  847.     draw_newer_stats(actor, temp_actor)
  848.     draw_new_skills(actor, temp_actor)
  849.   end
  850.  
  851.   #--------------------------------------------------------------------------
  852.   # draw_actor_image
  853.   #--------------------------------------------------------------------------
  854.   def draw_actor_image(actor, temp_actor, dx)
  855.     draw_text(dx, line_height, 96, line_height, actor.name, 1)
  856.     draw_actor_face(actor, dx, line_height * 2)
  857.     exp = actor.exp - temp_actor.exp
  858.     text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
  859.     change_color(power_up_color)
  860.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  861.     draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
  862.     reset_font_settings
  863.   end
  864.  
  865.   #--------------------------------------------------------------------------
  866.   # draw_param_names
  867.   #--------------------------------------------------------------------------
  868.   def draw_param_names(actor, dx)
  869.     dx += 108
  870.     change_color(system_color)
  871.     text = Vocab.level
  872.     draw_text(dx, 0, contents.width - dx, line_height, text)
  873.     dy = 0
  874.     for i in 0...8
  875.       dy += line_height
  876.       text = Vocab.param(i)
  877.       draw_text(dx, dy, contents.width - dx, line_height, text)
  878.     end
  879.   end
  880.  
  881.   #--------------------------------------------------------------------------
  882.   # draw_former_stats
  883.   #--------------------------------------------------------------------------
  884.   def draw_former_stats(actor)
  885.     dw = contents.width / 2 - 12
  886.     dy = 0
  887.     change_color(normal_color)
  888.     draw_text(0, dy, dw, line_height, actor.level.group, 2)
  889.     for i in 0...8
  890.       dy += line_height
  891.       draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
  892.     end
  893.   end
  894.  
  895.   #--------------------------------------------------------------------------
  896.   # draw_arrows
  897.   #--------------------------------------------------------------------------
  898.   def draw_arrows
  899.     dx = contents.width / 2 - 12
  900.     dy = 0
  901.     change_color(system_color)
  902.     for i in 0..8
  903.       draw_text(dx, dy, 24, line_height, "→", 1)
  904.       dy += line_height
  905.     end
  906.   end
  907.  
  908.   #--------------------------------------------------------------------------
  909.   # draw_newer_stats
  910.   #--------------------------------------------------------------------------
  911.   def draw_newer_stats(actor, temp_actor)
  912.     dx = contents.width / 2 + 12
  913.     dw = contents.width - dx
  914.     dy = 0
  915.     change_color(param_change_color(actor.level - temp_actor.level))
  916.     draw_text(dx, dy, dw, line_height, actor.level.group, 0)
  917.     for i in 0...8
  918.       dy += line_height
  919.       change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
  920.       draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
  921.     end
  922.   end
  923.  
  924.   #--------------------------------------------------------------------------
  925.   # draw_new_skills
  926.   #--------------------------------------------------------------------------
  927.   def draw_new_skills(actor, temp_actor)
  928.     return if temp_actor.skills.size == actor.skills.size
  929.     dw = 172 + 24
  930.     dx = contents.width - dw
  931.     change_color(system_color)
  932.     text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
  933.     draw_text(dx, 0, dw, line_height, text, 0)
  934.   end
  935.  
  936. end # Window_VictoryLevelUp
  937.  
  938. #==============================================================================
  939. # ■ Window_VictorySkills
  940. #==============================================================================
  941.  
  942. class Window_VictorySkills < Window_Selectable
  943.  
  944.   #--------------------------------------------------------------------------
  945.   # initialize
  946.   #--------------------------------------------------------------------------
  947.   def initialize
  948.     dy = fitting_height(1) + 24
  949.     dw = 172 + 24 + 24
  950.     dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
  951.     super(Graphics.width - dw, dy, dw, dh)
  952.     self.opacity = 0
  953.     self.z = 200
  954.     hide
  955.   end
  956.  
  957.   #--------------------------------------------------------------------------
  958.   # item_max
  959.   #--------------------------------------------------------------------------
  960.   def item_max; return @data.nil? ? 0 : @data.size; end
  961.  
  962.   #--------------------------------------------------------------------------
  963.   # refresh
  964.   #--------------------------------------------------------------------------
  965.   def refresh(actor, temp_actor)
  966.     contents.clear
  967.     if actor.skills.size == temp_actor.skills.size
  968.       unselect
  969.       @data = []
  970.       create_contents
  971.       return
  972.     end
  973.     @data = actor.skills - temp_actor.skills
  974.     if @data.size > 8
  975.       select(0)
  976.       activate
  977.     else
  978.       unselect
  979.       deactivate
  980.     end
  981.     create_contents
  982.     draw_all_items
  983.   end
  984.  
  985.   #--------------------------------------------------------------------------
  986.   # refresh
  987.   #--------------------------------------------------------------------------
  988.   def draw_item(index)
  989.     rect = item_rect(index)
  990.     skill = @data[index]
  991.     return if skill.nil?
  992.     rect.width -= 4
  993.     draw_item_name(skill, rect.x, rect.y, true)
  994.   end
  995.  
  996. end # Window_VictorySkills
  997.  
  998. #==============================================================================
  999. # ■ Window_VictorySpoils
  1000. #==============================================================================
  1001.  
  1002. class Window_VictorySpoils < Window_ItemList
  1003.  
  1004.   #--------------------------------------------------------------------------
  1005.   # initialize
  1006.   #--------------------------------------------------------------------------
  1007.   def initialize
  1008.     super(0, fitting_height(1), Graphics.width, window_height)
  1009.     self.z = 200
  1010.     hide
  1011.   end
  1012.  
  1013.   #--------------------------------------------------------------------------
  1014.   # window_height
  1015.   #--------------------------------------------------------------------------
  1016.   def window_height
  1017.     return Graphics.height - fitting_height(4) - fitting_height(1)
  1018.   end
  1019.  
  1020.   #--------------------------------------------------------------------------
  1021.   # spacing
  1022.   #--------------------------------------------------------------------------
  1023.   def spacing; return 32; end
  1024.  
  1025.   #--------------------------------------------------------------------------
  1026.   # make
  1027.   #--------------------------------------------------------------------------
  1028.   def make(gold, drops)
  1029.     @gold = gold
  1030.     @drops = drops
  1031.     refresh
  1032.     select(0)
  1033.     activate
  1034.   end
  1035.  
  1036.   #--------------------------------------------------------------------------
  1037.   # make_item_list
  1038.   #--------------------------------------------------------------------------
  1039.   def make_item_list
  1040.     @data = [nil]
  1041.     items = {}
  1042.     weapons = {}
  1043.     armours = {}
  1044.     @goods = {}
  1045.     for item in @drops
  1046.       case item
  1047.       when RPG::Item
  1048.         items[item] = 0 if items[item].nil?
  1049.         items[item] += 1
  1050.       when RPG::Weapon
  1051.         weapons[item] = 0 if weapons[item].nil?
  1052.         weapons[item] += 1
  1053.       when RPG::Armor
  1054.         armours[item] = 0 if armours[item].nil?
  1055.         armours[item] += 1
  1056.       end
  1057.     end
  1058.     items = items.sort { |a,b| a[0].id <=> b[0].id }
  1059.     weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
  1060.     armours = armours.sort { |a,b| a[0].id <=> b[0].id }
  1061.     for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1062.     for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1063.     for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1064.   end
  1065.  
  1066.   #--------------------------------------------------------------------------
  1067.   # draw_item
  1068.   #--------------------------------------------------------------------------
  1069.   def draw_item(index)
  1070.     item = @data[index]
  1071.     rect = item_rect(index)
  1072.     reset_font_settings
  1073.     if item.nil?
  1074.       draw_gold(rect)
  1075.       return
  1076.     end
  1077.     rect.width -= 4
  1078.     draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
  1079.     draw_item_number(rect, item)
  1080.   end
  1081.  
  1082.   #--------------------------------------------------------------------------
  1083.   # draw_gold
  1084.   #--------------------------------------------------------------------------
  1085.   def draw_gold(rect)
  1086.     text = Vocab.currency_unit
  1087.     draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
  1088.   end
  1089.  
  1090.   #--------------------------------------------------------------------------
  1091.   # draw_item_number
  1092.   #--------------------------------------------------------------------------
  1093.   def draw_item_number(rect, item)
  1094.     number = @goods[item].group
  1095.     if $imported["YEA-AdjustLimits"]
  1096.       contents.font.size = YEA::LIMIT::ITEM_FONT
  1097.       text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
  1098.       draw_text(rect, text, 2)
  1099.     else
  1100.       draw_text(rect, sprintf(":%s", number), 2)
  1101.     end
  1102.   end
  1103.  
  1104. end # Window_VictorySpoils
  1105.  
  1106. #==============================================================================
  1107. # ■ Scene_Battle
  1108. #==============================================================================
  1109.  
  1110. class Scene_Battle < Scene_Base
  1111.  
  1112.   #--------------------------------------------------------------------------
  1113.   # alias method: create_all_windows
  1114.   #--------------------------------------------------------------------------
  1115.   alias scene_battle_create_all_windows_va create_all_windows
  1116.   def create_all_windows
  1117.     scene_battle_create_all_windows_va
  1118.     create_victory_aftermath_windows
  1119.   end
  1120.  
  1121.   #--------------------------------------------------------------------------
  1122.   # new method: create_victory_aftermath_windows
  1123.   #--------------------------------------------------------------------------
  1124.   def create_victory_aftermath_windows
  1125.     @victory_title_window = Window_VictoryTitle.new
  1126.     @victory_exp_window_back = Window_VictoryEXP_Back.new
  1127.     @victory_exp_window_front = Window_VictoryEXP_Front.new
  1128.     @victory_level_window = Window_VictoryLevelUp.new
  1129.     @victory_level_skills = Window_VictorySkills.new
  1130.     @victory_spoils_window = Window_VictorySpoils.new
  1131.   end
  1132.  
  1133.   #--------------------------------------------------------------------------
  1134.   # new method: show_victory_display_exp
  1135.   #--------------------------------------------------------------------------
  1136.   def show_victory_display_exp
  1137.     @victory_title_window.open
  1138.     name = $game_party.battle_members[0].name
  1139.     fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
  1140.     name = sprintf(fmt, name) if $game_party.battle_members.size > 1
  1141.     fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
  1142.     text = sprintf(fmt, name)
  1143.     @victory_title_window.refresh(text)
  1144.     #---
  1145.     @victory_exp_window_back.open
  1146.     @victory_exp_window_back.refresh
  1147.     @victory_exp_window_front.open
  1148.     @victory_exp_window_front.refresh
  1149.   end
  1150.  
  1151.   #--------------------------------------------------------------------------
  1152.   # new method: show_victory_level_up
  1153.   #--------------------------------------------------------------------------
  1154.   def show_victory_level_up(actor, temp_actor)
  1155.     @victory_exp_window_back.hide
  1156.     @victory_exp_window_front.hide
  1157.     #---
  1158.     fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
  1159.     text = sprintf(fmt, actor.name)
  1160.     @victory_title_window.refresh(text)
  1161.     #---
  1162.     @victory_level_window.show
  1163.     @victory_level_window.refresh(actor, temp_actor)
  1164.     @victory_level_skills.show
  1165.     @victory_level_skills.refresh(actor, temp_actor)
  1166.   end
  1167.  
  1168.   #--------------------------------------------------------------------------
  1169.   # new method: show_victory_spoils
  1170.   #--------------------------------------------------------------------------
  1171.   def show_victory_spoils(gold, drops)
  1172.     @victory_exp_window_back.hide
  1173.     @victory_exp_window_front.hide
  1174.     @victory_level_window.hide
  1175.     @victory_level_skills.hide
  1176.     #---
  1177.     text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
  1178.     @victory_title_window.refresh(text)
  1179.     #---
  1180.     @victory_spoils_window.show
  1181.     @victory_spoils_window.make(gold, drops)
  1182.   end
  1183.  
  1184.   #--------------------------------------------------------------------------
  1185.   # new method: close_victory_windows
  1186.   #--------------------------------------------------------------------------
  1187.   def close_victory_windows
  1188.     @victory_title_window.close
  1189.     @victory_exp_window_back.close
  1190.     @victory_exp_window_front.close
  1191.     @victory_level_window.close
  1192.     @victory_level_skills.close
  1193.     @victory_spoils_window.close
  1194.     wait(16)
  1195.   end
  1196.  
  1197. end # Scene_Battle
  1198.  
  1199. #==============================================================================
  1200. #
  1201. # ▼ End of File
  1202. #
  1203. #==============================================================================

点评

收到~谢谢~  发表于 2012-10-12 22:33
^^洛子已帮你编辑了。以后发脚本要用代码框——高级模式里选<>,然后在里面插入就可以了喔!  发表于 2012-10-12 22:32
不懂得怎么贴出可以复制的脚本~抱歉了~  发表于 2012-10-10 21:01

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