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[已经过期] 有人能幫我看腳本嗎?

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Lv1.梦旅人

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发表于 2013-7-24 05:23:32 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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本帖最后由 asdrty123 于 2013-7-24 14:29 编辑

我想要知道如何禁用勝利消息(Victory Messages)
因為我用了LNX11a_XPスタイルバトル
下面的戰鬥臉把勝利消息整個擠掉了 可以修正嗎? 或是整個禁用掉勝利消息

簡單來說就是我想要留下Victory Aftermath這個腳本(下面) 但我不需要Victory Aftermath內的Victory Messages也就是勝利後角色會講的話
因為LNX11a的勝利很陽春而且很醜 我比較喜歡Yanfly Engine的Victory Aftermath
但Victory Messages無法關閉的情況下背景會出現對話...

就像這樣


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  = "New Skills"                        # 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.     SKIP_MUSIC_SWITCH      = 0  # If switch on, skip music. 0 to disable.
  131.     AFTERMATH_COMMON_EVENT = 10  # Runs common event after battle. 0 to disable.
  132.  
  133.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  134.     # - Top Text Settings -
  135.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  136.     # Here, you can adjust the various text that appears in the window that
  137.     # appears at the top of the screen.
  138.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  139.     TOP_TEAM         = "%s's team"           # Team name used.
  140.     TOP_VICTORY_TEXT = "%s is victorious!"   # Text used to display victory.
  141.     TOP_LEVEL_UP     = "%s has leveled up!"  # Text used to display level up.
  142.     TOP_SPOILS       = "Victory Spoils!"     # Text used for spoils.
  143.  
  144.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  145.     # - EXP Gauge Settings -
  146.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  147.     # Adjust how the EXP Gauge appears for the Victory Aftermath here. This
  148.     # includes the text display, the font size, the colour of the gauges, and
  149.     # more. Adjust it all here.
  150.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  151.     VICTORY_EXP  = "+%sEXP"      # Text used to display EXP.
  152.     EXP_PERCENT  = "%1.2f%%"     # The way EXP percentage will be displayed.
  153.     LEVELUP_TEXT = "LEVEL UP!"   # Text to replace percentage when leveled.
  154.     MAX_LVL_TEXT = "MAX LEVEL"   # Text to replace percentage when max level.
  155.     FONTSIZE_EXP = 20            # Font size used for EXP.
  156.     EXP_TICKS    = 15            # Ticks to full EXP
  157.     EXP_GAUGE1   = 12            # "Window" skin text colour for gauge.
  158.     EXP_GAUGE2   = 4             # "Window" skin text colour for gauge.
  159.     LEVEL_GAUGE1 = 13            # "Window" skin text colour for leveling.
  160.     LEVEL_GAUGE2 = 5             # "Window" skin text colour for leveling.
  161.  
  162.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  163.     # - Victory Messages -
  164.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  165.     # In the Victory Aftermath, actors can say unique things. This is the pool
  166.     # of quotes used for actors without any custom victory quotes. Note that
  167.     # actors with custom quotes will take priority over classes with custom
  168.     # quotes, which will take priority over these default quotes. Use \n for
  169.     # a line break in the quotes.
  170.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  171.     HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.
  172.     FOOTER_TEXT = ""                        # Always at end of messages.
  173.  
  174.     # Win Quotes are what the actors say when a battle is won.
  175.     VICTORY_QUOTES ={
  176.     # :type   => Quotes
  177.       #------------------------------------------------------------------------
  178.       :win    => [ # Occurs as initial victory quote.
  179.                    '"We won! What an exciting fight!"',
  180.                    '"I didn\'t even break a sweat."',
  181.                    '"That wasn\'t so tough."',
  182.                    '"Let\'s fight something harder!"',
  183.                  ],# Do not remove this.
  184.       #------------------------------------------------------------------------
  185.       :level  => [ # Occurs as initial victory quote.
  186.                    '"Yes! Level up!"',
  187.                    '"I\'ve gotten stronger!"',
  188.                    '"Try to keep up with me!"',
  189.                    '"I\'ve grown again!"',
  190.                  ],# Do not remove this.
  191.       #------------------------------------------------------------------------
  192.       :drops  => [ # Occurs as initial victory quote.
  193.                    '"I\'ll be taking these."',
  194.                    '"To the victor goes the spoils."',
  195.                    '"The enemies dropped something!"',
  196.                    '"Hey, what\'s this?"',
  197.                  ],# Do not remove this.
  198.       #------------------------------------------------------------------------
  199.     } # Do not remove this.
  200.  
  201.   end # VICTORY_AFTERMATH
  202. end # YEA
  203.  
  204. #==============================================================================
  205. # ▼ Editting anything past this point may potentially result in causing
  206. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  207. # halitosis so edit at your own risk.
  208. #==============================================================================
  209.  
  210. module YEA
  211.   module REGEXP
  212.   module BASEITEM
  213.  
  214.     NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
  215.  
  216.     WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
  217.     WIN_QUOTE_OFF   = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
  218.     LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
  219.     LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
  220.     DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  221.     DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  222.  
  223.   end # BASEITEM
  224.   end # REGEXP
  225. end # YEA
  226.  
  227. #==============================================================================
  228. # ■ Switch
  229. #==============================================================================
  230.  
  231. module Switch
  232.  
  233.   #--------------------------------------------------------------------------
  234.   # self.skip_aftermath
  235.   #--------------------------------------------------------------------------
  236.   def self.skip_aftermath
  237.     return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
  238.     return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
  239.   end
  240.  
  241.   #--------------------------------------------------------------------------
  242.   # self.skip_aftermath_music
  243.   #--------------------------------------------------------------------------
  244.   def self.skip_aftermath_music
  245.     return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0
  246.     return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]
  247.   end
  248.  
  249. end # Switch
  250.  
  251. #==============================================================================
  252. # ■ Numeric
  253. #==============================================================================
  254.  
  255. class Numeric
  256.  
  257.   #--------------------------------------------------------------------------
  258.   # new method: group_digits
  259.   #--------------------------------------------------------------------------
  260.   unless $imported["YEA-CoreEngine"]
  261.   def group; return self.to_s; end
  262.   end # $imported["YEA-CoreEngine"]
  263.  
  264. end # Numeric
  265.  
  266. #==============================================================================
  267. # ■ DataManager
  268. #==============================================================================
  269.  
  270. module DataManager
  271.  
  272.   #--------------------------------------------------------------------------
  273.   # alias method: load_database
  274.   #--------------------------------------------------------------------------
  275.   class <<self; alias load_database_va load_database; end
  276.   def self.load_database
  277.     load_database_va
  278.     load_notetags_va
  279.   end
  280.  
  281.   #--------------------------------------------------------------------------
  282.   # new method: load_notetags_va
  283.   #--------------------------------------------------------------------------
  284.   def self.load_notetags_va
  285.     groups = [$data_actors, $data_classes]
  286.     for group in groups
  287.       for obj in group
  288.         next if obj.nil?
  289.         obj.load_notetags_va
  290.       end
  291.     end
  292.   end
  293.  
  294. end # DataManager
  295.  
  296. #==============================================================================
  297. # ■ RPG::BaseItem
  298. #==============================================================================
  299.  
  300. class RPG::BaseItem
  301.  
  302.   #--------------------------------------------------------------------------
  303.   # public instance variables
  304.   #--------------------------------------------------------------------------
  305.   attr_accessor :win_quotes
  306.   attr_accessor :level_quotes
  307.   attr_accessor :drops_quotes
  308.  
  309.   #--------------------------------------------------------------------------
  310.   # common cache: load_notetags_va
  311.   #--------------------------------------------------------------------------
  312.   def load_notetags_va
  313.     @win_quotes = [""]
  314.     @level_quotes = [""]
  315.     @drops_quotes = [""]
  316.     @victory_quote_type = nil
  317.     #---
  318.     self.note.split(/[\r\n]+/).each { |line|
  319.       case line
  320.       #---
  321.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
  322.         @victory_quote_type = :win_quote
  323.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
  324.         @victory_quote_type = nil
  325.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
  326.         @victory_quote_type = :level_quote
  327.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
  328.         @victory_quote_type = nil
  329.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
  330.         @victory_quote_type = :drops_quote
  331.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
  332.         @victory_quote_type = nil
  333.       #---
  334.       when YEA::REGEXP::BASEITEM::NEW_QUOTE
  335.         case @victory_quote_type
  336.         when nil; next
  337.         when :win_quote;   @win_quotes.push("")
  338.         when :level_quote; @level_quotes.push("")
  339.         when :drops_quote; @drops_quotes.push("")
  340.         end
  341.       #---
  342.       else
  343.         case @victory_quote_type
  344.         when nil; next
  345.         when :win_quote;   @win_quotes[@win_quotes.size-1] += line.to_s
  346.         when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
  347.         when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
  348.         end
  349.       end
  350.     } # self.note.split
  351.     #---
  352.     return unless self.is_a?(RPG::Class)
  353.     quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
  354.     @win_quotes = quotes[:win].clone if @win_quotes == [""]
  355.     @level_quotes = quotes[:level].clone if @level_quotes == [""]
  356.     @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
  357.   end
  358.  
  359. end # RPG::BaseItem
  360.  
  361. #==============================================================================
  362. # ■ BattleManager
  363. #==============================================================================
  364.  
  365. module BattleManager
  366.  
  367.   #--------------------------------------------------------------------------
  368.   # overwrite method: self.process_victory
  369.   #--------------------------------------------------------------------------
  370.   def self.process_victory
  371.     if $imported["YEA-CommandAutobattle"]
  372.       SceneManager.scene.close_disable_autobattle_window
  373.     end
  374.     return skip_aftermath if Switch.skip_aftermath
  375.     play_battle_end_me
  376.     gain_jp if $imported["YEA-JPManager"]
  377.     display_exp
  378.     gain_exp
  379.     gain_gold
  380.     gain_drop_items
  381.     close_windows
  382.     SceneManager.return
  383.     replay_bgm_and_bgs
  384.     battle_end(0)
  385.     return true
  386.   end
  387.  
  388.   #--------------------------------------------------------------------------
  389.   # new method: self.skip_aftermath
  390.   #--------------------------------------------------------------------------
  391.   def self.skip_aftermath
  392.     $game_party.all_members.each do |actor|
  393.       actor.gain_exp($game_troop.exp_total)
  394.     end
  395.     $game_party.gain_gold($game_troop.gold_total)
  396.     $game_troop.make_drop_items.each do |item|
  397.       $game_party.gain_item(item, 1)
  398.     end
  399.     close_windows
  400.     SceneManager.return
  401.     replay_bgm_and_bgs
  402.     battle_end(0)
  403.   end
  404.  
  405.   #--------------------------------------------------------------------------
  406.   # overwrite method: self.play_battle_end_me
  407.   #--------------------------------------------------------------------------
  408.   def self.play_battle_end_me
  409.     return if Switch.skip_aftermath_music
  410.     $game_system.battle_end_me.play
  411.     YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
  412.   end
  413.  
  414.   #--------------------------------------------------------------------------
  415.   # new method: self.set_victory_text
  416.   #--------------------------------------------------------------------------
  417.   def self.set_victory_text(actor, type)
  418.     text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
  419.     text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
  420.     text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
  421.     $game_message.face_name = actor.face_name
  422.     $game_message.face_index = actor.face_index
  423.     $game_message.add(text)
  424.     wait_for_message
  425.   end
  426.  
  427.   #--------------------------------------------------------------------------
  428.   # overwrite method: self.display_exp
  429.   #--------------------------------------------------------------------------
  430.   def self.display_exp
  431.     SceneManager.scene.show_victory_display_exp
  432.     actor = $game_party.random_target
  433.     @victory_actor = actor
  434.     set_victory_text(@victory_actor, :win)
  435.   end
  436.  
  437.   #--------------------------------------------------------------------------
  438.   # overwrite method: self.gain_exp
  439.   #--------------------------------------------------------------------------
  440.   def self.gain_exp
  441.     $game_party.all_members.each do |actor|
  442.       temp_actor = Marshal.load(Marshal.dump(actor))
  443.       actor.gain_exp($game_troop.exp_total)
  444.       next if actor.level == temp_actor.level
  445.       SceneManager.scene.show_victory_level_up(actor, temp_actor)
  446.       set_victory_text(actor, :level)
  447.       wait_for_message
  448.     end
  449.   end
  450.  
  451.   #--------------------------------------------------------------------------
  452.   # overwrite method: self.gain_gold
  453.   #--------------------------------------------------------------------------
  454.   def self.gain_gold
  455.     $game_party.gain_gold($game_troop.gold_total)
  456.   end
  457.  
  458.   #--------------------------------------------------------------------------
  459.   # overwrite method: self.gain_drop_items
  460.   #--------------------------------------------------------------------------
  461.   def self.gain_drop_items
  462.     drops = []
  463.     $game_troop.make_drop_items.each do |item|
  464.       $game_party.gain_item(item, 1)
  465.       drops.push(item)
  466.     end
  467.     SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
  468.     set_victory_text(@victory_actor, :drops)
  469.     wait_for_message
  470.   end
  471.  
  472.   #--------------------------------------------------------------------------
  473.   # new method: self.close_windows
  474.   #--------------------------------------------------------------------------
  475.   def self.close_windows
  476.     SceneManager.scene.close_victory_windows
  477.   end
  478.  
  479.   #--------------------------------------------------------------------------
  480.   # alias method: load_database
  481.   #--------------------------------------------------------------------------
  482.   class <<self; alias battle_end_va battle_end; end
  483.   def self.battle_end(result)
  484.     battle_end_va(result)
  485.     return if result == 2
  486.     return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
  487.     event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
  488.     $game_temp.reserve_common_event(event_id)
  489.   end
  490.  
  491. end # BattleManager
  492.  
  493. #==============================================================================
  494. # ■ Game_Actor
  495. #==============================================================================
  496.  
  497. class Game_Actor < Game_Battler
  498.  
  499.   #--------------------------------------------------------------------------
  500.   # overwrite method: gain_exp
  501.   #--------------------------------------------------------------------------
  502.   def gain_exp(exp)
  503.     enabled = !SceneManager.scene_is?(Scene_Battle)
  504.     change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
  505.   end
  506.  
  507.   #--------------------------------------------------------------------------
  508.   # new method: victory_quotes
  509.   #--------------------------------------------------------------------------
  510.   def victory_quotes(type)
  511.     case type
  512.     when :win
  513.       return self.actor.win_quotes if self.actor.win_quotes != [""]
  514.       return self.class.win_quotes
  515.     when :level
  516.       return self.actor.level_quotes if self.actor.level_quotes != [""]
  517.       return self.class.level_quotes
  518.     when :drops
  519.       return self.actor.drops_quotes if self.actor.drops_quotes != [""]
  520.       return self.class.drops_quotes
  521.     else
  522.       return ["NOTEXT"]
  523.     end
  524.   end
  525.  
  526. end # Game_Actor
  527.  
  528. #==============================================================================
  529. # ■ Window_VictoryTitle
  530. #==============================================================================
  531.  
  532. class Window_VictoryTitle < Window_Base
  533.  
  534.   #--------------------------------------------------------------------------
  535.   # initialize
  536.   #--------------------------------------------------------------------------
  537.   def initialize
  538.     super(0, 0, Graphics.width, fitting_height(1))
  539.     self.z = 200
  540.     self.openness = 0
  541.   end
  542.  
  543.   #--------------------------------------------------------------------------
  544.   # refresh
  545.   #--------------------------------------------------------------------------
  546.   def refresh(message = "")
  547.     contents.clear
  548.     draw_text(0, 0, contents.width, line_height, message, 1)
  549.   end
  550.  
  551. end # Window_VictoryTitle
  552.  
  553. #==============================================================================
  554. # ■ Window_VictoryEXP_Back
  555. #==============================================================================
  556.  
  557. class Window_VictoryEXP_Back < Window_Selectable
  558.  
  559.   #--------------------------------------------------------------------------
  560.   # initialize
  561.   #--------------------------------------------------------------------------
  562.   def initialize
  563.     super(0, fitting_height(1), Graphics.width, window_height)
  564.     self.z = 200
  565.     self.openness = 0
  566.   end
  567.  
  568.   #--------------------------------------------------------------------------
  569.   # window_height
  570.   #--------------------------------------------------------------------------
  571.   def window_height
  572.     return Graphics.height - fitting_height(4) - fitting_height(1)
  573.   end
  574.  
  575.   #--------------------------------------------------------------------------
  576.   # col_max
  577.   #--------------------------------------------------------------------------
  578.   def col_max; return item_max; end
  579.  
  580.   #--------------------------------------------------------------------------
  581.   # spacing
  582.   #--------------------------------------------------------------------------
  583.   def spacing; return 8; end
  584.  
  585.   #--------------------------------------------------------------------------
  586.   # item_max
  587.   #--------------------------------------------------------------------------
  588.   def item_max; return $game_party.battle_members.size; end
  589.  
  590.   #--------------------------------------------------------------------------
  591.   # open
  592.   #--------------------------------------------------------------------------
  593.   def open
  594.     @exp_total = $game_troop.exp_total
  595.     super
  596.   end
  597.  
  598.   #--------------------------------------------------------------------------
  599.   # item_rect
  600.   #--------------------------------------------------------------------------
  601.   def item_rect(index)
  602.     rect = Rect.new
  603.     rect.width = item_width
  604.     rect.height = contents.height
  605.     rect.x = index % col_max * (item_width + spacing)
  606.     rect.y = index / col_max * item_height
  607.     return rect
  608.   end
  609.  
  610.   #--------------------------------------------------------------------------
  611.   # draw_item
  612.   #--------------------------------------------------------------------------
  613.   def draw_item(index)
  614.     actor = $game_party.battle_members[index]
  615.     return if actor.nil?
  616.     rect = item_rect(index)
  617.     reset_font_settings
  618.     draw_actor_name(actor, rect)
  619.     draw_exp_gain(actor, rect)
  620.     draw_jp_gain(actor, rect)
  621.     draw_actor_face(actor, rect)
  622.   end
  623.  
  624.   #--------------------------------------------------------------------------
  625.   # draw_actor_name
  626.   #--------------------------------------------------------------------------
  627.   def draw_actor_name(actor, rect)
  628.     name = actor.name
  629.     draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
  630.   end
  631.  
  632.   #--------------------------------------------------------------------------
  633.   # draw_actor_face
  634.   #--------------------------------------------------------------------------
  635.   def draw_actor_face(actor, rect)
  636.     face_name = actor.face_name
  637.     face_index = actor.face_index
  638.     bitmap = Cache.face(face_name)
  639.     rw = [rect.width, 96].min
  640.     face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
  641.     rx = (rect.width - rw) / 2 + rect.x
  642.     contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
  643.   end
  644.  
  645.   #--------------------------------------------------------------------------
  646.   # draw_exp_gain
  647.   #--------------------------------------------------------------------------
  648.   def draw_exp_gain(actor, rect)
  649.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  650.     dy = rect.y + line_height * 3 + 96
  651.     fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
  652.     text = sprintf(fmt, actor_exp_gain(actor).group)
  653.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  654.     change_color(power_up_color)
  655.     draw_text(rect.x, dy, dw, line_height, text, 2)
  656.   end
  657.  
  658.   #--------------------------------------------------------------------------
  659.   # actor_exp_gain
  660.   #--------------------------------------------------------------------------
  661.   def actor_exp_gain(actor)
  662.     n = @exp_total * actor.final_exp_rate
  663.     return n.to_i
  664.   end
  665.  
  666.   #--------------------------------------------------------------------------
  667.   # draw_jp_gain
  668.   #--------------------------------------------------------------------------
  669.   def draw_jp_gain(actor, rect)
  670.     return unless $imported["YEA-JPManager"]
  671.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  672.     dy = rect.y + line_height * 4 + 96
  673.     fmt = YEA::JP::VICTORY_AFTERMATH
  674.     text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
  675.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  676.     change_color(power_up_color)
  677.     draw_text(rect.x, dy, dw, line_height, text, 2)
  678.   end
  679.  
  680.   #--------------------------------------------------------------------------
  681.   # actor_jp_gain
  682.   #--------------------------------------------------------------------------
  683.   def actor_jp_gain(actor)
  684.     n = actor.battle_jp_earned
  685.     if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
  686.       n += YEA::JP::LEVEL_UP unless actor.max_level?
  687.     end
  688.     return n
  689.   end
  690.  
  691. end # Window_VictoryEXP_Back
  692.  
  693. #==============================================================================
  694. # ■ Window_VictoryEXP_Front
  695. #==============================================================================
  696.  
  697. class Window_VictoryEXP_Front < Window_VictoryEXP_Back
  698.  
  699.   #--------------------------------------------------------------------------
  700.   # initialize
  701.   #--------------------------------------------------------------------------
  702.   def initialize
  703.     super
  704.     self.back_opacity = 0
  705.     @ticks = 0
  706.     @counter = 30
  707.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  708.   end
  709.  
  710.   #--------------------------------------------------------------------------
  711.   # update
  712.   #--------------------------------------------------------------------------
  713.   def update
  714.     super
  715.     update_tick
  716.   end
  717.  
  718.   #--------------------------------------------------------------------------
  719.   # update_tick
  720.   #--------------------------------------------------------------------------
  721.   def update_tick
  722.     return unless self.openness >= 255
  723.     return unless self.visible
  724.     return if complete_ticks?
  725.     @counter -= 1
  726.     return unless @counter <= 0
  727.     return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
  728.     YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
  729.     @counter = 4
  730.     @ticks += 1
  731.     refresh
  732.   end
  733.  
  734.   #--------------------------------------------------------------------------
  735.   # complete_ticks?
  736.   #--------------------------------------------------------------------------
  737.   def complete_ticks?
  738.     for actor in $game_party.battle_members
  739.       total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  740.       bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  741.       now_exp = actor.exp - actor.current_level_exp + bonus_exp
  742.       next_exp = actor.next_level_exp - actor.current_level_exp
  743.       rate = now_exp * 1.0 / next_exp
  744.       return false if rate < 1.0
  745.     end
  746.     return true
  747.   end
  748.  
  749.   #--------------------------------------------------------------------------
  750.   # draw_item
  751.   #--------------------------------------------------------------------------
  752.   def draw_item(index)
  753.     actor = $game_party.battle_members[index]
  754.     return if actor.nil?
  755.     rect = item_rect(index)
  756.     draw_actor_exp(actor, rect)
  757.   end
  758.  
  759.   #--------------------------------------------------------------------------
  760.   # exp_gauge1
  761.   #--------------------------------------------------------------------------
  762.   def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
  763.  
  764.   #--------------------------------------------------------------------------
  765.   # exp_gauge2
  766.   #--------------------------------------------------------------------------
  767.   def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
  768.  
  769.   #--------------------------------------------------------------------------
  770.   # lvl_gauge1
  771.   #--------------------------------------------------------------------------
  772.   def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
  773.  
  774.   #--------------------------------------------------------------------------
  775.   # lvl_gauge2
  776.   #--------------------------------------------------------------------------
  777.   def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
  778.  
  779.   #--------------------------------------------------------------------------
  780.   # draw_actor_exp
  781.   #--------------------------------------------------------------------------
  782.   def draw_actor_exp(actor, rect)
  783.     if actor.max_level?
  784.       draw_exp_gauge(actor, rect, 1.0)
  785.       return
  786.     end
  787.     total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  788.     bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  789.     now_exp = actor.exp - actor.current_level_exp + bonus_exp
  790.     next_exp = actor.next_level_exp - actor.current_level_exp
  791.     rate = now_exp * 1.0 / next_exp
  792.     draw_exp_gauge(actor, rect, rate)
  793.   end
  794.  
  795.   #--------------------------------------------------------------------------
  796.   # draw_exp_gauge
  797.   #--------------------------------------------------------------------------
  798.   def draw_exp_gauge(actor, rect, rate)
  799.     rate = [[rate, 1.0].min, 0.0].max
  800.     dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
  801.     dy = rect.y + line_height * 2 + 96
  802.     dw = [rect.width, 96].min
  803.     colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
  804.     colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
  805.     draw_gauge(dx, dy, dw, rate, colour1, colour2)
  806.     fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
  807.     text = sprintf(fmt, [rate * 100, 100.00].min)
  808.     if [rate * 100, 100.00].min == 100.00
  809.       text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
  810.       text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
  811.     end
  812.     draw_text(dx, dy, dw, line_height, text, 1)
  813.   end
  814.  
  815. end # Window_VictoryEXP_Front
  816.  
  817. #==============================================================================
  818. # ■ Window_VictoryLevelUp
  819. #==============================================================================
  820.  
  821. class Window_VictoryLevelUp < Window_Base
  822.  
  823.   #--------------------------------------------------------------------------
  824.   # initialize
  825.   #--------------------------------------------------------------------------
  826.   def initialize
  827.     super(0, fitting_height(1), Graphics.width, window_height)
  828.     self.z = 200
  829.     hide
  830.   end
  831.  
  832.   #--------------------------------------------------------------------------
  833.   # window_height
  834.   #--------------------------------------------------------------------------
  835.   def window_height
  836.     return Graphics.height - fitting_height(4) - fitting_height(1)
  837.   end
  838.  
  839.   #--------------------------------------------------------------------------
  840.   # refresh
  841.   #--------------------------------------------------------------------------
  842.   def refresh(actor, temp_actor)
  843.     contents.clear
  844.     reset_font_settings
  845.     YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
  846.     draw_actor_changes(actor, temp_actor)
  847.   end
  848.  
  849.   #--------------------------------------------------------------------------
  850.   # draw_actor_changes
  851.   #--------------------------------------------------------------------------
  852.   def draw_actor_changes(actor, temp_actor)
  853.     dx = contents.width / 16
  854.     draw_actor_image(actor, temp_actor, dx)
  855.     draw_param_names(actor, dx)
  856.     draw_former_stats(temp_actor)
  857.     draw_arrows
  858.     draw_newer_stats(actor, temp_actor)
  859.     draw_new_skills(actor, temp_actor)
  860.   end
  861.  
  862.   #--------------------------------------------------------------------------
  863.   # draw_actor_image
  864.   #--------------------------------------------------------------------------
  865.   def draw_actor_image(actor, temp_actor, dx)
  866.     draw_text(dx, line_height, 96, line_height, actor.name, 1)
  867.     draw_actor_face(actor, dx, line_height * 2)
  868.     exp = actor.exp - temp_actor.exp
  869.     text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
  870.     change_color(power_up_color)
  871.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  872.     draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
  873.     reset_font_settings
  874.   end
  875.  
  876.   #--------------------------------------------------------------------------
  877.   # draw_param_names
  878.   #--------------------------------------------------------------------------
  879.   def draw_param_names(actor, dx)
  880.     dx += 108
  881.     change_color(system_color)
  882.     text = Vocab.level
  883.     draw_text(dx, 0, contents.width - dx, line_height, text)
  884.     dy = 0
  885.     for i in 0...8
  886.       dy += line_height
  887.       text = Vocab.param(i)
  888.       draw_text(dx, dy, contents.width - dx, line_height, text)
  889.     end
  890.   end
  891.  
  892.   #--------------------------------------------------------------------------
  893.   # draw_former_stats
  894.   #--------------------------------------------------------------------------
  895.   def draw_former_stats(actor)
  896.     dw = contents.width / 2 - 12
  897.     dy = 0
  898.     change_color(normal_color)
  899.     draw_text(0, dy, dw, line_height, actor.level.group, 2)
  900.     for i in 0...8
  901.       dy += line_height
  902.       draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
  903.     end
  904.   end
  905.  
  906.   #--------------------------------------------------------------------------
  907.   # draw_arrows
  908.   #--------------------------------------------------------------------------
  909.   def draw_arrows
  910.     dx = contents.width / 2 - 12
  911.     dy = 0
  912.     change_color(system_color)
  913.     for i in 0..8
  914.       draw_text(dx, dy, 24, line_height, "→", 1)
  915.       dy += line_height
  916.     end
  917.   end
  918.  
  919.   #--------------------------------------------------------------------------
  920.   # draw_newer_stats
  921.   #--------------------------------------------------------------------------
  922.   def draw_newer_stats(actor, temp_actor)
  923.     dx = contents.width / 2 + 12
  924.     dw = contents.width - dx
  925.     dy = 0
  926.     change_color(param_change_color(actor.level - temp_actor.level))
  927.     draw_text(dx, dy, dw, line_height, actor.level.group, 0)
  928.     for i in 0...8
  929.       dy += line_height
  930.       change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
  931.       draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
  932.     end
  933.   end
  934.  
  935.   #--------------------------------------------------------------------------
  936.   # draw_new_skills
  937.   #--------------------------------------------------------------------------
  938.   def draw_new_skills(actor, temp_actor)
  939.     return if temp_actor.skills.size == actor.skills.size
  940.     dw = 172 + 24
  941.     dx = contents.width - dw
  942.     change_color(system_color)
  943.     text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
  944.     draw_text(dx, 0, dw, line_height, text, 0)
  945.   end
  946.  
  947. end # Window_VictoryLevelUp
  948.  
  949. #==============================================================================
  950. # ■ Window_VictorySkills
  951. #==============================================================================
  952.  
  953. class Window_VictorySkills < Window_Selectable
  954.  
  955.   #--------------------------------------------------------------------------
  956.   # initialize
  957.   #--------------------------------------------------------------------------
  958.   def initialize
  959.     dy = fitting_height(1) + 24
  960.     dw = 172 + 24 + 24
  961.     dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
  962.     super(Graphics.width - dw, dy, dw, dh)
  963.     self.opacity = 0
  964.     self.z = 200
  965.     hide
  966.   end
  967.  
  968.   #--------------------------------------------------------------------------
  969.   # item_max
  970.   #--------------------------------------------------------------------------
  971.   def item_max; return @data.nil? ? 0 : @data.size; end
  972.  
  973.   #--------------------------------------------------------------------------
  974.   # refresh
  975.   #--------------------------------------------------------------------------
  976.   def refresh(actor, temp_actor)
  977.     contents.clear
  978.     if actor.skills.size == temp_actor.skills.size
  979.       unselect
  980.       @data = []
  981.       create_contents
  982.       return
  983.     end
  984.     @data = actor.skills - temp_actor.skills
  985.     if @data.size > 8
  986.       select(0)
  987.       activate
  988.     else
  989.       unselect
  990.       deactivate
  991.     end
  992.     create_contents
  993.     draw_all_items
  994.   end
  995.  
  996.   #--------------------------------------------------------------------------
  997.   # refresh
  998.   #--------------------------------------------------------------------------
  999.   def draw_item(index)
  1000.     rect = item_rect(index)
  1001.     skill = @data[index]
  1002.     return if skill.nil?
  1003.     rect.width -= 4
  1004.     draw_item_name(skill, rect.x, rect.y, true)
  1005.   end
  1006.  
  1007. end # Window_VictorySkills
  1008.  
  1009. #==============================================================================
  1010. # ■ Window_VictorySpoils
  1011. #==============================================================================
  1012.  
  1013. class Window_VictorySpoils < Window_ItemList
  1014.  
  1015.   #--------------------------------------------------------------------------
  1016.   # initialize
  1017.   #--------------------------------------------------------------------------
  1018.   def initialize
  1019.     super(0, fitting_height(1), Graphics.width, window_height)
  1020.     self.z = 200
  1021.     hide
  1022.   end
  1023.  
  1024.   #--------------------------------------------------------------------------
  1025.   # window_height
  1026.   #--------------------------------------------------------------------------
  1027.   def window_height
  1028.     return Graphics.height - fitting_height(4) - fitting_height(1)
  1029.   end
  1030.  
  1031.   #--------------------------------------------------------------------------
  1032.   # spacing
  1033.   #--------------------------------------------------------------------------
  1034.   def spacing; return 32; end
  1035.  
  1036.   #--------------------------------------------------------------------------
  1037.   # make
  1038.   #--------------------------------------------------------------------------
  1039.   def make(gold, drops)
  1040.     [url=home.php?mod=space&uid=236945]@gold[/url] = gold
  1041.     @drops = drops
  1042.     refresh
  1043.     select(0)
  1044.     activate
  1045.   end
  1046.  
  1047.   #--------------------------------------------------------------------------
  1048.   # make_item_list
  1049.   #--------------------------------------------------------------------------
  1050.   def make_item_list
  1051.     @data = [nil]
  1052.     items = {}
  1053.     weapons = {}
  1054.     armours = {}
  1055.     @goods = {}
  1056.     for item in @drops
  1057.       case item
  1058.       when RPG::Item
  1059.         items[item] = 0 if items[item].nil?
  1060.         items[item] += 1
  1061.       when RPG::Weapon
  1062.         weapons[item] = 0 if weapons[item].nil?
  1063.         weapons[item] += 1
  1064.       when RPG::Armor
  1065.         armours[item] = 0 if armours[item].nil?
  1066.         armours[item] += 1
  1067.       end
  1068.     end
  1069.     items = items.sort { |a,b| a[0].id <=> b[0].id }
  1070.     weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
  1071.     armours = armours.sort { |a,b| a[0].id <=> b[0].id }
  1072.     for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1073.     for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1074.     for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1075.   end
  1076.  
  1077.   #--------------------------------------------------------------------------
  1078.   # draw_item
  1079.   #--------------------------------------------------------------------------
  1080.   def draw_item(index)
  1081.     item = @data[index]
  1082.     rect = item_rect(index)
  1083.     reset_font_settings
  1084.     if item.nil?
  1085.       draw_gold(rect)
  1086.       return
  1087.     end
  1088.     rect.width -= 4
  1089.     draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
  1090.     draw_item_number(rect, item)
  1091.   end
  1092.  
  1093.   #--------------------------------------------------------------------------
  1094.   # draw_gold
  1095.   #--------------------------------------------------------------------------
  1096.   def draw_gold(rect)
  1097.     text = Vocab.currency_unit
  1098.     draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
  1099.   end
  1100.  
  1101.   #--------------------------------------------------------------------------
  1102.   # draw_item_number
  1103.   #--------------------------------------------------------------------------
  1104.   def draw_item_number(rect, item)
  1105.     number = @goods[item].group
  1106.     if $imported["YEA-AdjustLimits"]
  1107.       contents.font.size = YEA::LIMIT::ITEM_FONT
  1108.       text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
  1109.       draw_text(rect, text, 2)
  1110.     else
  1111.       draw_text(rect, sprintf(":%s", number), 2)
  1112.     end
  1113.   end
  1114.  
  1115. end # Window_VictorySpoils
  1116.  
  1117. #==============================================================================
  1118. # ■ Scene_Battle
  1119. #==============================================================================
  1120.  
  1121. class Scene_Battle < Scene_Base
  1122.  
  1123.   #--------------------------------------------------------------------------
  1124.   # alias method: create_all_windows
  1125.   #--------------------------------------------------------------------------
  1126.   alias scene_battle_create_all_windows_va create_all_windows
  1127.   def create_all_windows
  1128.     scene_battle_create_all_windows_va
  1129.     create_victory_aftermath_windows
  1130.   end
  1131.  
  1132.   #--------------------------------------------------------------------------
  1133.   # new method: create_victory_aftermath_windows
  1134.   #--------------------------------------------------------------------------
  1135.   def create_victory_aftermath_windows
  1136.     @victory_title_window = Window_VictoryTitle.new
  1137.     @victory_exp_window_back = Window_VictoryEXP_Back.new
  1138.     @victory_exp_window_front = Window_VictoryEXP_Front.new
  1139.     @victory_level_window = Window_VictoryLevelUp.new
  1140.     @victory_level_skills = Window_VictorySkills.new
  1141.     @victory_spoils_window = Window_VictorySpoils.new
  1142.   end
  1143.  
  1144.   #--------------------------------------------------------------------------
  1145.   # new method: show_victory_display_exp
  1146.   #--------------------------------------------------------------------------
  1147.   def show_victory_display_exp
  1148.     @victory_title_window.open
  1149.     name = $game_party.battle_members[0].name
  1150.     fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
  1151.     name = sprintf(fmt, name) if $game_party.battle_members.size > 1
  1152.     fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
  1153.     text = sprintf(fmt, name)
  1154.     @victory_title_window.refresh(text)
  1155.     #---
  1156.     @victory_exp_window_back.open
  1157.     @victory_exp_window_back.refresh
  1158.     @victory_exp_window_front.open
  1159.     @victory_exp_window_front.refresh
  1160.   end
  1161.  
  1162.   #--------------------------------------------------------------------------
  1163.   # new method: show_victory_level_up
  1164.   #--------------------------------------------------------------------------
  1165.   def show_victory_level_up(actor, temp_actor)
  1166.     @victory_exp_window_back.hide
  1167.     @victory_exp_window_front.hide
  1168.     #---
  1169.     fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
  1170.     text = sprintf(fmt, actor.name)
  1171.     @victory_title_window.refresh(text)
  1172.     #---
  1173.     @victory_level_window.show
  1174.     @victory_level_window.refresh(actor, temp_actor)
  1175.     @victory_level_skills.show
  1176.     @victory_level_skills.refresh(actor, temp_actor)
  1177.   end
  1178.  
  1179.   #--------------------------------------------------------------------------
  1180.   # new method: show_victory_spoils
  1181.   #--------------------------------------------------------------------------
  1182.   def show_victory_spoils(gold, drops)
  1183.     @victory_exp_window_back.hide
  1184.     @victory_exp_window_front.hide
  1185.     @victory_level_window.hide
  1186.     @victory_level_skills.hide
  1187.     #---
  1188.     text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
  1189.     @victory_title_window.refresh(text)
  1190.     #---
  1191.     @victory_spoils_window.show
  1192.     @victory_spoils_window.make(gold, drops)
  1193.   end
  1194.  
  1195.   #--------------------------------------------------------------------------
  1196.   # new method: close_victory_windows
  1197.   #--------------------------------------------------------------------------
  1198.   def close_victory_windows
  1199.     @victory_title_window.close
  1200.     @victory_exp_window_back.close
  1201.     @victory_exp_window_front.close
  1202.     @victory_level_window.close
  1203.     @victory_level_skills.close
  1204.     @victory_spoils_window.close
  1205.     wait(16)
  1206.   end
  1207.  
  1208. end # Scene_Battle
  1209.  
  1210. #==============================================================================
  1211. #
  1212. # ▼ End of File
  1213. #
  1214. #==============================================================================

Lv1.梦旅人

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发表于 2013-7-24 08:33:01 | 只看该作者
删掉不就好了.......
抱歉 我脚本盲一只,没看出开光在哪....

点评

因為LNX11a的勝利很陽春 我比較喜歡Yanfly Engine的Victory Aftermath但Victory Messages無法關閉的情況下背景會出現對話...就跟那張圖一樣  发表于 2013-7-24 14:25
簡單來說就是我想要留下Victory Aftermath這個腳本 但我不需要Victory Aftermath內的Victory Messages  发表于 2013-7-24 14:24
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Lv1.梦旅人

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发表于 2013-7-24 15:21:53 | 只看该作者
163行到203行   全都删掉试试。
记得点一下保存再测试运行

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不行會有錯誤  发表于 2013-7-24 18:25
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