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[已经解决] VA中如何做升级提示的脚本?

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Lv2.观梦者

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发表于 2019-4-26 23:45:02 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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除了等级的变动之外还有属性变动的提示那种。我在XP  VX里看到过,请问在ACE中是否有类似的脚本?求

Lv2.观梦者

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 楼主| 发表于 2019-4-26 23:57:05 | 只看该作者
我找到一个挺不错的脚本  但是有几个问题
1.升级栏中那个框框不知道是什么情况,,能否有大佬帮我改一改呢,
2.升级栏什么的都显示完之后出现了错误。如下图
不知道脚本冲突还是什么原因...求大佬解答。

QQ图片20190426235554.png (18.49 KB, 下载次数: 32)

QQ图片20190426235554.png
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Lv2.观梦者

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 楼主| 发表于 2019-4-26 23:58:12 | 只看该作者
呀呀  忘记发代码了
  1. #==============================================================================
  2. #
  3. # ¥ Yanfly Engine Ace - Victory Aftermath v1.04
  4. # -- Last Updated: 2014.03.019
  5. # -- Level: Easy, Normal, Hard
  6. # -- Requires: n/a
  7. # -- Special Thanks: Yami for Bug Fixes.
  8. #
  9. #==============================================================================

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

  12. #==============================================================================
  13. # ¥ Updates
  14. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  15. # 2014.03.19 - Fixed a bug where if the battle ends with a stat buff/debuff and
  16. #              it will display the wrong parameters.
  17. # 2012.01.07 - Compatibility Update: JP Manager
  18. # 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
  19. # 2011.12.26 - Compatibility Update: Command Autobattle
  20. # 2011.12.16 - Started Script and Finished.
  21. #
  22. #==============================================================================
  23. # ¥ Introduction
  24. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  25. # At the end of each battle, RPG Maker VX Ace by default shows text saying that
  26. # the party has gained so-and-so EXP while this person leveled up and your
  27. # party happened to find these drops. This script changes that text into
  28. # something more visual for your players to see. Active battle members will be
  29. # seen gaining EXP, any kind of level up changes, and a list of the items
  30. # obtained through drops.
  31. #
  32. #==============================================================================
  33. # ¥ Instructions
  34. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  35. # To install this script, open up your script editor and copy/paste this script
  36. # to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.
  37. #
  38. # -----------------------------------------------------------------------------
  39. # Actor Notetags - These notetags go in the actors notebox in the database.
  40. # -----------------------------------------------------------------------------
  41. # <win quotes>
  42. #  string
  43. #  string
  44. # </win quotes>
  45. # Sets the win quote for the actor. The strings are continuous and can use
  46. # text codes. Use \n for a line break. Type in what you want the actor to say
  47. # for the particular win quote. Use [New Quote] in between the two tags to
  48. # start up a new quote.
  49. #
  50. # <level quotes>
  51. #  string
  52. #  string
  53. # </level quotes>
  54. # Sets the level up quote for the actor. The strings are continuous and can use
  55. # text codes. Use \n for a line break. Type in what you want the actor to say
  56. # for the particular win quote. Use [New Quote] in between the two tags to
  57. # start up a new quote.
  58. #
  59. # <drops quotes>
  60. #  string
  61. #  string
  62. # </drops quotes>
  63. # Sets the drops quote for the actor. The strings are continuous and can use
  64. # text codes. Use \n for a line break. Type in what you want the actor to say
  65. # for the particular win quote. Use [New Quote] in between the two tags to
  66. # start up a new quote.
  67. #
  68. # -----------------------------------------------------------------------------
  69. # Class Notetags - These notetags go in the class notebox in the database.
  70. # -----------------------------------------------------------------------------
  71. # <win quotes>
  72. #  string
  73. #  string
  74. # </win quotes>
  75. # Sets the win quote for the class. The strings are continuous and can use
  76. # text codes. Use \n for a line break. Type in what you want the actor to say
  77. # for the particular win quote. Use [New Quote] in between the two tags to
  78. # start up a new quote.
  79. #
  80. # <level quotes>
  81. #  string
  82. #  string
  83. # </level quotes>
  84. # Sets the level up quote for the class. The strings are continuous and can use
  85. # text codes. Use \n for a line break. Type in what you want the actor to say
  86. # for the particular win quote. Use [New Quote] in between the two tags to
  87. # start up a new quote.
  88. #
  89. # <drops quotes>
  90. #  string
  91. #  string
  92. # </drops quotes>
  93. # Sets the drops quote for the class. The strings are continuous and can use
  94. # text codes. Use \n for a line break. Type in what you want the actor to say
  95. # for the particular win quote. Use [New Quote] in between the two tags to
  96. # start up a new quote.
  97. #
  98. #==============================================================================
  99. # ¥ Compatibility
  100. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  101. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  102. # it will run with RPG Maker VX without adjusting.
  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("Town1", 100, 100)    # 胜利BGM
  115.     VICTORY_TICK = RPG::SE.new("Attack1", 100, 150)  # EXP ticking SFX
  116.     LEVEL_SOUND  = RPG::SE.new("Attack1", 80, 150)         # Level Up SFX
  117.     SKILLS_TEXT  = "新技能"                        # New skills text title.
  118.    
  119.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  120.     # - Important Settings -
  121.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  122.     # These are some important settings so please set them up properly. This
  123.     # section includes a switch that allows you to skip the victory aftermath
  124.     # phase (for those back to back battles and making them seamless) and it
  125.     # also allows you to declare a common event to run after each battle. If
  126.     # you do not wish to use either of these features, set them to 0. The
  127.     # common event will run regardless of win or escape.
  128.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  129.     SKIP_AFTERMATH_SWITCH  = 0  # If switch on, skip aftermath. 0 to disable.
  130.     SKIP_MUSIC_SWITCH      = 0  # If switch on, skip music. 0 to disable.
  131.     AFTERMATH_COMMON_EVENT = 0  # 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的队伍"           # Team name used.
  140.     TOP_VICTORY_TEXT = "%s胜利了"   # Text used to display victory.
  141.     TOP_LEVEL_UP     = "%s升级!"  # Text used to display level up.
  142.     TOP_SPOILS       = "胜利品!"     # 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 = 16            # 经验值字体大小.
  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.                    '"我们赢了! 多么激烈的战斗!"',
  180.                    '"我出了一身汗."',
  181.                    '"这并不难."',
  182.                    '"让我们挑战更厉害的!"',
  183.                  ],# Do not remove this.
  184.       #------------------------------------------------------------------------
  185.       :level  => [ # Occurs as initial victory quote.
  186.                    '"好! 升级了!"',
  187.                    '"我变强了!"',
  188.                    '"试试超过我!"',
  189.                    '"我又成长了!"',
  190.                  ],# Do not remove this.
  191.       #------------------------------------------------------------------------
  192.       :drops  => [ # Occurs as initial victory quote.
  193.                    '"带走这些东西."',
  194.                    '"胜利者的战利品."',
  195.                    '"怪物掉了些东西!"',
  196.                    '"嘿, 这是什么?"',
  197.                  ],# Do not remove this.
  198.       #------------------------------------------------------------------------
  199.     } # Do not remove this.
  200.    
  201.   end # VICTORY_AFTERMATH
  202. end # YEA

  203. #==============================================================================
  204. # ¥ Editting anything past this point may potentially result in causing
  205. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  206. # halitosis so edit at your own risk.
  207. #==============================================================================

  208. module YEA
  209.   module REGEXP
  210.   module BASEITEM
  211.    
  212.     NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
  213.    
  214.     WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
  215.     WIN_QUOTE_OFF   = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
  216.     LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
  217.     LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
  218.     DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  219.     DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  220.    
  221.   end # BASEITEM
  222.   end # REGEXP
  223. end # YEA

  224. #==============================================================================
  225. # ¡ Switch
  226. #==============================================================================

  227. module Switch
  228.   
  229.   #--------------------------------------------------------------------------
  230.   # self.skip_aftermath
  231.   #--------------------------------------------------------------------------
  232.   def self.skip_aftermath
  233.     return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
  234.     return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
  235.   end
  236.   
  237.   #--------------------------------------------------------------------------
  238.   # self.skip_aftermath_music
  239.   #--------------------------------------------------------------------------
  240.   def self.skip_aftermath_music
  241.     return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0
  242.     return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]
  243.   end
  244.    
  245. end # Switch

  246. #==============================================================================
  247. # ¡ Numeric
  248. #==============================================================================

  249. class Numeric
  250.   
  251.   #--------------------------------------------------------------------------
  252.   # new method: group_digits
  253.   #--------------------------------------------------------------------------
  254.   unless $imported["YEA-CoreEngine"]
  255.   def group; return self.to_s; end
  256.   end # $imported["YEA-CoreEngine"]
  257.    
  258. end # Numeric

  259. #==============================================================================
  260. # ¡ DataManager
  261. #==============================================================================

  262. module DataManager
  263.   
  264.   #--------------------------------------------------------------------------
  265.   # alias method: load_database
  266.   #--------------------------------------------------------------------------
  267.   class <<self; alias load_database_va load_database; end
  268.   def self.load_database
  269.     load_database_va
  270.     load_notetags_va
  271.   end
  272.   
  273.   #--------------------------------------------------------------------------
  274.   # new method: load_notetags_va
  275.   #--------------------------------------------------------------------------
  276.   def self.load_notetags_va
  277.     groups = [$data_actors, $data_classes]
  278.     for group in groups
  279.       for obj in group
  280.         next if obj.nil?
  281.         obj.load_notetags_va
  282.       end
  283.     end
  284.   end
  285.   
  286. end # DataManager

  287. #==============================================================================
  288. # ¡ RPG::BaseItem
  289. #==============================================================================

  290. class RPG::BaseItem
  291.   
  292.   #--------------------------------------------------------------------------
  293.   # public instance variables
  294.   #--------------------------------------------------------------------------
  295.   attr_accessor :win_quotes
  296.   attr_accessor :level_quotes
  297.   attr_accessor :drops_quotes
  298.   
  299.   #--------------------------------------------------------------------------
  300.   # common cache: load_notetags_va
  301.   #--------------------------------------------------------------------------
  302.   def load_notetags_va
  303.     @win_quotes = [""]
  304.     @level_quotes = [""]
  305.     @drops_quotes = [""]
  306.     @victory_quote_type = nil
  307.     #---
  308.     self.note.split(/[\r\n]+/).each { |line|
  309.       case line
  310.       #---
  311.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
  312.         @victory_quote_type = :win_quote
  313.       when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
  314.         @victory_quote_type = nil
  315.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
  316.         @victory_quote_type = :level_quote
  317.       when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
  318.         @victory_quote_type = nil
  319.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
  320.         @victory_quote_type = :drops_quote
  321.       when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
  322.         @victory_quote_type = nil
  323.       #---
  324.       when YEA::REGEXP::BASEITEM::NEW_QUOTE
  325.         case @victory_quote_type
  326.         when nil; next
  327.         when :win_quote;   @win_quotes.push("")
  328.         when :level_quote; @level_quotes.push("")
  329.         when :drops_quote; @drops_quotes.push("")
  330.         end
  331.       #---
  332.       else
  333.         case @victory_quote_type
  334.         when nil; next
  335.         when :win_quote;   @win_quotes[@win_quotes.size-1] += line.to_s
  336.         when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
  337.         when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
  338.         end
  339.       end
  340.     } # self.note.split
  341.     #---
  342.     return unless self.is_a?(RPG::Class)
  343.     quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
  344.     @win_quotes = quotes[:win].clone if @win_quotes == [""]
  345.     @level_quotes = quotes[:level].clone if @level_quotes == [""]
  346.     @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
  347.   end
  348.   
  349. end # RPG::BaseItem

  350. #==============================================================================
  351. # ¡ BattleManager
  352. #==============================================================================

  353. module BattleManager
  354.   
  355.   #--------------------------------------------------------------------------
  356.   # overwrite method: self.process_victory
  357.   #--------------------------------------------------------------------------
  358.   def self.process_victory
  359.     if $imported["YEA-CommandAutobattle"]
  360.       SceneManager.scene.close_disable_autobattle_window
  361.     end
  362.     return skip_aftermath if Switch.skip_aftermath
  363.     play_battle_end_me
  364.     gain_jp if $imported["YEA-JPManager"]
  365.     display_exp
  366.     gain_exp
  367.     gain_gold
  368.     gain_drop_items
  369.     close_windows
  370.     SceneManager.return
  371.     replay_bgm_and_bgs
  372.     battle_end(0)
  373.     return true
  374.   end
  375.   
  376.   #--------------------------------------------------------------------------
  377.   # new method: self.skip_aftermath
  378.   #--------------------------------------------------------------------------
  379.   def self.skip_aftermath
  380.     $game_party.all_members.each do |actor|
  381.       actor.gain_exp($game_troop.exp_total)
  382.     end
  383.     $game_party.gain_gold($game_troop.gold_total)
  384.     $game_troop.make_drop_items.each do |item|
  385.       $game_party.gain_item(item, 1)
  386.     end
  387.     close_windows
  388.     SceneManager.return
  389.     replay_bgm_and_bgs
  390.     battle_end(0)
  391.   end
  392.   
  393.   #--------------------------------------------------------------------------
  394.   # overwrite method: self.play_battle_end_me
  395.   #--------------------------------------------------------------------------
  396.   def self.play_battle_end_me
  397.     return if Switch.skip_aftermath_music
  398.     $game_system.battle_end_me.play
  399.     YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
  400.   end
  401.   
  402.   #--------------------------------------------------------------------------
  403.   # new method: self.set_victory_text
  404.   #--------------------------------------------------------------------------
  405.   def self.set_victory_text(actor, type)
  406.     text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
  407.     text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
  408.     text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
  409.     $game_message.face_name = actor.face_name
  410.     $game_message.face_index = actor.face_index
  411.     $game_message.add(text)
  412.     wait_for_message
  413.   end
  414.   
  415.   #--------------------------------------------------------------------------
  416.   # overwrite method: self.display_exp
  417.   #--------------------------------------------------------------------------
  418.   def self.display_exp
  419.     SceneManager.scene.show_victory_display_exp
  420.     actor = $game_party.random_target
  421.     @victory_actor = actor
  422.     set_victory_text(@victory_actor, :win)
  423.   end
  424.   
  425.   #--------------------------------------------------------------------------
  426.   # overwrite method: self.gain_exp
  427.   #--------------------------------------------------------------------------
  428.   def self.gain_exp
  429.     $game_party.all_members.each do |actor|
  430.       temp_actor = Marshal.load(Marshal.dump(actor))
  431.       actor.gain_exp($game_troop.exp_total)
  432.       next if actor.level == temp_actor.level
  433.       SceneManager.scene.show_victory_level_up(actor, temp_actor)
  434.       set_victory_text(actor, :level)
  435.       wait_for_message
  436.     end
  437.   end
  438.   
  439.   #--------------------------------------------------------------------------
  440.   # overwrite method: self.gain_gold
  441.   #--------------------------------------------------------------------------
  442.   def self.gain_gold
  443.     $game_party.gain_gold($game_troop.gold_total)
  444.   end
  445.   
  446.   #--------------------------------------------------------------------------
  447.   # overwrite method: self.gain_drop_items
  448.   #--------------------------------------------------------------------------
  449.   def self.gain_drop_items
  450.     drops = []
  451.     $game_troop.make_drop_items.each do |item|
  452.       $game_party.gain_item(item, 1)
  453.       drops.push(item)
  454.     end
  455.     SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
  456.     set_victory_text(@victory_actor, :drops)
  457.     wait_for_message
  458.   end
  459.   
  460.   #--------------------------------------------------------------------------
  461.   # new method: self.close_windows
  462.   #--------------------------------------------------------------------------
  463.   def self.close_windows
  464.     SceneManager.scene.close_victory_windows
  465.   end
  466.   
  467.   #--------------------------------------------------------------------------
  468.   # alias method: load_database
  469.   #--------------------------------------------------------------------------
  470.   class <<self; alias battle_end_va battle_end; end
  471.   def self.battle_end(result)
  472.     battle_end_va(result)
  473.     return if result == 2
  474.     return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
  475.     event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
  476.     $game_temp.reserve_common_event(event_id)
  477.   end
  478.   
  479. end # BattleManager

  480. #==============================================================================
  481. # ¡ Game_Actor
  482. #==============================================================================

  483. class Game_Actor < Game_Battler
  484.   
  485.   #--------------------------------------------------------------------------
  486.   # overwrite method: gain_exp
  487.   #--------------------------------------------------------------------------
  488.   def gain_exp(exp)
  489.     enabled = !SceneManager.scene_is?(Scene_Battle)
  490.     change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
  491.   end
  492.   
  493.   #--------------------------------------------------------------------------
  494.   # new method: victory_quotes
  495.   #--------------------------------------------------------------------------
  496.   def victory_quotes(type)
  497.     case type
  498.     when :win
  499.       return self.actor.win_quotes if self.actor.win_quotes != [""]
  500.       return self.class.win_quotes
  501.     when :level
  502.       return self.actor.level_quotes if self.actor.level_quotes != [""]
  503.       return self.class.level_quotes
  504.     when :drops
  505.       return self.actor.drops_quotes if self.actor.drops_quotes != [""]
  506.       return self.class.drops_quotes
  507.     else
  508.       return ["NOTEXT"]
  509.     end
  510.   end
  511.   
  512. end # Game_Actor

  513. #==============================================================================
  514. # ¡ Window_VictoryTitle
  515. #==============================================================================

  516. class Window_VictoryTitle < Window_Base
  517.   
  518.   #--------------------------------------------------------------------------
  519.   # initialize
  520.   #--------------------------------------------------------------------------
  521.   def initialize
  522.     super(0, 0, Graphics.width, fitting_height(1))
  523.     self.z = 200
  524.     self.openness = 0
  525.   end
  526.   
  527.   #--------------------------------------------------------------------------
  528.   # refresh
  529.   #--------------------------------------------------------------------------
  530.   def refresh(message = "")
  531.     contents.clear
  532.     draw_text(0, 0, contents.width, line_height, message, 1)
  533.   end
  534.   
  535. end # Window_VictoryTitle

  536. #==============================================================================
  537. # ¡ Window_VictoryEXP_Back
  538. #==============================================================================

  539. class Window_VictoryEXP_Back < Window_Selectable
  540.   
  541.   #--------------------------------------------------------------------------
  542.   # initialize
  543.   #--------------------------------------------------------------------------
  544.   def initialize
  545.     super(0, fitting_height(1), Graphics.width, window_height)
  546.     self.z = 200
  547.     self.openness = 0
  548.   end
  549.   
  550.   #--------------------------------------------------------------------------
  551.   # window_height
  552.   #--------------------------------------------------------------------------
  553.   def window_height
  554.     return Graphics.height - fitting_height(4) - fitting_height(1)
  555.   end
  556.   
  557.   #--------------------------------------------------------------------------
  558.   # col_max
  559.   #--------------------------------------------------------------------------
  560.   def col_max; return item_max; end
  561.   
  562.   #--------------------------------------------------------------------------
  563.   # spacing
  564.   #--------------------------------------------------------------------------
  565.   def spacing; return 8; end
  566.   
  567.   #--------------------------------------------------------------------------
  568.   # item_max
  569.   #--------------------------------------------------------------------------
  570.   def item_max; return $game_party.battle_members.size; end
  571.   
  572.   #--------------------------------------------------------------------------
  573.   # open
  574.   #--------------------------------------------------------------------------
  575.   def open
  576.     @exp_total = $game_troop.exp_total
  577.     super
  578.   end
  579.   
  580.   #--------------------------------------------------------------------------
  581.   # item_rect
  582.   #--------------------------------------------------------------------------
  583.   def item_rect(index)
  584.     rect = Rect.new
  585.     rect.width = item_width
  586.     rect.height = contents.height
  587.     rect.x = index % col_max * (item_width + spacing)
  588.     rect.y = index / col_max * item_height
  589.     return rect
  590.   end
  591.   
  592.   #--------------------------------------------------------------------------
  593.   # draw_item
  594.   #--------------------------------------------------------------------------
  595.   def draw_item(index)
  596.     actor = $game_party.battle_members[index]
  597.     return if actor.nil?
  598.     rect = item_rect(index)
  599.     reset_font_settings
  600.     draw_actor_name(actor, rect)
  601.     draw_exp_gain(actor, rect)
  602.     draw_jp_gain(actor, rect)
  603.     draw_actor_face(actor, rect)
  604.   end
  605.   
  606.   #--------------------------------------------------------------------------
  607.   # draw_actor_name
  608.   #--------------------------------------------------------------------------
  609.   def draw_actor_name(actor, rect)
  610.     name = actor.name
  611.     draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
  612.   end
  613.   
  614.   #--------------------------------------------------------------------------
  615.   # draw_actor_face
  616.   #--------------------------------------------------------------------------
  617.   def draw_actor_face(actor, rect)
  618.     face_name = actor.face_name
  619.     face_index = actor.face_index
  620.     bitmap = Cache.face(face_name)
  621.     rw = [rect.width, 96].min
  622.     face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
  623.     rx = (rect.width - rw) / 2 + rect.x
  624.     contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
  625.   end
  626.   
  627.   #--------------------------------------------------------------------------
  628.   # draw_exp_gain
  629.   #--------------------------------------------------------------------------
  630.   def draw_exp_gain(actor, rect)
  631.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  632.     dy = rect.y + line_height * 3 + 96
  633.     fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
  634.     text = sprintf(fmt, actor_exp_gain(actor).group)
  635.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  636.     change_color(power_up_color)
  637.     draw_text(rect.x, dy, dw, line_height, text, 2)
  638.   end
  639.   
  640.   #--------------------------------------------------------------------------
  641.   # actor_exp_gain
  642.   #--------------------------------------------------------------------------
  643.   def actor_exp_gain(actor)
  644.     n = @exp_total * actor.final_exp_rate
  645.     return n.to_i
  646.   end
  647.   
  648.   #--------------------------------------------------------------------------
  649.   # draw_jp_gain
  650.   #--------------------------------------------------------------------------
  651.   def draw_jp_gain(actor, rect)
  652.     return unless $imported["YEA-JPManager"]
  653.     dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  654.     dy = rect.y + line_height * 4 + 96
  655.     fmt = YEA::JP::VICTORY_AFTERMATH
  656.     text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
  657.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  658.     change_color(power_up_color)
  659.     draw_text(rect.x, dy, dw, line_height, text, 2)
  660.   end
  661.   
  662.   #--------------------------------------------------------------------------
  663.   # actor_jp_gain
  664.   #--------------------------------------------------------------------------
  665.   def actor_jp_gain(actor)
  666.     n = actor.battle_jp_earned
  667.     if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
  668.       n += YEA::JP::LEVEL_UP unless actor.max_level?
  669.     end
  670.     return n
  671.   end
  672.   
  673. end # Window_VictoryEXP_Back

  674. #==============================================================================
  675. # ¡ Window_VictoryEXP_Front
  676. #==============================================================================

  677. class Window_VictoryEXP_Front < Window_VictoryEXP_Back
  678.   
  679.   #--------------------------------------------------------------------------
  680.   # initialize
  681.   #--------------------------------------------------------------------------
  682.   def initialize
  683.     super
  684.     self.back_opacity = 0
  685.     @ticks = 0
  686.     @counter = 30
  687.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  688.   end
  689.   
  690.   #--------------------------------------------------------------------------
  691.   # update
  692.   #--------------------------------------------------------------------------
  693.   def update
  694.     super
  695.     update_tick
  696.   end
  697.   
  698.   #--------------------------------------------------------------------------
  699.   # update_tick
  700.   #--------------------------------------------------------------------------
  701.   def update_tick
  702.     return unless self.openness >= 255
  703.     return unless self.visible
  704.     return if complete_ticks?
  705.     @counter -= 1
  706.     return unless @counter <= 0
  707.     return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
  708.     YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
  709.     @counter = 4
  710.     @ticks += 1
  711.     refresh
  712.   end
  713.   
  714.   #--------------------------------------------------------------------------
  715.   # complete_ticks?
  716.   #--------------------------------------------------------------------------
  717.   def complete_ticks?
  718.     for actor in $game_party.battle_members
  719.       total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  720.       bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  721.       now_exp = actor.exp - actor.current_level_exp + bonus_exp
  722.       next_exp = actor.next_level_exp - actor.current_level_exp
  723.       rate = now_exp * 1.0 / next_exp
  724.       return false if rate < 1.0
  725.     end
  726.     return true
  727.   end
  728.   
  729.   #--------------------------------------------------------------------------
  730.   # draw_item
  731.   #--------------------------------------------------------------------------
  732.   def draw_item(index)
  733.     actor = $game_party.battle_members[index]
  734.     return if actor.nil?
  735.     rect = item_rect(index)
  736.     draw_actor_exp(actor, rect)
  737.   end
  738.   
  739.   #--------------------------------------------------------------------------
  740.   # exp_gauge1
  741.   #--------------------------------------------------------------------------
  742.   def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
  743.   
  744.   #--------------------------------------------------------------------------
  745.   # exp_gauge2
  746.   #--------------------------------------------------------------------------
  747.   def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
  748.   
  749.   #--------------------------------------------------------------------------
  750.   # lvl_gauge1
  751.   #--------------------------------------------------------------------------
  752.   def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
  753.   
  754.   #--------------------------------------------------------------------------
  755.   # lvl_gauge2
  756.   #--------------------------------------------------------------------------
  757.   def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
  758.   
  759.   #--------------------------------------------------------------------------
  760.   # draw_actor_exp
  761.   #--------------------------------------------------------------------------
  762.   def draw_actor_exp(actor, rect)
  763.     if actor.max_level?
  764.       draw_exp_gauge(actor, rect, 1.0)
  765.       return
  766.     end
  767.     total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  768.     bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  769.     now_exp = actor.exp - actor.current_level_exp + bonus_exp
  770.     next_exp = actor.next_level_exp - actor.current_level_exp
  771.     rate = now_exp * 1.0 / next_exp
  772.     draw_exp_gauge(actor, rect, rate)
  773.   end
  774.   
  775.   #--------------------------------------------------------------------------
  776.   # draw_exp_gauge
  777.   #--------------------------------------------------------------------------
  778.   def draw_exp_gauge(actor, rect, rate)
  779.     rate = [[rate, 1.0].min, 0.0].max
  780.     dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
  781.     dy = rect.y + line_height * 2 + 96
  782.     dw = [rect.width, 96].min
  783.     colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
  784.     colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
  785.     draw_gauge(dx, dy, dw, rate, colour1, colour2)
  786.     fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
  787.     text = sprintf(fmt, [rate * 100, 100.00].min)
  788.     if [rate * 100, 100.00].min == 100.00
  789.       text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
  790.       text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
  791.     end
  792.     draw_text(dx, dy, dw, line_height, text, 1)
  793.   end
  794.   
  795. end # Window_VictoryEXP_Front

  796. #==============================================================================
  797. # ¡ Window_VictoryLevelUp
  798. #==============================================================================

  799. class Window_VictoryLevelUp < Window_Base
  800.   
  801.   #--------------------------------------------------------------------------
  802.   # initialize
  803.   #--------------------------------------------------------------------------
  804.   def initialize
  805.     super(0, fitting_height(1), Graphics.width, window_height)
  806.     self.z = 200
  807.     hide
  808.   end
  809.   
  810.   #--------------------------------------------------------------------------
  811.   # window_height
  812.   #--------------------------------------------------------------------------
  813.   def window_height
  814.     return Graphics.height - fitting_height(4) - fitting_height(1)
  815.   end
  816.   
  817.   #--------------------------------------------------------------------------
  818.   # refresh
  819.   #--------------------------------------------------------------------------
  820.   def refresh(actor, temp_actor)
  821.     contents.clear
  822.     reset_font_settings
  823.     YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
  824.     draw_actor_changes(actor, temp_actor)
  825.   end
  826.   
  827.   #--------------------------------------------------------------------------
  828.   # draw_actor_changes
  829.   #--------------------------------------------------------------------------
  830.   def draw_actor_changes(actor, temp_actor)
  831.     dx = contents.width / 16
  832.     draw_actor_image(actor, temp_actor, dx)
  833.     draw_param_names(actor, dx)
  834.     draw_former_stats(temp_actor)
  835.     draw_arrows
  836.     draw_newer_stats(actor, temp_actor)
  837.     draw_new_skills(actor, temp_actor)
  838.   end
  839.   
  840.   #--------------------------------------------------------------------------
  841.   # draw_actor_image
  842.   #--------------------------------------------------------------------------
  843.   def draw_actor_image(actor, temp_actor, dx)
  844.     draw_text(dx, line_height, 96, line_height, actor.name, 1)
  845.     draw_actor_face(actor, dx, line_height * 2)
  846.     exp = actor.exp - temp_actor.exp
  847.     text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
  848.     change_color(power_up_color)
  849.     contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  850.     draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
  851.     reset_font_settings
  852.   end
  853.   
  854.   #--------------------------------------------------------------------------
  855.   # draw_param_names
  856.   #--------------------------------------------------------------------------
  857.   def draw_param_names(actor, dx)
  858.     dx += 108
  859.     change_color(system_color)
  860.     text = Vocab.level
  861.     draw_text(dx, 0, contents.width - dx, line_height, text)
  862.     dy = 0
  863.     for i in 0...8
  864.       dy += line_height
  865.       text = Vocab.param(i)
  866.       draw_text(dx, dy, contents.width - dx, line_height, text)
  867.     end
  868.   end
  869.   
  870.   #--------------------------------------------------------------------------
  871.   # draw_former_stats
  872.   #--------------------------------------------------------------------------
  873.   def draw_former_stats(actor)
  874.     dw = contents.width / 2 - 12
  875.     dy = 0
  876.     change_color(normal_color)
  877.     draw_text(0, dy, dw, line_height, actor.level.group, 2)
  878.     for i in 0...8
  879.       dy += line_height
  880.       draw_text(0, dy, dw, line_height, actor.param_base(i).group, 2)
  881.     end
  882.   end
  883.   
  884.   #--------------------------------------------------------------------------
  885.   # draw_arrows
  886.   #--------------------------------------------------------------------------
  887.   def draw_arrows
  888.     dx = contents.width / 2 - 12
  889.     dy = 0
  890.     change_color(system_color)
  891.     for i in 0..8
  892.       draw_text(dx, dy, 24, line_height, "¨", 1)
  893.       dy += line_height
  894.     end
  895.   end
  896.   
  897.   #--------------------------------------------------------------------------
  898.   # draw_newer_stats
  899.   #--------------------------------------------------------------------------
  900.   def draw_newer_stats(actor, temp_actor)
  901.     dx = contents.width / 2 + 12
  902.     dw = contents.width - dx
  903.     dy = 0
  904.     change_color(param_change_color(actor.level - temp_actor.level))
  905.     draw_text(dx, dy, dw, line_height, actor.level.group, 0)
  906.     for i in 0...8
  907.       dy += line_height
  908.       change_color(param_change_color(actor.param_base(i) - temp_actor.param_base(i)))
  909.       draw_text(dx, dy, dw, line_height, actor.param_base(i).group, 0)
  910.     end
  911.   end
  912.   #--------------------------------------------------------------------------
  913.   # draw_new_skills
  914.   #--------------------------------------------------------------------------
  915.   def draw_new_skills(actor, temp_actor)
  916.     return if temp_actor.skills.size == actor.skills.size
  917.     dw = 172 + 24
  918.     dx = contents.width - dw
  919.     change_color(system_color)
  920.     text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
  921.     draw_text(dx, 0, dw, line_height, text, 0)
  922.   end
  923.   
  924. end # Window_VictoryLevelUp

  925. #==============================================================================
  926. # ¡ Window_VictorySkills
  927. #==============================================================================

  928. class Window_VictorySkills < Window_Selectable
  929.   
  930.   #--------------------------------------------------------------------------
  931.   # initialize
  932.   #--------------------------------------------------------------------------
  933.   def initialize
  934.     dy = fitting_height(1) + 24
  935.     dw = 172 + 24 + 24
  936.     dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
  937.     super(Graphics.width - dw, dy, dw, dh)
  938.     self.opacity = 0
  939.     self.z = 200
  940.     hide
  941.   end
  942.   
  943.   #--------------------------------------------------------------------------
  944.   # item_max
  945.   #--------------------------------------------------------------------------
  946.   def item_max; return @data.nil? ? 0 : @data.size; end
  947.   
  948.   #--------------------------------------------------------------------------
  949.   # refresh
  950.   #--------------------------------------------------------------------------
  951.   def refresh(actor, temp_actor)
  952.     contents.clear
  953.     if actor.skills.size == temp_actor.skills.size
  954.       unselect
  955.       @data = []
  956.       create_contents
  957.       return
  958.     end
  959.     @data = actor.skills - temp_actor.skills
  960.     if @data.size > 8
  961.       select(0)
  962.       activate
  963.     else
  964.       unselect
  965.       deactivate
  966.     end
  967.     create_contents
  968.     draw_all_items
  969.   end
  970.   
  971.   #--------------------------------------------------------------------------
  972.   # refresh
  973.   #--------------------------------------------------------------------------
  974.   def draw_item(index)
  975.     rect = item_rect(index)
  976.     skill = @data[index]
  977.     return if skill.nil?
  978.     rect.width -= 4
  979.     draw_item_name(skill, rect.x, rect.y, true)
  980.   end
  981.   
  982. end # Window_VictorySkills

  983. #==============================================================================
  984. # ¡ Window_VictorySpoils
  985. #==============================================================================

  986. class Window_VictorySpoils < Window_ItemList
  987.   
  988.   #--------------------------------------------------------------------------
  989.   # initialize
  990.   #--------------------------------------------------------------------------
  991.   def initialize
  992.     super(0, fitting_height(1), Graphics.width, window_height)
  993.     self.z = 200
  994.     hide
  995.   end
  996.   
  997.   #--------------------------------------------------------------------------
  998.   # window_height
  999.   #--------------------------------------------------------------------------
  1000.   def window_height
  1001.     return Graphics.height - fitting_height(4) - fitting_height(1)
  1002.   end
  1003.   
  1004.   #--------------------------------------------------------------------------
  1005.   # spacing
  1006.   #--------------------------------------------------------------------------
  1007.   def spacing; return 32; end
  1008.   
  1009.   #--------------------------------------------------------------------------
  1010.   # make
  1011.   #--------------------------------------------------------------------------
  1012.   def make(gold, drops)
  1013.     @gold = gold
  1014.     @Drops = drops
  1015.     refresh
  1016.     select(0)
  1017.     activate
  1018.   end
  1019.   
  1020.   #--------------------------------------------------------------------------
  1021.   # make_item_list
  1022.   #--------------------------------------------------------------------------
  1023.   def make_item_list
  1024.     @data = [nil]
  1025.     items = {}
  1026.     weapons = {}
  1027.     armours = {}
  1028.     @goods = {}
  1029.     for item in @drops
  1030.       case item
  1031.       when RPG::Item
  1032.         items[item] = 0 if items[item].nil?
  1033.         items[item] += 1
  1034.       when RPG::Weapon
  1035.         weapons[item] = 0 if weapons[item].nil?
  1036.         weapons[item] += 1
  1037.       when RPG::Armor
  1038.         armours[item] = 0 if armours[item].nil?
  1039.         armours[item] += 1
  1040.       end
  1041.     end
  1042.     items = items.sort { |a,b| a[0].id <=> b[0].id }
  1043.     weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
  1044.     armours = armours.sort { |a,b| a[0].id <=> b[0].id }
  1045.     for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1046.     for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1047.     for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1048.   end
  1049.   
  1050.   #--------------------------------------------------------------------------
  1051.   # draw_item
  1052.   #--------------------------------------------------------------------------
  1053.   def draw_item(index)
  1054.     item = @data[index]
  1055.     rect = item_rect(index)
  1056.     reset_font_settings
  1057.     if item.nil?
  1058.       draw_gold(rect)
  1059.       return
  1060.     end
  1061.     rect.width -= 4
  1062.     draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
  1063.     draw_item_number(rect, item)
  1064.   end
  1065.   
  1066.   #--------------------------------------------------------------------------
  1067.   # draw_gold
  1068.   #--------------------------------------------------------------------------
  1069.   def draw_gold(rect)
  1070.     text = Vocab.currency_unit
  1071.     draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
  1072.   end
  1073.   
  1074.   #--------------------------------------------------------------------------
  1075.   # draw_item_number
  1076.   #--------------------------------------------------------------------------
  1077.   def draw_item_number(rect, item)
  1078.     number = @goods[item].group
  1079.     if $imported["YEA-AdjustLimits"]
  1080.       contents.font.size = YEA::LIMIT::ITEM_FONT
  1081.       text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
  1082.       draw_text(rect, text, 2)
  1083.     else
  1084.       draw_text(rect, sprintf(":%s", number), 2)
  1085.     end
  1086.   end
  1087.   
  1088. end # Window_VictorySpoils

  1089. #==============================================================================
  1090. # ¡ Scene_Battle
  1091. #==============================================================================

  1092. class Scene_Battle < Scene_Base
  1093.   
  1094.   #--------------------------------------------------------------------------
  1095.   # alias method: create_all_windows
  1096.   #--------------------------------------------------------------------------
  1097.   alias scene_battle_create_all_windows_va create_all_windows
  1098.   def create_all_windows
  1099.     scene_battle_create_all_windows_va
  1100.     create_victory_aftermath_windows
  1101.   end
  1102.   
  1103.   #--------------------------------------------------------------------------
  1104.   # new method: create_victory_aftermath_windows
  1105.   #--------------------------------------------------------------------------
  1106.   def create_victory_aftermath_windows
  1107.     @victory_title_window = Window_VictoryTitle.new
  1108.     @victory_exp_window_back = Window_VictoryEXP_Back.new
  1109.     @victory_exp_window_front = Window_VictoryEXP_Front.new
  1110.     @victory_level_window = Window_VictoryLevelUp.new
  1111.     @victory_level_skills = Window_VictorySkills.new
  1112.     @victory_spoils_window = Window_VictorySpoils.new
  1113.   end
  1114.   
  1115.   #--------------------------------------------------------------------------
  1116.   # new method: show_victory_display_exp
  1117.   #--------------------------------------------------------------------------
  1118.   def show_victory_display_exp
  1119.     @victory_title_window.open
  1120.     name = $game_party.battle_members[0].name
  1121.     fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
  1122.     name = sprintf(fmt, name) if $game_party.battle_members.size > 1
  1123.     fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
  1124.     text = sprintf(fmt, name)
  1125.     @victory_title_window.refresh(text)
  1126.     #---
  1127.     @victory_exp_window_back.open
  1128.     @victory_exp_window_back.refresh
  1129.     @victory_exp_window_front.open
  1130.     @victory_exp_window_front.refresh
  1131.   end
  1132.   
  1133.   #--------------------------------------------------------------------------
  1134.   # new method: show_victory_level_up
  1135.   #--------------------------------------------------------------------------
  1136.   def show_victory_level_up(actor, temp_actor)
  1137.     @victory_exp_window_back.hide
  1138.     @victory_exp_window_front.hide
  1139.     #---
  1140.     fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
  1141.     text = sprintf(fmt, actor.name)
  1142.     @victory_title_window.refresh(text)
  1143.     #---
  1144.     @victory_level_window.show
  1145.     @victory_level_window.refresh(actor, temp_actor)
  1146.     @victory_level_skills.show
  1147.     @victory_level_skills.refresh(actor, temp_actor)
  1148.   end
  1149.   
  1150.   #--------------------------------------------------------------------------
  1151.   # new method: show_victory_spoils
  1152.   #--------------------------------------------------------------------------
  1153.   def show_victory_spoils(gold, drops)
  1154.     @victory_exp_window_back.hide
  1155.     @victory_exp_window_front.hide
  1156.     @victory_level_window.hide
  1157.     @victory_level_skills.hide
  1158.     #---
  1159.     text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
  1160.     @victory_title_window.refresh(text)
  1161.     #---
  1162.     @victory_spoils_window.show
  1163.     @victory_spoils_window.make(gold, drops)
  1164.   end
  1165.   
  1166.   #--------------------------------------------------------------------------
  1167.   # new method: close_victory_windows
  1168.   #--------------------------------------------------------------------------
  1169.   def close_victory_windows
  1170.     @victory_title_window.close
  1171.     @victory_exp_window_back.close
  1172.     @victory_exp_window_front.close
  1173.     @victory_level_window.close
  1174.     @victory_level_skills.close
  1175.     @victory_spoils_window.close
  1176.     wait(16)
  1177.   end
  1178.   
  1179. end # Scene_Battle

  1180. #==============================================================================
  1181. #
  1182. # ¥ End of File
  1183. #
  1184. #==============================================================================
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Lv2.观梦者

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 楼主| 发表于 2019-4-27 00:05:16 | 只看该作者
我发现把其中的1050行到1079行删掉之后就没有错误了,但是获得的物品就显示不出来了。
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Lv6.析梦学徒

老鹰

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极短24评委极短23参与极短22参与极短21评委老司机慢点开短篇十吟唱者组别冠军开拓者剧作品鉴家

5
发表于 2019-4-27 00:05:36 | 只看该作者
关于报错:
1043行的 @Drops = drops
改成
  1. @drops = drops
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