- #==============================================================================
 
 
- # 
 
 
- # ▼ Yanfly Engine Ace - Victory Aftermath v1.03
 
 
- # -- Last Updated: 2012.01.07
 
 
- # -- Level: Easy, Normal, Hard
 
 
- # -- Requires: n/a
 
 
- # 
 
 
- #==============================================================================
 
 
-   
- $imported = {} if $imported.nil?
 
 
- $imported["YEA-VictoryAftermath"] = true
 
 
-   
- #==============================================================================
 
 
- # ▼ Updates
 
 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 
- # 2012.01.07 - Compatibility Update: JP Manager
 
 
- # 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
 
 
- # 2011.12.26 - Compatibility Update: Command Autobattle
 
 
- # 2011.12.16 - Started Script and Finished.
 
 
- # 
 
 
- #==============================================================================
 
 
- # ▼ Introduction
 
 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 
- # At the end of each battle, RPG Maker VX Ace by default shows text saying that
 
 
- # the party has gained so-and-so EXP while this person leveled up and your
 
 
- # party happened to find these drops. This script changes that text into
 
 
- # something more visual for your players to see. Active battle members will be
 
 
- # seen gaining EXP, any kind of level up changes, and a list of the items
 
 
- # obtained through drops.
 
 
- # 
 
 
- #==============================================================================
 
 
- # ▼ Instructions
 
 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 
- # To install this script, open up your script editor and copy/paste this script
 
 
- # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
 
 
- # 
 
 
- # -----------------------------------------------------------------------------
 
 
- # Actor Notetags - These notetags go in the actors notebox in the database.
 
 
- # -----------------------------------------------------------------------------
 
 
- # <win quotes>
 
 
- #  string
 
 
- #  string
 
 
- # </win quotes>
 
 
- # Sets the win quote for the actor. The strings are continuous and can use
 
 
- # text codes. Use \n for a line break. Type in what you want the actor to say
 
 
- # for the particular win quote. Use [New Quote] in between the two tags to
 
 
- # start up a new quote.
 
 
- # 
 
 
- # <level quotes>
 
 
- #  string
 
 
- #  string
 
 
- # </level quotes>
 
 
- # Sets the level up quote for the actor. The strings are continuous and can use
 
 
- # text codes. Use \n for a line break. Type in what you want the actor to say
 
 
- # for the particular win quote. Use [New Quote] in between the two tags to
 
 
- # start up a new quote.
 
 
- # 
 
 
- # <drops quotes>
 
 
- #  string
 
 
- #  string
 
 
- # </drops quotes>
 
 
- # Sets the drops quote for the actor. The strings are continuous and can use
 
 
- # text codes. Use \n for a line break. Type in what you want the actor to say
 
 
- # for the particular win quote. Use [New Quote] in between the two tags to
 
 
- # start up a new quote.
 
 
- # 
 
 
- # -----------------------------------------------------------------------------
 
 
- # Class Notetags - These notetags go in the class notebox in the database.
 
 
- # -----------------------------------------------------------------------------
 
 
- # <win quotes>
 
 
- #  string
 
 
- #  string
 
 
- # </win quotes>
 
 
- # Sets the win quote for the class. The strings are continuous and can use
 
 
- # text codes. Use \n for a line break. Type in what you want the actor to say
 
 
- # for the particular win quote. Use [New Quote] in between the two tags to
 
 
- # start up a new quote.
 
 
- # 
 
 
- # <level quotes>
 
 
- #  string
 
 
- #  string
 
 
- # </level quotes>
 
 
- # Sets the level up quote for the class. The strings are continuous and can use
 
 
- # text codes. Use \n for a line break. Type in what you want the actor to say
 
 
- # for the particular win quote. Use [New Quote] in between the two tags to
 
 
- # start up a new quote.
 
 
- # 
 
 
- # <drops quotes>
 
 
- #  string
 
 
- #  string
 
 
- # </drops quotes>
 
 
- # Sets the drops quote for the class. The strings are continuous and can use
 
 
- # text codes. Use \n for a line break. Type in what you want the actor to say
 
 
- # for the particular win quote. Use [New Quote] in between the two tags to
 
 
- # start up a new quote.
 
 
- # 
 
 
- #==============================================================================
 
 
- # ▼ Compatibility
 
 
- # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 
 
- # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
 
 
- # it will run with RPG Maker VX without adjusting.
 
 
- # 
 
 
- #==============================================================================
 
 
-   
- module YEA
 
 
-   module VICTORY_AFTERMATH
 
 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # - General Settings -
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # These are various settings that are used throughout the Victory Aftermath
 
 
-     # portion of a battle. Adjust them as you see fit.
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     VICTORY_BGM  = RPG::BGM.new("Field1", 100, 100)    # Victory BGM
 
 
-     VICTORY_TICK = RPG::SE.new("Decision1", 100, 150)  # EXP ticking SFX
 
 
-     LEVEL_SOUND  = RPG::SE.new("Up4", 80, 150)         # Level Up SFX
 
 
-     SKILLS_TEXT  = "新技能"                        # New skills text title.
 
 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # - Important Settings -
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # These are some important settings so please set them up properly. This
 
 
-     # section includes a switch that allows you to skip the victory aftermath
 
 
-     # phase (for those back to back battles and making them seamless) and it
 
 
-     # also allows you to declare a common event to run after each battle. If
 
 
-     # you do not wish to use either of these features, set them to 0. The
 
 
-     # common event will run regardless of win or escape.
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     SKIP_AFTERMATH_SWITCH  = 0  # If switch on, skip aftermath. 0 to disable.
 
 
-     AFTERMATH_COMMON_EVENT = 0  # Runs common event after battle. 0 to disable.
 
 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # - Top Text Settings -
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # Here, you can adjust the various text that appears in the window that
 
 
-     # appears at the top of the screen.
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     TOP_TEAM         = "%s的队伍"           # Team name used.
 
 
-     TOP_VICTORY_TEXT = "%s胜利了!"   # Text used to display victory.
 
 
-     TOP_LEVEL_UP     = "%s升级!"  # Text used to display level up.
 
 
-     TOP_SPOILS       = "胜利战利品!"     # Text used for spoils.
 
 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # - EXP Gauge Settings -
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # Adjust how the EXP Gauge appears for the Victory Aftermath here. This
 
 
-     # includes the text display, the font size, the colour of the gauges, and
 
 
-     # more. Adjust it all here.
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     VICTORY_EXP  = "+%sEXP"      # Text used to display EXP.
 
 
-     EXP_PERCENT  = "%1.2f%%"     # The way EXP percentage will be displayed.
 
 
-     LEVELUP_TEXT = "LEVEL UP!"   # Text to replace percentage when leveled.
 
 
-     MAX_LVL_TEXT = "MAX LEVEL"   # Text to replace percentage when max level.
 
 
-     FONTSIZE_EXP = 20            # Font size used for EXP.
 
 
-     EXP_TICKS    = 15            # Ticks to full EXP
 
 
-     EXP_GAUGE1   = 12            # "Window" skin text colour for gauge.
 
 
-     EXP_GAUGE2   = 4             # "Window" skin text colour for gauge.
 
 
-     LEVEL_GAUGE1 = 13            # "Window" skin text colour for leveling.
 
 
-     LEVEL_GAUGE2 = 5             # "Window" skin text colour for leveling.
 
 
-   
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # - Victory Messages -
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     # In the Victory Aftermath, actors can say unique things. This is the pool
 
 
-     # of quotes used for actors without any custom victory quotes. Note that
 
 
-     # actors with custom quotes will take priority over classes with custom
 
 
-     # quotes, which will take priority over these default quotes. Use \n for
 
 
-     # a line break in the quotes.
 
 
-     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 
 
-     HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.
 
 
-     FOOTER_TEXT = ""                        # Always at end of messages.
 
 
-   
-     # Win Quotes are what the actors say when a battle is won.
 
 
-     VICTORY_QUOTES ={
 
 
-     # :type   => Quotes
 
 
-       #------------------------------------------------------------------------
 
 
-       :win    => [ # Occurs as initial victory quote.
 
 
-                    '"我们赢了! 多么激烈的战斗!"',
 
 
-                    '"我出了一身汗."',
 
 
-                    '"这并不难."',
 
 
-                    '"让我们挑战更厉害的!"',
 
 
-                  ],# Do not remove this.
 
 
-       #------------------------------------------------------------------------
 
 
-       :level  => [ # Occurs as initial victory quote.
 
 
-                    '"好! 升级了!"',
 
 
-                    '"我变强了!"',
 
 
-                    '"试试超过我!"',
 
 
-                    '"我又成长了!"',
 
 
-                  ],# Do not remove this.
 
 
-       #------------------------------------------------------------------------
 
 
-       :drops  => [ # Occurs as initial victory quote.
 
 
-                    '"带走这些东西."',
 
 
-                    '"胜利者的战利品."',
 
 
-                    '"怪物掉了些东西!"',
 
 
-                    '"嘿, 这是什么?"',
 
 
-                  ],# Do not remove this.
 
 
-       #------------------------------------------------------------------------
 
 
-     } # Do not remove this.
 
 
-   
-   end # VICTORY_AFTERMATH
 
 
- end # YEA
 
 
-   
- #==============================================================================
 
 
- # ▼ Editting anything past this point may potentially result in causing
 
 
- # computer damage, incontinence, explosion of user's head, coma, death, and/or
 
 
- # halitosis so edit at your own risk.
 
 
- #==============================================================================
 
 
-   
- module YEA
 
 
-   module REGEXP
 
 
-   module BASEITEM
 
 
-   
-     NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
 
 
-   
-     WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
 
 
-     WIN_QUOTE_OFF   = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
 
 
-     LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
 
 
-     LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
 
 
-     DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
 
 
-     DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
 
 
-   
-   end # BASEITEM
 
 
-   end # REGEXP
 
 
- end # YEA
 
 
-   
- #==============================================================================
 
 
- # ■ Switch
 
 
- #==============================================================================
 
 
-   
- module Switch
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # self.skip_aftermath
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.skip_aftermath
 
 
-     return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
 
 
-     return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
 
 
-   end
 
 
-   
- end # Switch
 
 
-   
- #==============================================================================
 
 
- # ■ Numeric
 
 
- #==============================================================================
 
 
-   
- class Numeric
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: group_digits
 
 
-   #--------------------------------------------------------------------------
 
 
-   unless $imported["YEA-CoreEngine"]
 
 
-   def group; return self.to_s; end
 
 
-   end # $imported["YEA-CoreEngine"]
 
 
-   
- end # Numeric
 
 
-   
- #==============================================================================
 
 
- # ■ DataManager
 
 
- #==============================================================================
 
 
-   
- module DataManager
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # alias method: load_database
 
 
-   #--------------------------------------------------------------------------
 
 
-   class <<self; alias load_database_va load_database; end
 
 
-   def self.load_database
 
 
-     load_database_va
 
 
-     load_notetags_va
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: load_notetags_va
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.load_notetags_va
 
 
-     groups = [$data_actors, $data_classes]
 
 
-     for group in groups
 
 
-       for obj in group
 
 
-         next if obj.nil?
 
 
-         obj.load_notetags_va
 
 
-       end
 
 
-     end
 
 
-   end
 
 
-   
- end # DataManager
 
 
-   
- #==============================================================================
 
 
- # ■ RPG::BaseItem
 
 
- #==============================================================================
 
 
-   
- class RPG::BaseItem
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # public instance variables
 
 
-   #--------------------------------------------------------------------------
 
 
-   attr_accessor :win_quotes
 
 
-   attr_accessor :level_quotes
 
 
-   attr_accessor :drops_quotes
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # common cache: load_notetags_va
 
 
-   #--------------------------------------------------------------------------
 
 
-   def load_notetags_va
 
 
-     @win_quotes = [""]
 
 
-     @level_quotes = [""]
 
 
-     @drops_quotes = [""]
 
 
-     @victory_quote_type = nil
 
 
-     #---
 
 
-     self.note.split(/[\r\n]+/).each { |line|
 
 
-       case line
 
 
-       #---
 
 
-       when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
 
 
-         @victory_quote_type = :win_quote
 
 
-       when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
 
 
-         @victory_quote_type = nil
 
 
-       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
 
 
-         @victory_quote_type = :level_quote
 
 
-       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
 
 
-         @victory_quote_type = nil
 
 
-       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
 
 
-         @victory_quote_type = :drops_quote
 
 
-       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
 
 
-         @victory_quote_type = nil
 
 
-       #---
 
 
-       when YEA::REGEXP::BASEITEM::NEW_QUOTE
 
 
-         case @victory_quote_type
 
 
-         when nil; next
 
 
-         when :win_quote;   @win_quotes.push("")
 
 
-         when :level_quote; @level_quotes.push("")
 
 
-         when :drops_quote; @drops_quotes.push("")
 
 
-         end
 
 
-       #---
 
 
-       else
 
 
-         case @victory_quote_type
 
 
-         when nil; next
 
 
-         when :win_quote;   @win_quotes[@win_quotes.size-1] += line.to_s
 
 
-         when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
 
 
-         when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
 
 
-         end
 
 
-       end
 
 
-     } # self.note.split
 
 
-     #---
 
 
-     return unless self.is_a?(RPG::Class)
 
 
-     quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
 
 
-     @win_quotes = quotes[:win].clone if @win_quotes == [""]
 
 
-     @level_quotes = quotes[:level].clone if @level_quotes == [""]
 
 
-     @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
 
 
-   end
 
 
-   
- end # RPG::BaseItem
 
 
-   
- #==============================================================================
 
 
- # ■ BattleManager
 
 
- #==============================================================================
 
 
-   
- module BattleManager
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # overwrite method: self.process_victory
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.process_victory
 
 
-     if $imported["YEA-CommandAutobattle"]
 
 
-       SceneManager.scene.close_disable_autobattle_window
 
 
-     end
 
 
-     if Switch.skip_aftermath
 
 
-       skip_aftermath
 
 
-       return
 
 
-     end
 
 
-     play_battle_end_me
 
 
-     gain_jp if $imported["YEA-JPManager"]
 
 
-     display_exp
 
 
-     gain_exp
 
 
-     gain_gold
 
 
-     gain_drop_items
 
 
-     close_windows
 
 
-     SceneManager.return
 
 
-     replay_bgm_and_bgs
 
 
-     battle_end(0)
 
 
-     return true
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: self.skip_aftermath
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.skip_aftermath
 
 
-     $game_party.all_members.each do |actor|
 
 
-       actor.gain_exp($game_troop.exp_total)
 
 
-     end
 
 
-     $game_party.gain_gold($game_troop.gold_total)
 
 
-     $game_troop.make_drop_items.each do |item|
 
 
-       $game_party.gain_item(item, 1)
 
 
-     end
 
 
-     close_windows
 
 
-     SceneManager.return
 
 
-     replay_bgm_and_bgs
 
 
-     battle_end(0)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # overwrite method: self.play_battle_end_me
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.play_battle_end_me
 
 
-     $game_system.battle_end_me.play
 
 
-     YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: self.set_victory_text
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.set_victory_text(actor, type)
 
 
-     text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
 
 
-     text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
 
 
-     text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
 
 
-     $game_message.face_name = actor.face_name
 
 
-     $game_message.face_index = actor.face_index
 
 
-     $game_message.add(text)
 
 
-     wait_for_message
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # overwrite method: self.display_exp
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.display_exp
 
 
-     SceneManager.scene.show_victory_display_exp
 
 
-     actor = $game_party.random_target
 
 
-     @victory_actor = actor
 
 
-     set_victory_text(@victory_actor, :win)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # overwrite method: self.gain_exp
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.gain_exp
 
 
-     $game_party.all_members.each do |actor|
 
 
-       temp_actor = Marshal.load(Marshal.dump(actor))
 
 
-       actor.gain_exp($game_troop.exp_total)
 
 
-       next if actor.level == temp_actor.level
 
 
-       SceneManager.scene.show_victory_level_up(actor, temp_actor)
 
 
-       set_victory_text(actor, :level)
 
 
-       wait_for_message
 
 
-     end
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # overwrite method: self.gain_gold
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.gain_gold
 
 
-     $game_party.gain_gold($game_troop.gold_total)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # overwrite method: self.gain_drop_items
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.gain_drop_items
 
 
-     drops = []
 
 
-     $game_troop.make_drop_items.each do |item|
 
 
-       $game_party.gain_item(item, 1)
 
 
-       drops.push(item)
 
 
-     end
 
 
-     SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
 
 
-     set_victory_text(@victory_actor, :drops)
 
 
-     wait_for_message
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: self.close_windows
 
 
-   #--------------------------------------------------------------------------
 
 
-   def self.close_windows
 
 
-     SceneManager.scene.close_victory_windows
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # alias method: load_database
 
 
-   #--------------------------------------------------------------------------
 
 
-   class <<self; alias battle_end_va battle_end; end
 
 
-   def self.battle_end(result)
 
 
-     battle_end_va(result)
 
 
-     return if result == 2
 
 
-     return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
 
 
-     event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
 
 
-     $game_temp.reserve_common_event(event_id)
 
 
-   end
 
 
-   
- end # BattleManager
 
 
-   
- #==============================================================================
 
 
- # ■ Game_Actor
 
 
- #==============================================================================
 
 
-   
- class Game_Actor < Game_Battler
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # overwrite method: gain_exp
 
 
-   #--------------------------------------------------------------------------
 
 
-   def gain_exp(exp)
 
 
-     enabled = !SceneManager.scene_is?(Scene_Battle)
 
 
-     change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: victory_quotes
 
 
-   #--------------------------------------------------------------------------
 
 
-   def victory_quotes(type)
 
 
-     case type
 
 
-     when :win
 
 
-       return self.actor.win_quotes if self.actor.win_quotes != [""]
 
 
-       return self.class.win_quotes
 
 
-     when :level
 
 
-       return self.actor.level_quotes if self.actor.level_quotes != [""]
 
 
-       return self.class.level_quotes
 
 
-     when :drops
 
 
-       return self.actor.drops_quotes if self.actor.drops_quotes != [""]
 
 
-       return self.class.drops_quotes
 
 
-     else
 
 
-       return ["NOTEXT"]
 
 
-     end
 
 
-   end
 
 
-   
- end # Game_Actor
 
 
-   
- #==============================================================================
 
 
- # ■ Window_VictoryTitle
 
 
- #==============================================================================
 
 
-   
- class Window_VictoryTitle < Window_Base
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # initialize
 
 
-   #--------------------------------------------------------------------------
 
 
-   def initialize
 
 
-     super(0, 0, Graphics.width, fitting_height(1))
 
 
-     self.z = 200
 
 
-     self.openness = 0
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # refresh
 
 
-   #--------------------------------------------------------------------------
 
 
-   def refresh(message = "")
 
 
-     contents.clear
 
 
-     draw_text(0, 0, contents.width, line_height, message, 1)
 
 
-   end
 
 
-   
- end # Window_VictoryTitle
 
 
-   
- #==============================================================================
 
 
- # ■ Window_VictoryEXP_Back
 
 
- #==============================================================================
 
 
-   
- class Window_VictoryEXP_Back < Window_Selectable
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # initialize
 
 
-   #--------------------------------------------------------------------------
 
 
-   def initialize
 
 
-     super(0, fitting_height(1), Graphics.width, window_height)
 
 
-     self.z = 200
 
 
-     self.openness = 0
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # window_height
 
 
-   #--------------------------------------------------------------------------
 
 
-   def window_height
 
 
-     return Graphics.height - fitting_height(4) - fitting_height(1)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # col_max
 
 
-   #--------------------------------------------------------------------------
 
 
-   def col_max; return item_max; end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # spacing
 
 
-   #--------------------------------------------------------------------------
 
 
-   def spacing; return 8; end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # item_max
 
 
-   #--------------------------------------------------------------------------
 
 
-   def item_max; return $game_party.battle_members.size; end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # open
 
 
-   #--------------------------------------------------------------------------
 
 
-   def open
 
 
-     @exp_total = $game_troop.exp_total
 
 
-     super
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # item_rect
 
 
-   #--------------------------------------------------------------------------
 
 
-   def item_rect(index)
 
 
-     rect = Rect.new
 
 
-     rect.width = item_width
 
 
-     rect.height = contents.height
 
 
-     rect.x = index % col_max * (item_width + spacing)
 
 
-     rect.y = index / col_max * item_height
 
 
-     return rect
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_item
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_item(index)
 
 
-     actor = $game_party.battle_members[index]
 
 
-     return if actor.nil?
 
 
-     rect = item_rect(index)
 
 
-     reset_font_settings
 
 
-     draw_actor_name(actor, rect)
 
 
-     draw_exp_gain(actor, rect)
 
 
-     draw_jp_gain(actor, rect)
 
 
-     draw_actor_face(actor, rect)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_actor_name
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_actor_name(actor, rect)
 
 
-     name = actor.name
 
 
-     draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_actor_face
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_actor_face(actor, rect)
 
 
-     face_name = actor.face_name
 
 
-     face_index = actor.face_index
 
 
-     bitmap = Cache.face(face_name)
 
 
-     rw = [rect.width, 96].min
 
 
-     face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
 
 
-     rx = (rect.width - rw) / 2 + rect.x
 
 
-     contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_exp_gain
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_exp_gain(actor, rect)
 
 
-     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
 
 
-     dy = rect.y + line_height * 3 + 96
 
 
-     fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
 
 
-     text = sprintf(fmt, actor_exp_gain(actor).group)
 
 
-     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
 
 
-     change_color(power_up_color)
 
 
-     draw_text(rect.x, dy, dw, line_height, text, 2)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # actor_exp_gain
 
 
-   #--------------------------------------------------------------------------
 
 
-   def actor_exp_gain(actor)
 
 
-     n = @exp_total * actor.final_exp_rate
 
 
-     return n.to_i
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_jp_gain
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_jp_gain(actor, rect)
 
 
-     return unless $imported["YEA-JPManager"]
 
 
-     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
 
 
-     dy = rect.y + line_height * 4 + 96
 
 
-     fmt = YEA::JP::VICTORY_AFTERMATH
 
 
-     text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
 
 
-     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
 
 
-     change_color(power_up_color)
 
 
-     draw_text(rect.x, dy, dw, line_height, text, 2)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # actor_jp_gain
 
 
-   #--------------------------------------------------------------------------
 
 
-   def actor_jp_gain(actor)
 
 
-     n = actor.battle_jp_earned
 
 
-     if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
 
 
-       n += YEA::JP::LEVEL_UP unless actor.max_level?
 
 
-     end
 
 
-     return n
 
 
-   end
 
 
-   
- end # Window_VictoryEXP_Back
 
 
-   
- #==============================================================================
 
 
- # ■ Window_VictoryEXP_Front
 
 
- #==============================================================================
 
 
-   
- class Window_VictoryEXP_Front < Window_VictoryEXP_Back
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # initialize
 
 
-   #--------------------------------------------------------------------------
 
 
-   def initialize
 
 
-     super
 
 
-     self.back_opacity = 0
 
 
-     @ticks = 0
 
 
-     @counter = 30
 
 
-     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # update
 
 
-   #--------------------------------------------------------------------------
 
 
-   def update
 
 
-     super
 
 
-     update_tick
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # update_tick
 
 
-   #--------------------------------------------------------------------------
 
 
-   def update_tick
 
 
-     return unless self.openness >= 255
 
 
-     return unless self.visible
 
 
-     return if complete_ticks?
 
 
-     @counter -= 1
 
 
-     return unless @counter <= 0
 
 
-     return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
 
 
-     YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
 
 
-     @counter = 4
 
 
-     @ticks += 1
 
 
-     refresh
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # complete_ticks?
 
 
-   #--------------------------------------------------------------------------
 
 
-   def complete_ticks?
 
 
-     for actor in $game_party.battle_members
 
 
-       total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
 
 
-       bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
 
 
-       now_exp = actor.exp - actor.current_level_exp + bonus_exp
 
 
-       next_exp = actor.next_level_exp - actor.current_level_exp
 
 
-       rate = now_exp * 1.0 / next_exp
 
 
-       return false if rate < 1.0
 
 
-     end
 
 
-     return true
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_item
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_item(index)
 
 
-     actor = $game_party.battle_members[index]
 
 
-     return if actor.nil?
 
 
-     rect = item_rect(index)
 
 
-     draw_actor_exp(actor, rect)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # exp_gauge1
 
 
-   #--------------------------------------------------------------------------
 
 
-   def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # exp_gauge2
 
 
-   #--------------------------------------------------------------------------
 
 
-   def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # lvl_gauge1
 
 
-   #--------------------------------------------------------------------------
 
 
-   def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # lvl_gauge2
 
 
-   #--------------------------------------------------------------------------
 
 
-   def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_actor_exp
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_actor_exp(actor, rect)
 
 
-     if actor.max_level?
 
 
-       draw_exp_gauge(actor, rect, 1.0)
 
 
-       return
 
 
-     end
 
 
-     total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
 
 
-     bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
 
 
-     now_exp = actor.exp - actor.current_level_exp + bonus_exp
 
 
-     next_exp = actor.next_level_exp - actor.current_level_exp
 
 
-     rate = now_exp * 1.0 / next_exp
 
 
-     draw_exp_gauge(actor, rect, rate)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_exp_gauge
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_exp_gauge(actor, rect, rate)
 
 
-     rate = [[rate, 1.0].min, 0.0].max
 
 
-     dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
 
 
-     dy = rect.y + line_height * 2 + 96
 
 
-     dw = [rect.width, 96].min
 
 
-     colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
 
 
-     colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
 
 
-     draw_gauge(dx, dy, dw, rate, colour1, colour2)
 
 
-     fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
 
 
-     text = sprintf(fmt, [rate * 100, 100.00].min)
 
 
-     if [rate * 100, 100.00].min == 100.00
 
 
-       text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
 
 
-       text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
 
 
-     end
 
 
-     draw_text(dx, dy, dw, line_height, text, 1)
 
 
-   end
 
 
-   
- end # Window_VictoryEXP_Front
 
 
-   
- #==============================================================================
 
 
- # ■ Window_VictoryLevelUp
 
 
- #==============================================================================
 
 
-   
- class Window_VictoryLevelUp < Window_Base
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # initialize
 
 
-   #--------------------------------------------------------------------------
 
 
-   def initialize
 
 
-     super(0, fitting_height(1), Graphics.width, window_height)
 
 
-     self.z = 200
 
 
-     hide
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # window_height
 
 
-   #--------------------------------------------------------------------------
 
 
-   def window_height
 
 
-     return Graphics.height - fitting_height(4) - fitting_height(1)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # refresh
 
 
-   #--------------------------------------------------------------------------
 
 
-   def refresh(actor, temp_actor)
 
 
-     contents.clear
 
 
-     reset_font_settings
 
 
-     YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
 
 
-     draw_actor_changes(actor, temp_actor)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_actor_changes
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_actor_changes(actor, temp_actor)
 
 
-     dx = contents.width / 16
 
 
-     draw_actor_image(actor, temp_actor, dx)
 
 
-     draw_param_names(actor, dx)
 
 
-     draw_former_stats(temp_actor)
 
 
-     draw_arrows
 
 
-     draw_newer_stats(actor, temp_actor)
 
 
-     draw_new_skills(actor, temp_actor)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_actor_image
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_actor_image(actor, temp_actor, dx)
 
 
-     draw_text(dx, line_height, 96, line_height, actor.name, 1)
 
 
-     draw_actor_face(actor, dx, line_height * 2)
 
 
-     exp = actor.exp - temp_actor.exp
 
 
-     text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
 
 
-     change_color(power_up_color)
 
 
-     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
 
 
-     draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
 
 
-     reset_font_settings
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_param_names
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_param_names(actor, dx)
 
 
-     dx += 108
 
 
-     change_color(system_color)
 
 
-     text = Vocab.level
 
 
-     draw_text(dx, 0, contents.width - dx, line_height, text)
 
 
-     dy = 0
 
 
-     for i in 0...8
 
 
-       dy += line_height
 
 
-       text = Vocab.param(i)
 
 
-       draw_text(dx, dy, contents.width - dx, line_height, text)
 
 
-     end
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_former_stats
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_former_stats(actor)
 
 
-     dw = contents.width / 2 - 12
 
 
-     dy = 0
 
 
-     change_color(normal_color)
 
 
-     draw_text(0, dy, dw, line_height, actor.level.group, 2)
 
 
-     for i in 0...8
 
 
-       dy += line_height
 
 
-       draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
 
 
-     end
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_arrows
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_arrows
 
 
-     dx = contents.width / 2 - 12
 
 
-     dy = 0
 
 
-     change_color(system_color)
 
 
-     for i in 0..8
 
 
-       draw_text(dx, dy, 24, line_height, "→", 1)
 
 
-       dy += line_height
 
 
-     end
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_newer_stats
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_newer_stats(actor, temp_actor)
 
 
-     dx = contents.width / 2 + 12
 
 
-     dw = contents.width - dx
 
 
-     dy = 0
 
 
-     change_color(param_change_color(actor.level - temp_actor.level))
 
 
-     draw_text(dx, dy, dw, line_height, actor.level.group, 0)
 
 
-     for i in 0...8
 
 
-       dy += line_height
 
 
-       change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
 
 
-       draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
 
 
-     end
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_new_skills
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_new_skills(actor, temp_actor)
 
 
-     return if temp_actor.skills.size == actor.skills.size
 
 
-     dw = 172 + 24
 
 
-     dx = contents.width - dw
 
 
-     change_color(system_color)
 
 
-     text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
 
 
-     draw_text(dx, 0, dw, line_height, text, 0)
 
 
-   end
 
 
-   
- end # Window_VictoryLevelUp
 
 
-   
- #==============================================================================
 
 
- # ■ Window_VictorySkills
 
 
- #==============================================================================
 
 
-   
- class Window_VictorySkills < Window_Selectable
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # initialize
 
 
-   #--------------------------------------------------------------------------
 
 
-   def initialize
 
 
-     dy = fitting_height(1) + 24
 
 
-     dw = 172 + 24 + 24
 
 
-     dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
 
 
-     super(Graphics.width - dw, dy, dw, dh)
 
 
-     self.opacity = 0
 
 
-     self.z = 200
 
 
-     hide
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # item_max
 
 
-   #--------------------------------------------------------------------------
 
 
-   def item_max; return @data.nil? ? 0 : @data.size; end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # refresh
 
 
-   #--------------------------------------------------------------------------
 
 
-   def refresh(actor, temp_actor)
 
 
-     contents.clear
 
 
-     if actor.skills.size == temp_actor.skills.size
 
 
-       unselect
 
 
-       @data = []
 
 
-       create_contents
 
 
-       return
 
 
-     end
 
 
-     @data = actor.skills - temp_actor.skills
 
 
-     if @data.size > 8
 
 
-       select(0)
 
 
-       activate
 
 
-     else
 
 
-       unselect
 
 
-       deactivate
 
 
-     end
 
 
-     create_contents
 
 
-     draw_all_items
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # refresh
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_item(index)
 
 
-     rect = item_rect(index)
 
 
-     skill = @data[index]
 
 
-     return if skill.nil?
 
 
-     rect.width -= 4
 
 
-     draw_item_name(skill, rect.x, rect.y, true)
 
 
-   end
 
 
-   
- end # Window_VictorySkills
 
 
-   
- #==============================================================================
 
 
- # ■ Window_VictorySpoils
 
 
- #==============================================================================
 
 
-   
- class Window_VictorySpoils < Window_ItemList
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # initialize
 
 
-   #--------------------------------------------------------------------------
 
 
-   def initialize
 
 
-     super(0, fitting_height(1), Graphics.width, window_height)
 
 
-     self.z = 200
 
 
-     hide
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # window_height
 
 
-   #--------------------------------------------------------------------------
 
 
-   def window_height
 
 
-     return Graphics.height - fitting_height(4) - fitting_height(1)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # spacing
 
 
-   #--------------------------------------------------------------------------
 
 
-   def spacing; return 32; end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # make
 
 
-   #--------------------------------------------------------------------------
 
 
-   def make(gold, drops)
 
 
-     [url=home.php?mod=space&uid=236945]@gold[/url] = gold
 
 
-     @drops = drops
 
 
-     refresh
 
 
-     select(0)
 
 
-     activate
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # make_item_list
 
 
-   #--------------------------------------------------------------------------
 
 
-   def make_item_list
 
 
-     @data = [nil]
 
 
-     items = {}
 
 
-     weapons = {}
 
 
-     armours = {}
 
 
-     @goods = {}
 
 
-     for item in @drops
 
 
-       case item
 
 
-       when RPG::Item
 
 
-         items[item] = 0 if items[item].nil?
 
 
-         items[item] += 1
 
 
-       when RPG::Weapon
 
 
-         weapons[item] = 0 if weapons[item].nil?
 
 
-         weapons[item] += 1
 
 
-       when RPG::Armor
 
 
-         armours[item] = 0 if armours[item].nil?
 
 
-         armours[item] += 1
 
 
-       end
 
 
-     end
 
 
-     items = items.sort { |a,b| a[0].id <=> b[0].id }
 
 
-     weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
 
 
-     armours = armours.sort { |a,b| a[0].id <=> b[0].id }
 
 
-     for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
 
 
-     for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
 
 
-     for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_item
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_item(index)
 
 
-     item = @data[index]
 
 
-     rect = item_rect(index)
 
 
-     reset_font_settings
 
 
-     if item.nil?
 
 
-       draw_gold(rect)
 
 
-       return
 
 
-     end
 
 
-     rect.width -= 4
 
 
-     draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
 
 
-     draw_item_number(rect, item)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_gold
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_gold(rect)
 
 
-     text = Vocab.currency_unit
 
 
-     draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # draw_item_number
 
 
-   #--------------------------------------------------------------------------
 
 
-   def draw_item_number(rect, item)
 
 
-     number = @goods[item].group
 
 
-     if $imported["YEA-AdjustLimits"]
 
 
-       contents.font.size = YEA::LIMIT::ITEM_FONT
 
 
-       text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
 
 
-       draw_text(rect, text, 2)
 
 
-     else
 
 
-       draw_text(rect, sprintf(":%s", number), 2)
 
 
-     end
 
 
-   end
 
 
-   
- end # Window_VictorySpoils
 
 
-   
- #==============================================================================
 
 
- # ■ Scene_Battle
 
 
- #==============================================================================
 
 
-   
- class Scene_Battle < Scene_Base
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # alias method: create_all_windows
 
 
-   #--------------------------------------------------------------------------
 
 
-   alias scene_battle_create_all_windows_va create_all_windows
 
 
-   def create_all_windows
 
 
-     scene_battle_create_all_windows_va
 
 
-     create_victory_aftermath_windows
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: create_victory_aftermath_windows
 
 
-   #--------------------------------------------------------------------------
 
 
-   def create_victory_aftermath_windows
 
 
-     @victory_title_window = Window_VictoryTitle.new
 
 
-     @victory_exp_window_back = Window_VictoryEXP_Back.new
 
 
-     @victory_exp_window_front = Window_VictoryEXP_Front.new
 
 
-     @victory_level_window = Window_VictoryLevelUp.new
 
 
-     @victory_level_skills = Window_VictorySkills.new
 
 
-     @victory_spoils_window = Window_VictorySpoils.new
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: show_victory_display_exp
 
 
-   #--------------------------------------------------------------------------
 
 
-   def show_victory_display_exp
 
 
-     @victory_title_window.open
 
 
-     name = $game_party.battle_members[0].name
 
 
-     fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
 
 
-     name = sprintf(fmt, name) if $game_party.battle_members.size > 1
 
 
-     fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
 
 
-     text = sprintf(fmt, name)
 
 
-     @victory_title_window.refresh(text)
 
 
-     #---
 
 
-     @victory_exp_window_back.open
 
 
-     @victory_exp_window_back.refresh
 
 
-     @victory_exp_window_front.open
 
 
-     @victory_exp_window_front.refresh
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: show_victory_level_up
 
 
-   #--------------------------------------------------------------------------
 
 
-   def show_victory_level_up(actor, temp_actor)
 
 
-     @victory_exp_window_back.hide
 
 
-     @victory_exp_window_front.hide
 
 
-     #---
 
 
-     fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
 
 
-     text = sprintf(fmt, actor.name)
 
 
-     @victory_title_window.refresh(text)
 
 
-     #---
 
 
-     @victory_level_window.show
 
 
-     @victory_level_window.refresh(actor, temp_actor)
 
 
-     @victory_level_skills.show
 
 
-     @victory_level_skills.refresh(actor, temp_actor)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: show_victory_spoils
 
 
-   #--------------------------------------------------------------------------
 
 
-   def show_victory_spoils(gold, drops)
 
 
-     @victory_exp_window_back.hide
 
 
-     @victory_exp_window_front.hide
 
 
-     @victory_level_window.hide
 
 
-     @victory_level_skills.hide
 
 
-     #---
 
 
-     text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
 
 
-     @victory_title_window.refresh(text)
 
 
-     #---
 
 
-     @victory_spoils_window.show
 
 
-     @victory_spoils_window.make(gold, drops)
 
 
-   end
 
 
-   
-   #--------------------------------------------------------------------------
 
 
-   # new method: close_victory_windows
 
 
-   #--------------------------------------------------------------------------
 
 
-   def close_victory_windows
 
 
-     @victory_title_window.close
 
 
-     @victory_exp_window_back.close
 
 
-     @victory_exp_window_front.close
 
 
-     @victory_level_window.close
 
 
-     @victory_level_skills.close
 
 
-     @victory_spoils_window.close
 
 
-     wait(16)
 
 
-   end
 
 
-   
- end # Scene_Battle
 
 
-   
- #==============================================================================
 
 
- # 
 
 
- # ▼ End of File
 
 
- # 
 
 
- #==============================================================================