设为首页收藏本站|繁體中文

Project1

 找回密码
 注册会员
搜索
查看: 1693|回复: 1
打印 上一主题 下一主题

[已经解决] 求一个战斗结束后(获得经验界面)美化脚本(已经解决)

[复制链接]

Lv1.梦旅人

梦石
0
星屑
50
在线时间
29 小时
注册时间
2013-8-23
帖子
69
跳转到指定楼层
1
发表于 2014-7-31 16:49:17 | 只看该作者 回帖奖励 |正序浏览 |阅读模式

加入我们,或者,欢迎回来。

您需要 登录 才可以下载或查看,没有帐号?注册会员

x
本帖最后由 火烧兔子的马甲 于 2014-8-1 14:49 编辑

放弃了,发现这类的脚本太少了,于是最后决定用默认的(虽然有点简陋

MOG脚本不知为什么突然抽了

点评

另外说明一下私底下转账也是需要手续费的说。  发表于 2014-8-1 00:54

Lv4.逐梦者 (版主)

无限の剣制

梦石
0
星屑
10073
在线时间
5020 小时
注册时间
2013-2-28
帖子
5030

开拓者贵宾

2
发表于 2014-7-31 22:24:07 | 只看该作者
这个脚本蛮赞的。

  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. $imported = {} if $imported.nil?
  10. $imported["YEA-VictoryAftermath"] = true

  11. #==============================================================================
  12. # ▼ Updates
  13. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  14. # 2012.01.07 - Compatibility Update: JP Manager
  15. # 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
  16. # 2011.12.26 - Compatibility Update: Command Autobattle
  17. # 2011.12.16 - Started Script and Finished.
  18. #
  19. #==============================================================================
  20. # ▼ Introduction
  21. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  22. # At the end of each battle, RPG Maker VX Ace by default shows text saying that
  23. # the party has gained so-and-so EXP while this person leveled up and your
  24. # party happened to find these drops. This script changes that text into
  25. # something more visual for your players to see. Active battle members will be
  26. # seen gaining EXP, any kind of level up changes, and a list of the items
  27. # obtained through drops.
  28. #
  29. #==============================================================================
  30. # ▼ Instructions
  31. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  32. # To install this script, open up your script editor and copy/paste this script
  33. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  34. #
  35. # -----------------------------------------------------------------------------
  36. # Actor Notetags - These notetags go in the actors notebox in the database.
  37. # -----------------------------------------------------------------------------
  38. # <win quotes>
  39. #  string
  40. #  string
  41. # </win quotes>
  42. # Sets the win quote for the actor. The strings are continuous and can use
  43. # text codes. Use \n for a line break. Type in what you want the actor to say
  44. # for the particular win quote. Use [New Quote] in between the two tags to
  45. # start up a new quote.
  46. #
  47. # <level quotes>
  48. #  string
  49. #  string
  50. # </level quotes>
  51. # Sets the level up quote for the actor. The strings are continuous and can use
  52. # text codes. Use \n for a line break. Type in what you want the actor to say
  53. # for the particular win quote. Use [New Quote] in between the two tags to
  54. # start up a new quote.
  55. #
  56. # <drops quotes>
  57. #  string
  58. #  string
  59. # </drops quotes>
  60. # Sets the drops quote for the actor. The strings are continuous and can use
  61. # text codes. Use \n for a line break. Type in what you want the actor to say
  62. # for the particular win quote. Use [New Quote] in between the two tags to
  63. # start up a new quote.
  64. #
  65. # -----------------------------------------------------------------------------
  66. # Class Notetags - These notetags go in the class notebox in the database.
  67. # -----------------------------------------------------------------------------
  68. # <win quotes>
  69. #  string
  70. #  string
  71. # </win quotes>
  72. # Sets the win quote for the class. The strings are continuous and can use
  73. # text codes. Use \n for a line break. Type in what you want the actor to say
  74. # for the particular win quote. Use [New Quote] in between the two tags to
  75. # start up a new quote.
  76. #
  77. # <level quotes>
  78. #  string
  79. #  string
  80. # </level quotes>
  81. # Sets the level up quote for the class. The strings are continuous and can use
  82. # text codes. Use \n for a line break. Type in what you want the actor to say
  83. # for the particular win quote. Use [New Quote] in between the two tags to
  84. # start up a new quote.
  85. #
  86. # <drops quotes>
  87. #  string
  88. #  string
  89. # </drops quotes>
  90. # Sets the drops quote for the class. The strings are continuous and can use
  91. # text codes. Use \n for a line break. Type in what you want the actor to say
  92. # for the particular win quote. Use [New Quote] in between the two tags to
  93. # start up a new quote.
  94. #
  95. #==============================================================================
  96. # ▼ Compatibility
  97. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  98. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  99. # it will run with RPG Maker VX without adjusting.
  100. #
  101. #==============================================================================

  102. module YEA
  103.   module VICTORY_AFTERMATH
  104.    
  105.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  106.     # - General Settings -
  107.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  108.     # These are various settings that are used throughout the Victory Aftermath
  109.     # portion of a battle. Adjust them as you see fit.
  110.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  111.     VICTORY_BGM  = RPG::BGM.new("Field1", 100, 100)    # Victory BGM
  112.     VICTORY_TICK = RPG::SE.new("Decision1", 100, 150)  # EXP ticking SFX
  113.     LEVEL_SOUND  = RPG::SE.new("Up4", 80, 150)         # Level Up SFX
  114.     SKILLS_TEXT  = "新技能"                        # New skills text title.
  115.    
  116.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  117.     # - Important Settings -
  118.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  119.     # These are some important settings so please set them up properly. This
  120.     # section includes a switch that allows you to skip the victory aftermath
  121.     # phase (for those back to back battles and making them seamless) and it
  122.     # also allows you to declare a common event to run after each battle. If
  123.     # you do not wish to use either of these features, set them to 0. The
  124.     # common event will run regardless of win or escape.
  125.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  126.     SKIP_AFTERMATH_SWITCH  = 0  # If switch on, skip aftermath. 0 to disable.
  127.     AFTERMATH_COMMON_EVENT = 0  # Runs common event after battle. 0 to disable.
  128.    
  129.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  130.     # - Top Text Settings -
  131.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  132.     # Here, you can adjust the various text that appears in the window that
  133.     # appears at the top of the screen.
  134.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  135.     TOP_TEAM         = "%s的队伍"           # Team name used.
  136.     TOP_VICTORY_TEXT = "%s胜利了!"   # Text used to display victory.
  137.     TOP_LEVEL_UP     = "%s升级!"  # Text used to display level up.
  138.     TOP_SPOILS       = "胜利战利品!"     # Text used for spoils.
  139.    
  140.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  141.     # - EXP Gauge Settings -
  142.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  143.     # Adjust how the EXP Gauge appears for the Victory Aftermath here. This
  144.     # includes the text display, the font size, the colour of the gauges, and
  145.     # more. Adjust it all here.
  146.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  147.     VICTORY_EXP  = "+%sEXP"      # Text used to display EXP.
  148.     EXP_PERCENT  = "%1.2f%%"     # The way EXP percentage will be displayed.
  149.     LEVELUP_TEXT = "LEVEL UP!"   # Text to replace percentage when leveled.
  150.     MAX_LVL_TEXT = "MAX LEVEL"   # Text to replace percentage when max level.
  151.     FONTSIZE_EXP = 20            # Font size used for EXP.
  152.     EXP_TICKS    = 15            # Ticks to full EXP
  153.     EXP_GAUGE1   = 12            # "Window" skin text colour for gauge.
  154.     EXP_GAUGE2   = 4             # "Window" skin text colour for gauge.
  155.     LEVEL_GAUGE1 = 13            # "Window" skin text colour for leveling.
  156.     LEVEL_GAUGE2 = 5             # "Window" skin text colour for leveling.
  157.    
  158.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  159.     # - Victory Messages -
  160.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  161.     # In the Victory Aftermath, actors can say unique things. This is the pool
  162.     # of quotes used for actors without any custom victory quotes. Note that
  163.     # actors with custom quotes will take priority over classes with custom
  164.     # quotes, which will take priority over these default quotes. Use \n for
  165.     # a line break in the quotes.
  166.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  167.     HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.
  168.     FOOTER_TEXT = ""                        # Always at end of messages.
  169.    
  170.     # Win Quotes are what the actors say when a battle is won.
  171.     VICTORY_QUOTES ={
  172.     # :type   => Quotes
  173.       #------------------------------------------------------------------------
  174.       :win    => [ # Occurs as initial victory quote.
  175.                    '"我们赢了! 多么激烈的战斗!"',
  176.                    '"我出了一身汗."',
  177.                    '"这并不难."',
  178.                    '"让我们挑战更厉害的!"',
  179.                  ],# Do not remove this.
  180.       #------------------------------------------------------------------------
  181.       :level  => [ # Occurs as initial victory quote.
  182.                    '"好! 升级了!"',
  183.                    '"我变强了!"',
  184.                    '"试试超过我!"',
  185.                    '"我又成长了!"',
  186.                  ],# Do not remove this.
  187.       #------------------------------------------------------------------------
  188.       :drops  => [ # Occurs as initial victory quote.
  189.                    '"带走这些东西."',
  190.                    '"胜利者的战利品."',
  191.                    '"怪物掉了些东西!"',
  192.                    '"嘿, 这是什么?"',
  193.                  ],# Do not remove this.
  194.       #------------------------------------------------------------------------
  195.     } # Do not remove this.
  196.    
  197.   end # VICTORY_AFTERMATH
  198. end # YEA

  199. #==============================================================================
  200. # ▼ Editting anything past this point may potentially result in causing
  201. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  202. # halitosis so edit at your own risk.
  203. #==============================================================================

  204. module YEA
  205.   module REGEXP
  206.   module BASEITEM
  207.    
  208.     NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
  209.    
  210.     WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
  211.     WIN_QUOTE_OFF   = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
  212.     LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
  213.     LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
  214.     DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  215.     DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  216.    
  217.   end # BASEITEM
  218.   end # REGEXP
  219. end # YEA

  220. #==============================================================================
  221. # ■ Switch
  222. #==============================================================================

  223. module Switch
  224.   
  225.   #--------------------------------------------------------------------------
  226.   # self.skip_aftermath
  227.   #--------------------------------------------------------------------------
  228.   def self.skip_aftermath
  229.     return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
  230.     return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
  231.   end
  232.    
  233. end # Switch

  234. #==============================================================================
  235. # ■ Numeric
  236. #==============================================================================

  237. class Numeric
  238.   
  239.   #--------------------------------------------------------------------------
  240.   # new method: group_digits
  241.   #--------------------------------------------------------------------------
  242.   unless $imported["YEA-CoreEngine"]
  243.   def group; return self.to_s; end
  244.   end # $imported["YEA-CoreEngine"]
  245.    
  246. end # Numeric

  247. #==============================================================================
  248. # ■ DataManager
  249. #==============================================================================

  250. module DataManager
  251.   
  252.   #--------------------------------------------------------------------------
  253.   # alias method: load_database
  254.   #--------------------------------------------------------------------------
  255.   class <<self; alias load_database_va load_database; end
  256.   def self.load_database
  257.     load_database_va
  258.     load_notetags_va
  259.   end
  260.   
  261.   #--------------------------------------------------------------------------
  262.   # new method: load_notetags_va
  263.   #--------------------------------------------------------------------------
  264.   def self.load_notetags_va
  265.     groups = [$data_actors, $data_classes]
  266.     for group in groups
  267.       for obj in group
  268.         next if obj.nil?
  269.         obj.load_notetags_va
  270.       end
  271.     end
  272.   end
  273.   
  274. end # DataManager

  275. #==============================================================================
  276. # ■ RPG::BaseItem
  277. #==============================================================================

  278. class RPG::BaseItem
  279.   
  280.   #--------------------------------------------------------------------------
  281.   # public instance variables
  282.   #--------------------------------------------------------------------------
  283.   attr_accessor :win_quotes
  284.   attr_accessor :level_quotes
  285.   attr_accessor :drops_quotes
  286.   
  287.   #--------------------------------------------------------------------------
  288.   # common cache: load_notetags_va
  289.   #--------------------------------------------------------------------------
  290.   def load_notetags_va
  291.     @win_quotes = [""]
  292.     @level_quotes = [""]
  293.     @drops_quotes = [""]
  294.     @victory_quote_type = nil
  295.     #---
  296.     self.note.split(/[\r\n]+/).each { |line|
  297.       case line
  298.       #---
  299.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
  300.         @victory_quote_type = :win_quote
  301.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
  302.         @victory_quote_type = nil
  303.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
  304.         @victory_quote_type = :level_quote
  305.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
  306.         @victory_quote_type = nil
  307.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
  308.         @victory_quote_type = :drops_quote
  309.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
  310.         @victory_quote_type = nil
  311.       #---
  312.       when YEA::REGEXP::BASEITEM::NEW_QUOTE
  313.         case @victory_quote_type
  314.         when nil; next
  315.         when :win_quote;   @win_quotes.push("")
  316.         when :level_quote; @level_quotes.push("")
  317.         when :drops_quote; @drops_quotes.push("")
  318.         end
  319.       #---
  320.       else
  321.         case @victory_quote_type
  322.         when nil; next
  323.         when :win_quote;   @win_quotes[@win_quotes.size-1] += line.to_s
  324.         when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
  325.         when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
  326.         end
  327.       end
  328.     } # self.note.split
  329.     #---
  330.     return unless self.is_a?(RPG::Class)
  331.     quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
  332.     @win_quotes = quotes[:win].clone if @win_quotes == [""]
  333.     @level_quotes = quotes[:level].clone if @level_quotes == [""]
  334.     @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
  335.   end
  336.   
  337. end # RPG::BaseItem

  338. #==============================================================================
  339. # ■ BattleManager
  340. #==============================================================================

  341. module BattleManager
  342.   
  343.   #--------------------------------------------------------------------------
  344.   # overwrite method: self.process_victory
  345.   #--------------------------------------------------------------------------
  346.   def self.process_victory
  347.     if $imported["YEA-CommandAutobattle"]
  348.       SceneManager.scene.close_disable_autobattle_window
  349.     end
  350.     if Switch.skip_aftermath
  351.       skip_aftermath
  352.       return
  353.     end
  354.     play_battle_end_me
  355.     gain_jp if $imported["YEA-JPManager"]
  356.     display_exp
  357.     gain_exp
  358.     gain_gold
  359.     gain_drop_items
  360.     close_windows
  361.     SceneManager.return
  362.     replay_bgm_and_bgs
  363.     battle_end(0)
  364.     return true
  365.   end
  366.   
  367.   #--------------------------------------------------------------------------
  368.   # new method: self.skip_aftermath
  369.   #--------------------------------------------------------------------------
  370.   def self.skip_aftermath
  371.     $game_party.all_members.each do |actor|
  372.       actor.gain_exp($game_troop.exp_total)
  373.     end
  374.     $game_party.gain_gold($game_troop.gold_total)
  375.     $game_troop.make_drop_items.each do |item|
  376.       $game_party.gain_item(item, 1)
  377.     end
  378.     close_windows
  379.     SceneManager.return
  380.     replay_bgm_and_bgs
  381.     battle_end(0)
  382.   end
  383.   
  384.   #--------------------------------------------------------------------------
  385.   # overwrite method: self.play_battle_end_me
  386.   #--------------------------------------------------------------------------
  387.   def self.play_battle_end_me
  388.     $game_system.battle_end_me.play
  389.     YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
  390.   end
  391.   
  392.   #--------------------------------------------------------------------------
  393.   # new method: self.set_victory_text
  394.   #--------------------------------------------------------------------------
  395.   def self.set_victory_text(actor, type)
  396.     text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
  397.     text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
  398.     text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
  399.     $game_message.face_name = actor.face_name
  400.     $game_message.face_index = actor.face_index
  401.     $game_message.add(text)
  402.     wait_for_message
  403.   end
  404.   
  405.   #--------------------------------------------------------------------------
  406.   # overwrite method: self.display_exp
  407.   #--------------------------------------------------------------------------
  408.   def self.display_exp
  409.     SceneManager.scene.show_victory_display_exp
  410.     actor = $game_party.random_target
  411.     @victory_actor = actor
  412.     set_victory_text(@victory_actor, :win)
  413.   end
  414.   
  415.   #--------------------------------------------------------------------------
  416.   # overwrite method: self.gain_exp
  417.   #--------------------------------------------------------------------------
  418.   def self.gain_exp
  419.     $game_party.all_members.each do |actor|
  420.       temp_actor = Marshal.load(Marshal.dump(actor))
  421.       actor.gain_exp($game_troop.exp_total)
  422.       next if actor.level == temp_actor.level
  423.       SceneManager.scene.show_victory_level_up(actor, temp_actor)
  424.       set_victory_text(actor, :level)
  425.       wait_for_message
  426.     end
  427.   end
  428.   
  429.   #--------------------------------------------------------------------------
  430.   # overwrite method: self.gain_gold
  431.   #--------------------------------------------------------------------------
  432.   def self.gain_gold
  433.     $game_party.gain_gold($game_troop.gold_total)
  434.   end
  435.   
  436.   #--------------------------------------------------------------------------
  437.   # overwrite method: self.gain_drop_items
  438.   #--------------------------------------------------------------------------
  439.   def self.gain_drop_items
  440.     drops = []
  441.     $game_troop.make_drop_items.each do |item|
  442.       $game_party.gain_item(item, 1)
  443.       drops.push(item)
  444.     end
  445.     SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
  446.     set_victory_text(@victory_actor, :drops)
  447.     wait_for_message
  448.   end
  449.   
  450.   #--------------------------------------------------------------------------
  451.   # new method: self.close_windows
  452.   #--------------------------------------------------------------------------
  453.   def self.close_windows
  454.     SceneManager.scene.close_victory_windows
  455.   end
  456.   
  457.   #--------------------------------------------------------------------------
  458.   # alias method: load_database
  459.   #--------------------------------------------------------------------------
  460.   class <<self; alias battle_end_va battle_end; end
  461.   def self.battle_end(result)
  462.     battle_end_va(result)
  463.     return if result == 2
  464.     return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
  465.     event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
  466.     $game_temp.reserve_common_event(event_id)
  467.   end
  468.   
  469. end # BattleManager

  470. #==============================================================================
  471. # ■ Game_Actor
  472. #==============================================================================

  473. class Game_Actor < Game_Battler
  474.   
  475.   #--------------------------------------------------------------------------
  476.   # overwrite method: gain_exp
  477.   #--------------------------------------------------------------------------
  478.   def gain_exp(exp)
  479.     enabled = !SceneManager.scene_is?(Scene_Battle)
  480.     change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
  481.   end
  482.   
  483.   #--------------------------------------------------------------------------
  484.   # new method: victory_quotes
  485.   #--------------------------------------------------------------------------
  486.   def victory_quotes(type)
  487.     case type
  488.     when :win
  489.       return self.actor.win_quotes if self.actor.win_quotes != [""]
  490.       return self.class.win_quotes
  491.     when :level
  492.       return self.actor.level_quotes if self.actor.level_quotes != [""]
  493.       return self.class.level_quotes
  494.     when :drops
  495.       return self.actor.drops_quotes if self.actor.drops_quotes != [""]
  496.       return self.class.drops_quotes
  497.     else
  498.       return ["NOTEXT"]
  499.     end
  500.   end
  501.   
  502. end # Game_Actor

  503. #==============================================================================
  504. # ■ Window_VictoryTitle
  505. #==============================================================================

  506. class Window_VictoryTitle < Window_Base
  507.   
  508.   #--------------------------------------------------------------------------
  509.   # initialize
  510.   #--------------------------------------------------------------------------
  511.   def initialize
  512.     super(0, 0, Graphics.width, fitting_height(1))
  513.     self.z = 200
  514.     self.openness = 0
  515.   end
  516.   
  517.   #--------------------------------------------------------------------------
  518.   # refresh
  519.   #--------------------------------------------------------------------------
  520.   def refresh(message = "")
  521.     contents.clear
  522.     draw_text(0, 0, contents.width, line_height, message, 1)
  523.   end
  524.   
  525. end # Window_VictoryTitle

  526. #==============================================================================
  527. # ■ Window_VictoryEXP_Back
  528. #==============================================================================

  529. class Window_VictoryEXP_Back < Window_Selectable
  530.   
  531.   #--------------------------------------------------------------------------
  532.   # initialize
  533.   #--------------------------------------------------------------------------
  534.   def initialize
  535.     super(0, fitting_height(1), Graphics.width, window_height)
  536.     self.z = 200
  537.     self.openness = 0
  538.   end
  539.   
  540.   #--------------------------------------------------------------------------
  541.   # window_height
  542.   #--------------------------------------------------------------------------
  543.   def window_height
  544.     return Graphics.height - fitting_height(4) - fitting_height(1)
  545.   end
  546.   
  547.   #--------------------------------------------------------------------------
  548.   # col_max
  549.   #--------------------------------------------------------------------------
  550.   def col_max; return item_max; end
  551.   
  552.   #--------------------------------------------------------------------------
  553.   # spacing
  554.   #--------------------------------------------------------------------------
  555.   def spacing; return 8; end
  556.   
  557.   #--------------------------------------------------------------------------
  558.   # item_max
  559.   #--------------------------------------------------------------------------
  560.   def item_max; return $game_party.battle_members.size; end
  561.   
  562.   #--------------------------------------------------------------------------
  563.   # open
  564.   #--------------------------------------------------------------------------
  565.   def open
  566.     @exp_total = $game_troop.exp_total
  567.     super
  568.   end
  569.   
  570.   #--------------------------------------------------------------------------
  571.   # item_rect
  572.   #--------------------------------------------------------------------------
  573.   def item_rect(index)
  574.     rect = Rect.new
  575.     rect.width = item_width
  576.     rect.height = contents.height
  577.     rect.x = index % col_max * (item_width + spacing)
  578.     rect.y = index / col_max * item_height
  579.     return rect
  580.   end
  581.   
  582.   #--------------------------------------------------------------------------
  583.   # draw_item
  584.   #--------------------------------------------------------------------------
  585.   def draw_item(index)
  586.     actor = $game_party.battle_members[index]
  587.     return if actor.nil?
  588.     rect = item_rect(index)
  589.     reset_font_settings
  590.     draw_actor_name(actor, rect)
  591.     draw_exp_gain(actor, rect)
  592.     draw_jp_gain(actor, rect)
  593.     draw_actor_face(actor, rect)
  594.   end
  595.   
  596.   #--------------------------------------------------------------------------
  597.   # draw_actor_name
  598.   #--------------------------------------------------------------------------
  599.   def draw_actor_name(actor, rect)
  600.     name = actor.name
  601.     draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
  602.   end
  603.   
  604.   #--------------------------------------------------------------------------
  605.   # draw_actor_face
  606.   #--------------------------------------------------------------------------
  607.   def draw_actor_face(actor, rect)
  608.     face_name = actor.face_name
  609.     face_index = actor.face_index
  610.     bitmap = Cache.face(face_name)
  611.     rw = [rect.width, 96].min
  612.     face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
  613.     rx = (rect.width - rw) / 2 + rect.x
  614.     contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
  615.   end
  616.   
  617.   #--------------------------------------------------------------------------
  618.   # draw_exp_gain
  619.   #--------------------------------------------------------------------------
  620.   def draw_exp_gain(actor, rect)
  621.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  622.     dy = rect.y + line_height * 3 + 96
  623.     fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
  624.     text = sprintf(fmt, actor_exp_gain(actor).group)
  625.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  626.     change_color(power_up_color)
  627.     draw_text(rect.x, dy, dw, line_height, text, 2)
  628.   end
  629.   
  630.   #--------------------------------------------------------------------------
  631.   # actor_exp_gain
  632.   #--------------------------------------------------------------------------
  633.   def actor_exp_gain(actor)
  634.     n = @exp_total * actor.final_exp_rate
  635.     return n.to_i
  636.   end
  637.   
  638.   #--------------------------------------------------------------------------
  639.   # draw_jp_gain
  640.   #--------------------------------------------------------------------------
  641.   def draw_jp_gain(actor, rect)
  642.     return unless $imported["YEA-JPManager"]
  643.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  644.     dy = rect.y + line_height * 4 + 96
  645.     fmt = YEA::JP::VICTORY_AFTERMATH
  646.     text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
  647.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  648.     change_color(power_up_color)
  649.     draw_text(rect.x, dy, dw, line_height, text, 2)
  650.   end
  651.   
  652.   #--------------------------------------------------------------------------
  653.   # actor_jp_gain
  654.   #--------------------------------------------------------------------------
  655.   def actor_jp_gain(actor)
  656.     n = actor.battle_jp_earned
  657.     if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
  658.       n += YEA::JP::LEVEL_UP unless actor.max_level?
  659.     end
  660.     return n
  661.   end
  662.   
  663. end # Window_VictoryEXP_Back

  664. #==============================================================================
  665. # ■ Window_VictoryEXP_Front
  666. #==============================================================================

  667. class Window_VictoryEXP_Front < Window_VictoryEXP_Back
  668.   
  669.   #--------------------------------------------------------------------------
  670.   # initialize
  671.   #--------------------------------------------------------------------------
  672.   def initialize
  673.     super
  674.     self.back_opacity = 0
  675.     @ticks = 0
  676.     @counter = 30
  677.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  678.   end
  679.   
  680.   #--------------------------------------------------------------------------
  681.   # update
  682.   #--------------------------------------------------------------------------
  683.   def update
  684.     super
  685.     update_tick
  686.   end
  687.   
  688.   #--------------------------------------------------------------------------
  689.   # update_tick
  690.   #--------------------------------------------------------------------------
  691.   def update_tick
  692.     return unless self.openness >= 255
  693.     return unless self.visible
  694.     return if complete_ticks?
  695.     @counter -= 1
  696.     return unless @counter <= 0
  697.     return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
  698.     YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
  699.     @counter = 4
  700.     @ticks += 1
  701.     refresh
  702.   end
  703.   
  704.   #--------------------------------------------------------------------------
  705.   # complete_ticks?
  706.   #--------------------------------------------------------------------------
  707.   def complete_ticks?
  708.     for actor in $game_party.battle_members
  709.       total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  710.       bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  711.       now_exp = actor.exp - actor.current_level_exp + bonus_exp
  712.       next_exp = actor.next_level_exp - actor.current_level_exp
  713.       rate = now_exp * 1.0 / next_exp
  714.       return false if rate < 1.0
  715.     end
  716.     return true
  717.   end
  718.   
  719.   #--------------------------------------------------------------------------
  720.   # draw_item
  721.   #--------------------------------------------------------------------------
  722.   def draw_item(index)
  723.     actor = $game_party.battle_members[index]
  724.     return if actor.nil?
  725.     rect = item_rect(index)
  726.     draw_actor_exp(actor, rect)
  727.   end
  728.   
  729.   #--------------------------------------------------------------------------
  730.   # exp_gauge1
  731.   #--------------------------------------------------------------------------
  732.   def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
  733.   
  734.   #--------------------------------------------------------------------------
  735.   # exp_gauge2
  736.   #--------------------------------------------------------------------------
  737.   def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
  738.   
  739.   #--------------------------------------------------------------------------
  740.   # lvl_gauge1
  741.   #--------------------------------------------------------------------------
  742.   def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
  743.   
  744.   #--------------------------------------------------------------------------
  745.   # lvl_gauge2
  746.   #--------------------------------------------------------------------------
  747.   def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
  748.   
  749.   #--------------------------------------------------------------------------
  750.   # draw_actor_exp
  751.   #--------------------------------------------------------------------------
  752.   def draw_actor_exp(actor, rect)
  753.     if actor.max_level?
  754.       draw_exp_gauge(actor, rect, 1.0)
  755.       return
  756.     end
  757.     total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  758.     bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  759.     now_exp = actor.exp - actor.current_level_exp + bonus_exp
  760.     next_exp = actor.next_level_exp - actor.current_level_exp
  761.     rate = now_exp * 1.0 / next_exp
  762.     draw_exp_gauge(actor, rect, rate)
  763.   end
  764.   
  765.   #--------------------------------------------------------------------------
  766.   # draw_exp_gauge
  767.   #--------------------------------------------------------------------------
  768.   def draw_exp_gauge(actor, rect, rate)
  769.     rate = [[rate, 1.0].min, 0.0].max
  770.     dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
  771.     dy = rect.y + line_height * 2 + 96
  772.     dw = [rect.width, 96].min
  773.     colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
  774.     colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
  775.     draw_gauge(dx, dy, dw, rate, colour1, colour2)
  776.     fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
  777.     text = sprintf(fmt, [rate * 100, 100.00].min)
  778.     if [rate * 100, 100.00].min == 100.00
  779.       text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
  780.       text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
  781.     end
  782.     draw_text(dx, dy, dw, line_height, text, 1)
  783.   end
  784.   
  785. end # Window_VictoryEXP_Front

  786. #==============================================================================
  787. # ■ Window_VictoryLevelUp
  788. #==============================================================================

  789. class Window_VictoryLevelUp < Window_Base
  790.   
  791.   #--------------------------------------------------------------------------
  792.   # initialize
  793.   #--------------------------------------------------------------------------
  794.   def initialize
  795.     super(0, fitting_height(1), Graphics.width, window_height)
  796.     self.z = 200
  797.     hide
  798.   end
  799.   
  800.   #--------------------------------------------------------------------------
  801.   # window_height
  802.   #--------------------------------------------------------------------------
  803.   def window_height
  804.     return Graphics.height - fitting_height(4) - fitting_height(1)
  805.   end
  806.   
  807.   #--------------------------------------------------------------------------
  808.   # refresh
  809.   #--------------------------------------------------------------------------
  810.   def refresh(actor, temp_actor)
  811.     contents.clear
  812.     reset_font_settings
  813.     YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
  814.     draw_actor_changes(actor, temp_actor)
  815.   end
  816.   
  817.   #--------------------------------------------------------------------------
  818.   # draw_actor_changes
  819.   #--------------------------------------------------------------------------
  820.   def draw_actor_changes(actor, temp_actor)
  821.     dx = contents.width / 16
  822.     draw_actor_image(actor, temp_actor, dx)
  823.     draw_param_names(actor, dx)
  824.     draw_former_stats(temp_actor)
  825.     draw_arrows
  826.     draw_newer_stats(actor, temp_actor)
  827.     draw_new_skills(actor, temp_actor)
  828.   end
  829.   
  830.   #--------------------------------------------------------------------------
  831.   # draw_actor_image
  832.   #--------------------------------------------------------------------------
  833.   def draw_actor_image(actor, temp_actor, dx)
  834.     draw_text(dx, line_height, 96, line_height, actor.name, 1)
  835.     draw_actor_face(actor, dx, line_height * 2)
  836.     exp = actor.exp - temp_actor.exp
  837.     text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
  838.     change_color(power_up_color)
  839.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  840.     draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
  841.     reset_font_settings
  842.   end
  843.   
  844.   #--------------------------------------------------------------------------
  845.   # draw_param_names
  846.   #--------------------------------------------------------------------------
  847.   def draw_param_names(actor, dx)
  848.     dx += 108
  849.     change_color(system_color)
  850.     text = Vocab.level
  851.     draw_text(dx, 0, contents.width - dx, line_height, text)
  852.     dy = 0
  853.     for i in 0...8
  854.       dy += line_height
  855.       text = Vocab.param(i)
  856.       draw_text(dx, dy, contents.width - dx, line_height, text)
  857.     end
  858.   end
  859.   
  860.   #--------------------------------------------------------------------------
  861.   # draw_former_stats
  862.   #--------------------------------------------------------------------------
  863.   def draw_former_stats(actor)
  864.     dw = contents.width / 2 - 12
  865.     dy = 0
  866.     change_color(normal_color)
  867.     draw_text(0, dy, dw, line_height, actor.level.group, 2)
  868.     for i in 0...8
  869.       dy += line_height
  870.       draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
  871.     end
  872.   end
  873.   
  874.   #--------------------------------------------------------------------------
  875.   # draw_arrows
  876.   #--------------------------------------------------------------------------
  877.   def draw_arrows
  878.     dx = contents.width / 2 - 12
  879.     dy = 0
  880.     change_color(system_color)
  881.     for i in 0..8
  882.       draw_text(dx, dy, 24, line_height, "→", 1)
  883.       dy += line_height
  884.     end
  885.   end
  886.   
  887.   #--------------------------------------------------------------------------
  888.   # draw_newer_stats
  889.   #--------------------------------------------------------------------------
  890.   def draw_newer_stats(actor, temp_actor)
  891.     dx = contents.width / 2 + 12
  892.     dw = contents.width - dx
  893.     dy = 0
  894.     change_color(param_change_color(actor.level - temp_actor.level))
  895.     draw_text(dx, dy, dw, line_height, actor.level.group, 0)
  896.     for i in 0...8
  897.       dy += line_height
  898.       change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
  899.       draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
  900.     end
  901.   end
  902.   
  903.   #--------------------------------------------------------------------------
  904.   # draw_new_skills
  905.   #--------------------------------------------------------------------------
  906.   def draw_new_skills(actor, temp_actor)
  907.     return if temp_actor.skills.size == actor.skills.size
  908.     dw = 172 + 24
  909.     dx = contents.width - dw
  910.     change_color(system_color)
  911.     text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
  912.     draw_text(dx, 0, dw, line_height, text, 0)
  913.   end
  914.   
  915. end # Window_VictoryLevelUp

  916. #==============================================================================
  917. # ■ Window_VictorySkills
  918. #==============================================================================

  919. class Window_VictorySkills < Window_Selectable
  920.   
  921.   #--------------------------------------------------------------------------
  922.   # initialize
  923.   #--------------------------------------------------------------------------
  924.   def initialize
  925.     dy = fitting_height(1) + 24
  926.     dw = 172 + 24 + 24
  927.     dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
  928.     super(Graphics.width - dw, dy, dw, dh)
  929.     self.opacity = 0
  930.     self.z = 200
  931.     hide
  932.   end
  933.   
  934.   #--------------------------------------------------------------------------
  935.   # item_max
  936.   #--------------------------------------------------------------------------
  937.   def item_max; return @data.nil? ? 0 : @data.size; end
  938.   
  939.   #--------------------------------------------------------------------------
  940.   # refresh
  941.   #--------------------------------------------------------------------------
  942.   def refresh(actor, temp_actor)
  943.     contents.clear
  944.     if actor.skills.size == temp_actor.skills.size
  945.       unselect
  946.       @data = []
  947.       create_contents
  948.       return
  949.     end
  950.     @data = actor.skills - temp_actor.skills
  951.     if @data.size > 8
  952.       select(0)
  953.       activate
  954.     else
  955.       unselect
  956.       deactivate
  957.     end
  958.     create_contents
  959.     draw_all_items
  960.   end
  961.   
  962.   #--------------------------------------------------------------------------
  963.   # refresh
  964.   #--------------------------------------------------------------------------
  965.   def draw_item(index)
  966.     rect = item_rect(index)
  967.     skill = @data[index]
  968.     return if skill.nil?
  969.     rect.width -= 4
  970.     draw_item_name(skill, rect.x, rect.y, true)
  971.   end
  972.   
  973. end # Window_VictorySkills

  974. #==============================================================================
  975. # ■ Window_VictorySpoils
  976. #==============================================================================

  977. class Window_VictorySpoils < Window_ItemList
  978.   
  979.   #--------------------------------------------------------------------------
  980.   # initialize
  981.   #--------------------------------------------------------------------------
  982.   def initialize
  983.     super(0, fitting_height(1), Graphics.width, window_height)
  984.     self.z = 200
  985.     hide
  986.   end
  987.   
  988.   #--------------------------------------------------------------------------
  989.   # window_height
  990.   #--------------------------------------------------------------------------
  991.   def window_height
  992.     return Graphics.height - fitting_height(4) - fitting_height(1)
  993.   end
  994.   
  995.   #--------------------------------------------------------------------------
  996.   # spacing
  997.   #--------------------------------------------------------------------------
  998.   def spacing; return 32; end
  999.   
  1000.   #--------------------------------------------------------------------------
  1001.   # make
  1002.   #--------------------------------------------------------------------------
  1003.   def make(gold, drops)
  1004.     @gold = gold
  1005.     @drops = drops
  1006.     refresh
  1007.     select(0)
  1008.     activate
  1009.   end
  1010.   
  1011.   #--------------------------------------------------------------------------
  1012.   # make_item_list
  1013.   #--------------------------------------------------------------------------
  1014.   def make_item_list
  1015.     @data = [nil]
  1016.     items = {}
  1017.     weapons = {}
  1018.     armours = {}
  1019.     @goods = {}
  1020.     for item in @drops
  1021.       case item
  1022.       when RPG::Item
  1023.         items[item] = 0 if items[item].nil?
  1024.         items[item] += 1
  1025.       when RPG::Weapon
  1026.         weapons[item] = 0 if weapons[item].nil?
  1027.         weapons[item] += 1
  1028.       when RPG::Armor
  1029.         armours[item] = 0 if armours[item].nil?
  1030.         armours[item] += 1
  1031.       end
  1032.     end
  1033.     items = items.sort { |a,b| a[0].id <=> b[0].id }
  1034.     weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
  1035.     armours = armours.sort { |a,b| a[0].id <=> b[0].id }
  1036.     for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1037.     for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1038.     for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1039.   end
  1040.   
  1041.   #--------------------------------------------------------------------------
  1042.   # draw_item
  1043.   #--------------------------------------------------------------------------
  1044.   def draw_item(index)
  1045.     item = @data[index]
  1046.     rect = item_rect(index)
  1047.     reset_font_settings
  1048.     if item.nil?
  1049.       draw_gold(rect)
  1050.       return
  1051.     end
  1052.     rect.width -= 4
  1053.     draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
  1054.     draw_item_number(rect, item)
  1055.   end
  1056.   
  1057.   #--------------------------------------------------------------------------
  1058.   # draw_gold
  1059.   #--------------------------------------------------------------------------
  1060.   def draw_gold(rect)
  1061.     text = Vocab.currency_unit
  1062.     draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
  1063.   end
  1064.   
  1065.   #--------------------------------------------------------------------------
  1066.   # draw_item_number
  1067.   #--------------------------------------------------------------------------
  1068.   def draw_item_number(rect, item)
  1069.     number = @goods[item].group
  1070.     if $imported["YEA-AdjustLimits"]
  1071.       contents.font.size = YEA::LIMIT::ITEM_FONT
  1072.       text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
  1073.       draw_text(rect, text, 2)
  1074.     else
  1075.       draw_text(rect, sprintf(":%s", number), 2)
  1076.     end
  1077.   end
  1078.   
  1079. end # Window_VictorySpoils

  1080. #==============================================================================
  1081. # ■ Scene_Battle
  1082. #==============================================================================

  1083. class Scene_Battle < Scene_Base
  1084.   
  1085.   #--------------------------------------------------------------------------
  1086.   # alias method: create_all_windows
  1087.   #--------------------------------------------------------------------------
  1088.   alias scene_battle_create_all_windows_va create_all_windows
  1089.   def create_all_windows
  1090.     scene_battle_create_all_windows_va
  1091.     create_victory_aftermath_windows
  1092.   end
  1093.   
  1094.   #--------------------------------------------------------------------------
  1095.   # new method: create_victory_aftermath_windows
  1096.   #--------------------------------------------------------------------------
  1097.   def create_victory_aftermath_windows
  1098.     @victory_title_window = Window_VictoryTitle.new
  1099.     @victory_exp_window_back = Window_VictoryEXP_Back.new
  1100.     @victory_exp_window_front = Window_VictoryEXP_Front.new
  1101.     @victory_level_window = Window_VictoryLevelUp.new
  1102.     @victory_level_skills = Window_VictorySkills.new
  1103.     @victory_spoils_window = Window_VictorySpoils.new
  1104.   end
  1105.   
  1106.   #--------------------------------------------------------------------------
  1107.   # new method: show_victory_display_exp
  1108.   #--------------------------------------------------------------------------
  1109.   def show_victory_display_exp
  1110.     @victory_title_window.open
  1111.     name = $game_party.battle_members[0].name
  1112.     fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
  1113.     name = sprintf(fmt, name) if $game_party.battle_members.size > 1
  1114.     fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
  1115.     text = sprintf(fmt, name)
  1116.     @victory_title_window.refresh(text)
  1117.     #---
  1118.     @victory_exp_window_back.open
  1119.     @victory_exp_window_back.refresh
  1120.     @victory_exp_window_front.open
  1121.     @victory_exp_window_front.refresh
  1122.   end
  1123.   
  1124.   #--------------------------------------------------------------------------
  1125.   # new method: show_victory_level_up
  1126.   #--------------------------------------------------------------------------
  1127.   def show_victory_level_up(actor, temp_actor)
  1128.     @victory_exp_window_back.hide
  1129.     @victory_exp_window_front.hide
  1130.     #---
  1131.     fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
  1132.     text = sprintf(fmt, actor.name)
  1133.     @victory_title_window.refresh(text)
  1134.     #---
  1135.     @victory_level_window.show
  1136.     @victory_level_window.refresh(actor, temp_actor)
  1137.     @victory_level_skills.show
  1138.     @victory_level_skills.refresh(actor, temp_actor)
  1139.   end
  1140.   
  1141.   #--------------------------------------------------------------------------
  1142.   # new method: show_victory_spoils
  1143.   #--------------------------------------------------------------------------
  1144.   def show_victory_spoils(gold, drops)
  1145.     @victory_exp_window_back.hide
  1146.     @victory_exp_window_front.hide
  1147.     @victory_level_window.hide
  1148.     @victory_level_skills.hide
  1149.     #---
  1150.     text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
  1151.     @victory_title_window.refresh(text)
  1152.     #---
  1153.     @victory_spoils_window.show
  1154.     @victory_spoils_window.make(gold, drops)
  1155.   end
  1156.   
  1157.   #--------------------------------------------------------------------------
  1158.   # new method: close_victory_windows
  1159.   #--------------------------------------------------------------------------
  1160.   def close_victory_windows
  1161.     @victory_title_window.close
  1162.     @victory_exp_window_back.close
  1163.     @victory_exp_window_front.close
  1164.     @victory_level_window.close
  1165.     @victory_level_skills.close
  1166.     @victory_spoils_window.close
  1167.     wait(16)
  1168.   end
  1169.   
  1170. end # Scene_Battle

  1171. #==============================================================================
  1172. #
  1173. # ▼ End of File
  1174. #
  1175. #==============================================================================
复制代码

点评

好的,  发表于 2014-8-1 14:52
放弃啦,不用再找了,我用默认的就好  发表于 2014-8-1 14:47
和MOG类似即可  发表于 2014-8-1 09:27
经验条、显示出掉落物,满足一种就可以了  发表于 2014-8-1 09:27
你要的是什么样的啊?MOG的你又说冲突,,,  发表于 2014-8-1 00:53
回复 支持 反对

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

拿上你的纸笔,建造一个属于你的梦想世界,加入吧。
 注册会员
找回密码

站长信箱:[email protected]|手机版|小黑屋|无图版|Project1游戏制作

GMT+8, 2024-9-25 21:25

Powered by Discuz! X3.1

© 2001-2013 Comsenz Inc.

快速回复 返回顶部 返回列表