- skyfulle68Membre
- Nombre de messages : 62
Age : 25
Localisation : Colmar
Distinction : aucune
Date d'inscription : 25/10/2014
demande de script barre de vie [résolu]
Lun 1 Déc 2014 - 18:54
Bonjour voila une nouvelle fois je demande votre aide et s'est officielle je ferais une dédi au forum dans mons jeux !
voila j'aimerais un script quis ajoute une barre de vie sure les ennemies (sure Rpg maker vx ace)
et j'ai aussi un bug avec ce script-là:
https://rpgmakervx.1fr1.net/t11364-rgss3-script-de-fin-de-combat-victory-aftermath
Voilà merci de votre future aide
cordialement skyfulle68
voila j'aimerais un script quis ajoute une barre de vie sure les ennemies (sure Rpg maker vx ace)
et j'ai aussi un bug avec ce script-là:
https://rpgmakervx.1fr1.net/t11364-rgss3-script-de-fin-de-combat-victory-aftermath
Voilà merci de votre future aide
cordialement skyfulle68
- KyoMauditMembre
- Nombre de messages : 236
Age : 26
Localisation : Pas de Calais
Distinction : aucune
Date d'inscription : 19/10/2014
Re: demande de script barre de vie [résolu]
Lun 1 Déc 2014 - 19:57
Plop' !
Voici un script pour les barres de vie sur les ennemis :
Et qu'elle est ton bug avec Victory Aftermath ?
Voici un script pour les barres de vie sur les ennemis :
- Code:
#--# Basic Enemy HP Bars v 2.8.2
#
# Adds customizable hp bars to enemies in battle. See configuration
# below for more detail. Also allows for the option of using a nice
# graphical hp bar from a image file.
#
# Usage: Plug and play, customize as needed.
#
#------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
# given by email: sumptuaryspade@live.ca
# provided on facebook: http://www.facebook.com/DaimoniousTailsGames
# All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
#
#--- Free to use in any project, commercial or non-commercial, with credit given
# - - Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)
#Customization starts here:
module DTP_HP
#Whether to place the hp bar above or below the enemy
ABOVE_MONSTER = true
#Whether to use a custome image or not:
#Image would be placed in Graphics/System and named Custom_HP.png
CUSTOM_BAR = false
#Whether to include the hp bar or not
USE_HP_BAR = true
#Whether to include an mp bar or not
USE_MP_BAR = false
#The width of the hp bar
BAR_WIDTH = 66
#The height of the hp bar
BAR_HEIGHT = 5
#The width of the border around the hp bar
BORDER_WIDTH = 1
#The height of the border around the hp bar
BORDER_HEIGHT = 1
#Offset the hp bar along the x-axis(left,right)
BAR_OFFSET_X = 0
#Offset the hp bar along the y-axis(up,down)
BAR_OFFSET_Y = 0
#Color for the back of the hp bar
COLOR_BAR_BACK = Color.new(0,0,0,200)
#First color for the hp bar gradient
COLOR_BAR_1 = Color.new(255,0,0)
#Second color for the hp bar gradient
COLOR_BAR_2 = Color.new(200,100,100)
#Outside border color
COLOR_BORDER_1 = Color.new(0,0,0,185)
#Inside border color
COLOR_BORDER_2 = Color.new(255,255,255,185)
#First color for the mp bar gradient
MP_COLOR_BAR_1 = Color.new(0,175,255)
#Second color fot he mp bar gradient
MP_COLOR_BAR_2 = Color.new(0,0,255)
#Whether to display text or not
USE_TEXT = false
#Text to be displayed, chp = current hp, mhp = max hp, php = percentage hp
#Examples: "php%" or "chp/mhp" or "chp - php%"
TEXT_DISPLAY = "chp"
#Offset for the text along the x-axis(left,right)
TEXT_OFFSET_X = 5
#Offset for the text along the y-axis(up,down)
TEXT_OFFSET_Y = -24
#Size of the displayed text
TEXT_SIZE = Font.default_size
#Font of the displayed text
TEXT_FONT = Font.default_name
#Show bars only when specific actor in party. Array format. Example: [8,7]
#Set to [] to not use actor only
SPECIFIC_ACTOR = []
#Show enemy hp bar only if certain state is applied (like a scan state)
#Set to 0 to not use state only
SCAN_STATE = 0
#Enemies will show hp bar as long as they have been affected but scan state
#at least once before
SCAN_ONCE = false
#Hp bars will only show when you are targetting a monster
ONLY_ON_TARGET = false
#Text to display if it's a boss monster, accepts same arguments
BOSS_TEXT = "???"
#The width of the boss hp bar
BOSS_BAR_WIDTH = 66
#The height of the boss hp bar
BOSS_BAR_HEIGHT = 5
#The width of the border around the boss hp bar
BOSS_BORDER_WIDTH = 1
#The height of the border around the boss hp bar
BOSS_BORDER_HEIGHT = 1
#ID's of boss monsters in array format.
BOSS_MONSTERS = []
end
#Customization ends here
class Sprite_Battler
alias hpbar_update update
alias hpbar_dispose dispose
def update
hpbar_update
return unless @battler.is_a?(Game_Enemy)
if @battler
update_hp_bar
end
end
def update_hp_bar
boss = DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
setup_bar if @hp_bar.nil?
if @text_display.nil?
@text_display = Sprite_Base.new(self.viewport)
@text_display.bitmap = Bitmap.new(100,DTP_HP::TEXT_SIZE)
@text_display.bitmap.font.size = DTP_HP::TEXT_SIZE
@text_display.bitmap.font.name = DTP_HP::TEXT_FONT
@text_display.x = @hp_bar.x + DTP_HP::TEXT_OFFSET_X
@text_display.y = @hp_bar.y + DTP_HP::TEXT_OFFSET_Y
@text_display.z = 105
end
determine_visible
return unless @hp_bar.visible
if @hp_bar.opacity != self.opacity
@hp_bar.opacity = self.opacity
@mp_bar.opacity = @hp_bar.opacity if DTP_HP::USE_MP_BAR
end
@hp_bar.bitmap.clear
if !boss
width = DTP_HP::BAR_WIDTH
height = DTP_HP::BAR_HEIGHT
bwidth = DTP_HP::BORDER_WIDTH
bheight = DTP_HP::BORDER_HEIGHT
else
width = DTP_HP::BOSS_BAR_WIDTH
height = DTP_HP::BOSS_BAR_HEIGHT
bwidth = DTP_HP::BOSS_BORDER_WIDTH
bheight = DTP_HP::BOSS_BORDER_HEIGHT
end
btotal = (bwidth + bheight) * 2
rwidth = @hp_bar.bitmap.width
rheight = @hp_bar.bitmap.height
if !DTP_HP::CUSTOM_BAR && DTP_HP::USE_HP_BAR
@hp_bar.bitmap.fill_rect(0,0,rwidth,rheight,DTP_HP::COLOR_BAR_BACK)
@hp_bar.bitmap.fill_rect(bwidth,bheight,rwidth-bwidth*2,rheight-bheight*2,DTP_HP::COLOR_BORDER_2)
@hp_bar.bitmap.fill_rect(bwidth*2,bheight*2,width,height,DTP_HP::COLOR_BORDER_1)
end
hp_width = @battler.hp_rate * width
if DTP_HP::USE_HP_BAR
@hp_bar.bitmap.gradient_fill_rect(bwidth*2,bheight*2,hp_width,height,DTP_HP::COLOR_BAR_1,DTP_HP::COLOR_BAR_2)
end
if DTP_HP::CUSTOM_BAR && DTP_HP::USE_HP_BAR
border_bitmap = Bitmap.new("Graphics/System/Custom_HP.png")
rect = Rect.new(0,0,border_bitmap.width,border_bitmap.height)
@hp_bar.bitmap.blt(0,0,border_bitmap,rect)
end
if DTP_HP::USE_MP_BAR
@mp_bar.bitmap.clear
if !DTP_HP::CUSTOM_BAR
@mp_bar.bitmap.fill_rect(0,0,rwidth,rheight,DTP_HP::COLOR_BAR_BACK)
@mp_bar.bitmap.fill_rect(bwidth,bheight,rwidth-bwidth*2,rheight-bheight*2,DTP_HP::COLOR_BORDER_2)
@mp_bar.bitmap.fill_rect(bwidth*2,bheight*2,width,height,DTP_HP::COLOR_BORDER_1)
end
mp_width = @battler.mp_rate * width
@mp_bar.bitmap.gradient_fill_rect(bwidth*2,bheight*2,mp_width,height,DTP_HP::MP_COLOR_BAR_1,DTP_HP::MP_COLOR_BAR_2)
if DTP_HP::CUSTOM_BAR
border_bitmap = Bitmap.new("Graphics/System/Custom_HP.png")
rect = Rect.new(0,0,border_bitmap.width,border_bitmap.height)
@mp_bar.bitmap.blt(0,0,border_bitmap,rect)
end
end
return unless DTP_HP::USE_TEXT
@text_display.opacity = @hp_bar.opacity if @text_display.opacity != @hp_bar.opacity
@text_display.bitmap.clear
text = DTP_HP::TEXT_DISPLAY.clone
text = DTP_HP::BOSS_TEXT.clone if DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
text.gsub!(/chp/) {@battler.hp}
text.gsub!(/mhp/) {@battler.mhp}
text.gsub!(/php/) {(@battler.hp_rate * 100).to_i}
@text_display.bitmap.draw_text(0,0,100,@text_display.height,text)
end
def setup_bar
boss = DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
@hp_bar = Sprite_Base.new(self.viewport)
if !boss
width = DTP_HP::BAR_WIDTH + DTP_HP::BORDER_WIDTH * 4
height = DTP_HP::BAR_HEIGHT + DTP_HP::BORDER_HEIGHT * 4
else
width = DTP_HP::BOSS_BAR_WIDTH + DTP_HP::BOSS_BORDER_WIDTH * 4
height = DTP_HP::BOSS_BAR_HEIGHT + DTP_HP::BOSS_BORDER_HEIGHT * 4
end
@hp_bar.bitmap = Bitmap.new(width,height)
@hp_bar.x = self.x - @hp_bar.width / 2 + DTP_HP::BAR_OFFSET_X
@hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.bitmap.height - @hp_bar.height
@hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
@hp_bar.x = 0 if @hp_bar.x < 0
@hp_bar.y = 0 if @hp_bar.y < 0
@hp_bar.z = 104
if DTP_HP::USE_MP_BAR
@mp_bar = Sprite_Base.new(self.viewport)
@mp_bar.bitmap = Bitmap.new(@hp_bar.width,@hp_bar.height)
@mp_bar.x = @hp_bar.x + 6
@mp_bar.y = @hp_bar.y + @mp_bar.height - 3
@mp_bar.z = 103
end
end
def determine_visible
if !@battler.alive?
@hp_bar.visible = false
@mp_bar.visible = false if @mp_bar
@text_display.visible = false
if DTP_HP::SCAN_ONCE and DTP_HP::SCAN_STATE == 1
$game_party.monster_scans[@battler.enemy_id] = true
end
return if !@battler.alive?
end
@hp_bar.visible = true
if DTP_HP::SCAN_STATE != 0
@hp_bar.visible = false
@hp_bar.visible = true if @battler.state?(DTP_HP::SCAN_STATE)
if DTP_HP::SCAN_ONCE
@hp_bar.visible = true if $game_party.monster_scans[@battler.enemy_id] == true
$game_party.monster_scans[@battler.enemy_id] = true if @hp_bar.visible
end
end
if !DTP_HP::SPECIFIC_ACTOR.empty?
@hp_bar.visible = false unless DTP_HP::SCAN_STATE != 0
DTP_HP::SPECIFIC_ACTOR.each do |i|
next unless $game_party.battle_members.include?($game_actors[i])
@hp_bar.visible = true
end
end
if DTP_HP::ONLY_ON_TARGET
return unless SceneManager.scene.is_a?(Scene_Battle)
return unless SceneManager.scene.enemy_window
@hp_bar.visible = SceneManager.scene.target_window_index == @battler.index
@hp_bar.visible = false if !SceneManager.scene.enemy_window.active
end
@text_display.visible = false if !@hp_bar.visible
@text_display.visible = true if @hp_bar.visible
@mp_bar.visible = @hp_bar.visible if DTP_HP::USE_MP_BAR
end
def dispose
@hp_bar.dispose if @hp_bar
@mp_bar.dispose if @mp_bar
@text_display.dispose if @text_display
hpbar_dispose
end
end
class Scene_Battle
attr_reader :enemy_window
def target_window_index
begin
@enemy_window.enemy.index
rescue
return -1
end
end
end
class Game_Party
alias hp_bar_init initialize
attr_accessor :monster_scans
def initialize
hp_bar_init
@monster_scans = []
end
end
Et qu'elle est ton bug avec Victory Aftermath ?
- skyfulle68Membre
- Nombre de messages : 62
Age : 25
Localisation : Colmar
Distinction : aucune
Date d'inscription : 25/10/2014
Re: demande de script barre de vie [résolu]
Lun 1 Déc 2014 - 20:40
merci poure le script ! il marche bien
le bug avec Victory Aftermath bas le jeu crash et me dit "SytemStarkEtto occurred stack level too deep"
le bug avec Victory Aftermath bas le jeu crash et me dit "SytemStarkEtto occurred stack level too deep"
- KyoMauditMembre
- Nombre de messages : 236
Age : 26
Localisation : Pas de Calais
Distinction : aucune
Date d'inscription : 19/10/2014
Re: demande de script barre de vie [résolu]
Mar 2 Déc 2014 - 18:38
Essaye celui la :
- Code:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Victory Aftermath v1.03
# -- Last Updated: 2012.01.07
# -- Level: Easy, Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-VictoryAftermath"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.07 - Compatibility Update: JP Manager
# 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
# 2011.12.26 - Compatibility Update: Command Autobattle
# 2011.12.16 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# At the end of each battle, RPG Maker VX Ace by default shows text saying that
# the party has gained so-and-so EXP while this person leveled up and your
# party happened to find these drops. This script changes that text into
# something more visual for your players to see. Active battle members will be
# seen gaining EXP, any kind of level up changes, and a list of the items
# obtained through drops.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <win quotes>
# string
# string
# </win quotes>
# Sets the win quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <level quotes>
# string
# string
# </level quotes>
# Sets the level up quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <drops quotes>
# string
# string
# </drops quotes>
# Sets the drops quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <win quotes>
# string
# string
# </win quotes>
# Sets the win quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <level quotes>
# string
# string
# </level quotes>
# Sets the level up quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <drops quotes>
# string
# string
# </drops quotes>
# Sets the drops quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
module YEA
module VICTORY_AFTERMATH
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are various settings that are used throughout the Victory Aftermath
# portion of a battle. Adjust them as you see fit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
VICTORY_BGM = RPG::BGM.new("Field1", 100, 100) # Victory BGM
VICTORY_TICK = RPG::SE.new("Decision1", 100, 150) # EXP ticking SFX
LEVEL_SOUND = RPG::SE.new("Up4", 80, 150) # Level Up SFX
SKILLS_TEXT = "Nouvelles compétences" # New skills text title.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Important Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These are some important settings so please set them up properly. This
# section includes a switch that allows you to skip the victory aftermath
# phase (for those back to back battles and making them seamless) and it
# also allows you to declare a common event to run after each battle. If
# you do not wish to use either of these features, set them to 0. The
# common event will run regardless of win or escape.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SKIP_AFTERMATH_SWITCH = 0 # If switch on, skip aftermath. 0 to disable.
SKIP_MUSIC_SWITCH = 0 # If switch on, skip music. 0 to disable.
AFTERMATH_COMMON_EVENT = 0 # Runs common event after battle. 0 to disable.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Top Text Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Here, you can adjust the various text that appears in the window that
# appears at the top of the screen.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TOP_TEAM = "Victoire !" # Team name used.
TOP_VICTORY_TEXT = "Victoire !" # Text used to display victory.
TOP_LEVEL_UP = "%s a gagné un niveau !" # Text used to display level up.
TOP_SPOILS = "Récompenses" # Text used for spoils.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - EXP Gauge Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust how the EXP Gauge appears for the Victory Aftermath here. This
# includes the text display, the font size, the colour of the gauges, and
# more. Adjust it all here.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
VICTORY_EXP = "+%sEXP" # Text used to display EXP.
EXP_PERCENT = "%1.2f%%" # The way EXP percentage will be displayed.
LEVELUP_TEXT = "NIVEAU SUP !" # Text to replace percentage when leveled.
MAX_LVL_TEXT = "NIVEAU MAX" # Text to replace percentage when max level.
FONTSIZE_EXP = 20 # Font size used for EXP.
EXP_TICKS = 15 # Ticks to full EXP
EXP_GAUGE1 = 12 # "Window" skin text colour for gauge.
EXP_GAUGE2 = 4 # "Window" skin text colour for gauge.
LEVEL_GAUGE1 = 13 # "Window" skin text colour for leveling.
LEVEL_GAUGE2 = 5 # "Window" skin text colour for leveling.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Victory Messages -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# In the Victory Aftermath, actors can say unique things. This is the pool
# of quotes used for actors without any custom victory quotes. Note that
# actors with custom quotes will take priority over classes with custom
# quotes, which will take priority over these default quotes. Use \n for
# a line break in the quotes.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n" # Always at start of messages.
FOOTER_TEXT = "" # Always at end of messages.
# Win Quotes are what the actors say when a battle is won.
VICTORY_QUOTES ={
# :type => Quotes
#------------------------------------------------------------------------
:win => [ # Occurs as initial victory quote.
'"C\'était plus simple que ce que j\'espérais."',
'"Je n\'ai même pas pu perdre mon temps."',
'"Assez simple en somme."',
'"Allons combattre des ennemis plus forts !"',
],# Do not remove this.
#------------------------------------------------------------------------
:level => [ # Occurs as initial victory quote.
'"Yes! Level up !"',
'"Je m\'améliore !"',
'"Quelqu\'un veut essayer ?"',
'"Je sens que je progresse !"',
],# Do not remove this.
#------------------------------------------------------------------------
:drops => [ # Occurs as initial victory quote.
'"Je prends ça !"',
'"La récompense vient après la victoire !"',
'"Les ennemis ont laissé ça !"',
'"Mais qu\'est-ce ?"',
],# Do not remove this.
#------------------------------------------------------------------------
} # Do not remove this.
end # VICTORY_AFTERMATH
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
WIN_QUOTE_ON = /<(?:WIN_QUOTES|win quote|win quotes)>/i
WIN_QUOTE_OFF = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
LEVEL_QUOTE_ON = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
DROPS_QUOTE_ON = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
end # BASEITEM
end # REGEXP
end # YEA
#==============================================================================
# ■ Switch
#==============================================================================
module Switch
#--------------------------------------------------------------------------
# self.skip_aftermath
#--------------------------------------------------------------------------
def self.skip_aftermath
return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
end
#--------------------------------------------------------------------------
# self.skip_aftermath_music
#--------------------------------------------------------------------------
def self.skip_aftermath_music
return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0
return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]
end
end # Switch
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_va load_database; end
def self.load_database
load_database_va
load_notetags_va
end
#--------------------------------------------------------------------------
# new method: load_notetags_va
#--------------------------------------------------------------------------
def self.load_notetags_va
groups = [$data_actors, $data_classes]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_va
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :win_quotes
attr_accessor :level_quotes
attr_accessor :drops_quotes
#--------------------------------------------------------------------------
# common cache: load_notetags_va
#--------------------------------------------------------------------------
def load_notetags_va
@win_quotes = [""]
@level_quotes = [""]
@drops_quotes = [""]
@victory_quote_type = nil
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
@victory_quote_type = :win_quote
when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
@victory_quote_type = nil
when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
@victory_quote_type = :level_quote
when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
@victory_quote_type = nil
when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
@victory_quote_type = :drops_quote
when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
@victory_quote_type = nil
#---
when YEA::REGEXP::BASEITEM::NEW_QUOTE
case @victory_quote_type
when nil; next
when :win_quote; @win_quotes.push("")
when :level_quote; @level_quotes.push("")
when :drops_quote; @drops_quotes.push("")
end
#---
else
case @victory_quote_type
when nil; next
when :win_quote; @win_quotes[@win_quotes.size-1] += line.to_s
when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
end
end
} # self.note.split
#---
return unless self.is_a?(RPG::Class)
quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
@win_quotes = quotes[:win].clone if @win_quotes == [""]
@level_quotes = quotes[:level].clone if @level_quotes == [""]
@drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
end
end # RPG::BaseItem
#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# overwrite method: self.process_victory
#--------------------------------------------------------------------------
def self.process_victory
if $imported["YEA-CommandAutobattle"]
SceneManager.scene.close_disable_autobattle_window
end
return skip_aftermath if Switch.skip_aftermath
play_battle_end_me
gain_jp if $imported["YEA-JPManager"]
display_exp
gain_exp
gain_gold
gain_drop_items
close_windows
SceneManager.return
replay_bgm_and_bgs
battle_end(0)
return true
end
#--------------------------------------------------------------------------
# new method: self.skip_aftermath
#--------------------------------------------------------------------------
def self.skip_aftermath
$game_party.all_members.each do |actor|
actor.gain_exp($game_troop.exp_total)
end
$game_party.gain_gold($game_troop.gold_total)
$game_troop.make_drop_items.each do |item|
$game_party.gain_item(item, 1)
end
close_windows
SceneManager.return
replay_bgm_and_bgs
battle_end(0)
end
#--------------------------------------------------------------------------
# overwrite method: self.play_battle_end_me
#--------------------------------------------------------------------------
def self.play_battle_end_me
return if Switch.skip_aftermath_music
$game_system.battle_end_me.play
YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
end
#--------------------------------------------------------------------------
# new method: self.set_victory_text
#--------------------------------------------------------------------------
def self.set_victory_text(actor, type)
text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
$game_message.face_name = actor.face_name
$game_message.face_index = actor.face_index
$game_message.add(text)
wait_for_message
end
#--------------------------------------------------------------------------
# overwrite method: self.display_exp
#--------------------------------------------------------------------------
def self.display_exp
SceneManager.scene.show_victory_display_exp
actor = $game_party.random_target
@victory_actor = actor
set_victory_text(@victory_actor, :win)
end
#--------------------------------------------------------------------------
# overwrite method: self.gain_exp
#--------------------------------------------------------------------------
def self.gain_exp
$game_party.all_members.each do |actor|
temp_actor = Marshal.load(Marshal.dump(actor))
actor.gain_exp($game_troop.exp_total)
next if actor.level == temp_actor.level
SceneManager.scene.show_victory_level_up(actor, temp_actor)
set_victory_text(actor, :level)
wait_for_message
end
end
#--------------------------------------------------------------------------
# overwrite method: self.gain_gold
#--------------------------------------------------------------------------
def self.gain_gold
$game_party.gain_gold($game_troop.gold_total)
end
#--------------------------------------------------------------------------
# overwrite method: self.gain_drop_items
#--------------------------------------------------------------------------
def self.gain_drop_items
drops = []
$game_troop.make_drop_items.each do |item|
$game_party.gain_item(item, 1)
drops.push(item)
end
SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
set_victory_text(@victory_actor, :drops)
wait_for_message
end
#--------------------------------------------------------------------------
# new method: self.close_windows
#--------------------------------------------------------------------------
def self.close_windows
SceneManager.scene.close_victory_windows
end
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias battle_end_va battle_end; end
def self.battle_end(result)
battle_end_va(result)
return if result == 2
return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
$game_temp.reserve_common_event(event_id)
end
end # BattleManager
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# overwrite method: gain_exp
#--------------------------------------------------------------------------
def gain_exp(exp)
enabled = !SceneManager.scene_is?(Scene_Battle)
change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
end
#--------------------------------------------------------------------------
# new method: victory_quotes
#--------------------------------------------------------------------------
def victory_quotes(type)
case type
when :win
return self.actor.win_quotes if self.actor.win_quotes != [""]
return self.class.win_quotes
when :level
return self.actor.level_quotes if self.actor.level_quotes != [""]
return self.class.level_quotes
when :drops
return self.actor.drops_quotes if self.actor.drops_quotes != [""]
return self.class.drops_quotes
else
return ["NOTEXT"]
end
end
end # Game_Actor
#==============================================================================
# ■ Window_VictoryTitle
#==============================================================================
class Window_VictoryTitle < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super(0, 0, Graphics.width, fitting_height(1))
self.z = 200
self.openness = 0
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh(message = "")
contents.clear
draw_text(0, 0, contents.width, line_height, message, 1)
end
end # Window_VictoryTitle
#==============================================================================
# ■ Window_VictoryEXP_Back
#==============================================================================
class Window_VictoryEXP_Back < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super(0, 0+fitting_height(1), Graphics.width, window_height)
self.z = 200
self.openness = 0
end
#--------------------------------------------------------------------------
# window_height
#--------------------------------------------------------------------------
def window_height
return Graphics.height - fitting_height(4) - fitting_height(1)
end
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max; return item_max; end
#--------------------------------------------------------------------------
# spacing
#--------------------------------------------------------------------------
def spacing; return 8; end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max; return $game_party.battle_members.size; end
#--------------------------------------------------------------------------
# open
#--------------------------------------------------------------------------
def open
@exp_total = $game_troop.exp_total
super
end
#--------------------------------------------------------------------------
# item_rect
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new
rect.width = item_width
rect.height = contents.height
rect.x = index % col_max * (item_width + spacing)
rect.y = index / col_max * item_height
return rect
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.battle_members[index]
return if actor.nil?
rect = item_rect(index)
reset_font_settings
draw_actor_name(actor, rect)
draw_exp_gain(actor, rect)
draw_jp_gain(actor, rect)
draw_actor_face(actor, rect)
end
#--------------------------------------------------------------------------
# draw_actor_name
#--------------------------------------------------------------------------
def draw_actor_name(actor, rect)
name = actor.name
draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
end
#--------------------------------------------------------------------------
# draw_actor_face
#--------------------------------------------------------------------------
def draw_actor_face(actor, rect)
face_name = actor.face_name
face_index = actor.face_index
bitmap = Cache.face(face_name)
rw = [rect.width, 96].min
face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
rx = (rect.width - rw) / 2 + rect.x
contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
end
#--------------------------------------------------------------------------
# draw_exp_gain
#--------------------------------------------------------------------------
def draw_exp_gain(actor, rect)
dw = rect.width - (rect.width - [rect.width, 96].min) / 2
dy = rect.y + line_height * 3 + 96
fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
text = sprintf(fmt, actor_exp_gain(actor).group)
contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
change_color(power_up_color)
draw_text(rect.x, dy, dw, line_height, text, 2)
end
#--------------------------------------------------------------------------
# actor_exp_gain
#--------------------------------------------------------------------------
def actor_exp_gain(actor)
n = @exp_total * actor.final_exp_rate
return n.to_i
end
#--------------------------------------------------------------------------
# draw_jp_gain
#--------------------------------------------------------------------------
def draw_jp_gain(actor, rect)
return unless $imported["YEA-JPManager"]
dw = rect.width - (rect.width - [rect.width, 96].min) / 2
dy = rect.y + line_height * 4 + 96
fmt = YEA::JP::VICTORY_AFTERMATH
text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
change_color(power_up_color)
draw_text(rect.x, dy, dw, line_height, text, 2)
end
#--------------------------------------------------------------------------
# actor_jp_gain
#--------------------------------------------------------------------------
def actor_jp_gain(actor)
n = actor.battle_jp_earned
if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
n += YEA::JP::LEVEL_UP unless actor.max_level?
end
return n
end
end # Window_VictoryEXP_Back
#==============================================================================
# ■ Window_VictoryEXP_Front
#==============================================================================
class Window_VictoryEXP_Front < Window_VictoryEXP_Back
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super
self.back_opacity = 0
@ticks = 0
@counter = 30
contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
update_tick
end
#--------------------------------------------------------------------------
# update_tick
#--------------------------------------------------------------------------
def update_tick
return unless self.openness >= 255
return unless self.visible
return if complete_ticks?
@counter -= 1
return unless @counter <= 0
return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
@counter = 4
@ticks += 1
refresh
end
#--------------------------------------------------------------------------
# complete_ticks?
#--------------------------------------------------------------------------
def complete_ticks?
for actor in $game_party.battle_members
total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
now_exp = actor.exp - actor.current_level_exp + bonus_exp
next_exp = actor.next_level_exp - actor.current_level_exp
rate = now_exp * 1.0 / next_exp
return false if rate < 1.0
end
return true
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
actor = $game_party.battle_members[index]
return if actor.nil?
rect = item_rect(index)
draw_actor_exp(actor, rect)
end
#--------------------------------------------------------------------------
# exp_gauge1
#--------------------------------------------------------------------------
def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
#--------------------------------------------------------------------------
# exp_gauge2
#--------------------------------------------------------------------------
def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
#--------------------------------------------------------------------------
# lvl_gauge1
#--------------------------------------------------------------------------
def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
#--------------------------------------------------------------------------
# lvl_gauge2
#--------------------------------------------------------------------------
def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
#--------------------------------------------------------------------------
# draw_actor_exp
#--------------------------------------------------------------------------
def draw_actor_exp(actor, rect)
if actor.max_level?
draw_exp_gauge(actor, rect, 1.0)
return
end
total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
now_exp = actor.exp - actor.current_level_exp + bonus_exp
next_exp = actor.next_level_exp - actor.current_level_exp
rate = now_exp * 1.0 / next_exp
draw_exp_gauge(actor, rect, rate)
end
#--------------------------------------------------------------------------
# draw_exp_gauge
#--------------------------------------------------------------------------
def draw_exp_gauge(actor, rect, rate)
rate = [[rate, 1.0].min, 0.0].max
dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
dy = rect.y + line_height * 2 + 96
dw = [rect.width, 96].min
colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
draw_gauge(dx, dy, dw, rate, colour1, colour2)
fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
text = sprintf(fmt, [rate * 100, 100.00].min)
if [rate * 100, 100.00].min == 100.00
text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
end
draw_text(dx, dy, dw, line_height, text, 1)
end
end # Window_VictoryEXP_Front
#==============================================================================
# ■ Window_VictoryLevelUp
#==============================================================================
class Window_VictoryLevelUp < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super(0, fitting_height(1)+0, Graphics.width, window_height)
self.z = 200
hide
end
#--------------------------------------------------------------------------
# window_height
#--------------------------------------------------------------------------
def window_height
return Graphics.height - fitting_height(4) - fitting_height(1)
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh(actor, temp_actor)
contents.clear
reset_font_settings
YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
draw_actor_changes(actor, temp_actor)
end
#--------------------------------------------------------------------------
# draw_actor_changes
#--------------------------------------------------------------------------
def draw_actor_changes(actor, temp_actor)
dx = contents.width / 16
draw_actor_image(actor, temp_actor, dx)
draw_param_names(actor, dx)
draw_former_stats(temp_actor)
draw_arrows
draw_newer_stats(actor, temp_actor)
draw_new_skills(actor, temp_actor)
end
#--------------------------------------------------------------------------
# draw_actor_image
#--------------------------------------------------------------------------
def draw_actor_image(actor, temp_actor, dx)
draw_text(dx, line_height, 96, line_height, actor.name, 1)
draw_actor_face(actor, dx, line_height * 2)
exp = actor.exp - temp_actor.exp
text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
change_color(power_up_color)
contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_param_names
#--------------------------------------------------------------------------
def draw_param_names(actor, dx)
dx += 108
change_color(system_color)
text = Vocab.level
draw_text(dx, 0, contents.width - dx, line_height, text)
dy = 0
for i in 0...8
dy += line_height
text = Vocab.param(i)
draw_text(dx, dy, contents.width - dx, line_height, text)
end
end
#--------------------------------------------------------------------------
# draw_former_stats
#--------------------------------------------------------------------------
def draw_former_stats(actor)
dw = contents.width / 2 - 12
dy = 0
change_color(normal_color)
draw_text(0, dy, dw, line_height, actor.level.group, 2)
for i in 0...8
dy += line_height
draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
end
end
#--------------------------------------------------------------------------
# draw_arrows
#--------------------------------------------------------------------------
def draw_arrows
dx = contents.width / 2 - 12
dy = 0
change_color(system_color)
for i in 0..8
draw_text(dx, dy, 24, line_height, "→", 1)
dy += line_height
end
end
#--------------------------------------------------------------------------
# draw_newer_stats
#--------------------------------------------------------------------------
def draw_newer_stats(actor, temp_actor)
dx = contents.width / 2 + 12
dw = contents.width - dx
dy = 0
change_color(param_change_color(actor.level - temp_actor.level))
draw_text(dx, dy, dw, line_height, actor.level.group, 0)
for i in 0...8
dy += line_height
change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
end
end
#--------------------------------------------------------------------------
# draw_new_skills
#--------------------------------------------------------------------------
def draw_new_skills(actor, temp_actor)
return if temp_actor.skills.size == actor.skills.size
dw = 172 + 24
dx = contents.width - dw
change_color(system_color)
text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
draw_text(dx, 0, dw, line_height, text, 0)
end
end # Window_VictoryLevelUp
#==============================================================================
# ■ Window_VictorySkills
#==============================================================================
class Window_VictorySkills < Window_Selectable
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
dy = fitting_height(1) + 24+128
dw = 172 + 24 + 24
dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
super(Graphics.width - dw, dy, dw, dh)
self.opacity = 0
self.z = 200
hide
end
#--------------------------------------------------------------------------
# item_max
#--------------------------------------------------------------------------
def item_max; return @data.nil? ? 0 : @data.size; end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh(actor, temp_actor)
contents.clear
if actor.skills.size == temp_actor.skills.size
unselect
@data = []
create_contents
return
end
@data = actor.skills - temp_actor.skills
if @data.size > 8
select(0)
activate
else
unselect
deactivate
end
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
skill = @data[index]
return if skill.nil?
rect.width -= 4
draw_item_name(skill, rect.x, rect.y, true)
end
end # Window_VictorySkills
#==============================================================================
# ■ Window_VictorySpoils
#==============================================================================
class Window_VictorySpoils < Window_ItemList
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize
super(0, fitting_height(1)+0, Graphics.width, window_height)
self.z = 200
hide
end
#--------------------------------------------------------------------------
# window_height
#--------------------------------------------------------------------------
def window_height
return Graphics.height - fitting_height(4) - fitting_height(1)
end
#--------------------------------------------------------------------------
# spacing
#--------------------------------------------------------------------------
def spacing; return 32; end
#--------------------------------------------------------------------------
# make
#--------------------------------------------------------------------------
def make(gold, drops)
@gold = gold
@drops = drops
refresh
select(0)
activate
end
#--------------------------------------------------------------------------
# make_item_list
#--------------------------------------------------------------------------
def make_item_list
@data = [nil]
items = {}
weapons = {}
armours = {}
@goods = {}
for item in @drops
case item
when RPG::Item
items[item] = 0 if items[item].nil?
items[item] += 1
when RPG::Weapon
weapons[item] = 0 if weapons[item].nil?
weapons[item] += 1
when RPG::Armor
armours[item] = 0 if armours[item].nil?
armours[item] += 1
end
end
items = items.sort { |a,b| a[0].id <=> b[0].id }
weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
armours = armours.sort { |a,b| a[0].id <=> b[0].id }
for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
rect = item_rect(index)
reset_font_settings
if item.nil?
draw_gold(rect)
return
end
rect.width -= 4
draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
draw_item_number(rect, item)
end
#--------------------------------------------------------------------------
# draw_gold
#--------------------------------------------------------------------------
def draw_gold(rect)
text = Vocab.currency_unit
draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
end
#--------------------------------------------------------------------------
# draw_item_number
#--------------------------------------------------------------------------
def draw_item_number(rect, item)
number = @goods[item].group
if $imported["YEA-AdjustLimits"]
contents.font.size = YEA::LIMIT::ITEM_FONT
text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
draw_text(rect, text, 2)
else
draw_text(rect, sprintf(":%s", number), 2)
end
end
end # Window_VictorySpoils
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias method: create_all_windows
#--------------------------------------------------------------------------
alias scene_battle_create_all_windows_va create_all_windows
def create_all_windows
scene_battle_create_all_windows_va
create_victory_aftermath_windows
end
#--------------------------------------------------------------------------
# new method: create_victory_aftermath_windows
#--------------------------------------------------------------------------
def create_victory_aftermath_windows
@victory_title_window = Window_VictoryTitle.new
@victory_exp_window_back = Window_VictoryEXP_Back.new
@victory_exp_window_front = Window_VictoryEXP_Front.new
@victory_level_window = Window_VictoryLevelUp.new
@victory_level_skills = Window_VictorySkills.new
@victory_spoils_window = Window_VictorySpoils.new
end
#--------------------------------------------------------------------------
# new method: show_victory_display_exp
#--------------------------------------------------------------------------
def show_victory_display_exp
@victory_title_window.open
name = $game_party.battle_members[0].name
fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
name = sprintf(fmt, name) if $game_party.battle_members.size > 1
fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
text = sprintf(fmt, name)
@victory_title_window.refresh(text)
#---
@victory_exp_window_back.open
@victory_exp_window_back.refresh
@victory_exp_window_front.open
@victory_exp_window_front.refresh
end
#--------------------------------------------------------------------------
# new method: show_victory_level_up
#--------------------------------------------------------------------------
def show_victory_level_up(actor, temp_actor)
@victory_exp_window_back.hide
@victory_exp_window_front.hide
#---
fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
text = sprintf(fmt, actor.name)
@victory_title_window.refresh(text)
wait_for_message
#---
@victory_level_window.show
@victory_level_window.refresh(actor, temp_actor)
@victory_level_skills.show
@victory_level_skills.refresh(actor, temp_actor)
end
#--------------------------------------------------------------------------
# new method: show_victory_spoils YANFLY AFTERMATCH modify
#--------------------------------------------------------------------------
def show_victory_spoils(gold, drops)
@victory_exp_window_back.hide
@victory_exp_window_front.hide
@victory_level_window.hide
@victory_level_skills.hide
#---
text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
@victory_title_window.refresh(text)
#---
@victory_spoils_window.show
@victory_spoils_window.make(gold, drops)
end
#--------------------------------------------------------------------------
# new method: close_victory_windows
#--------------------------------------------------------------------------
def close_victory_windows
@victory_title_window.close
@victory_exp_window_back.close
@victory_exp_window_front.close
@victory_level_window.close
@victory_level_skills.close
@victory_spoils_window.close
wait(16)
end
end # Scene_Battle
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
- skyfulle68Membre
- Nombre de messages : 62
Age : 25
Localisation : Colmar
Distinction : aucune
Date d'inscription : 25/10/2014
Re: demande de script barre de vie [résolu]
Mer 3 Déc 2014 - 18:50
c'est bons ça marche merci quis est l'auteur ?
- KyoMauditMembre
- Nombre de messages : 236
Age : 26
Localisation : Pas de Calais
Distinction : aucune
Date d'inscription : 19/10/2014
Re: demande de script barre de vie [résolu]
Jeu 4 Déc 2014 - 17:57
Yanfly
- skyfulle68Membre
- Nombre de messages : 62
Age : 25
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Date d'inscription : 25/10/2014
Re: demande de script barre de vie [résolu]
Jeu 4 Déc 2014 - 20:40
ok merci
- HeavenStaffeux retraité
- Nombre de messages : 2441
Age : 23
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Date d'inscription : 18/10/2012
Re: demande de script barre de vie [résolu]
Jeu 4 Déc 2014 - 21:01
Problème résolu ?
Heav'n
Heav'n
- skyfulle68Membre
- Nombre de messages : 62
Age : 25
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Date d'inscription : 25/10/2014
Re: demande de script barre de vie [résolu]
Ven 5 Déc 2014 - 13:29
oui je sais j'ouble toujoure de le maite en [résolu] voila s'est fais
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