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Bahamut87

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Posts posted by Bahamut87

  1. Certo ed è semplice:

     

    Vai alla voce Glossario del Database, Cerca Tipi Abilità (in basso a sinistra) e clicca su Cambia Massimo. Quindi nomina la nuova classe di abilità "Magia Nera"

     

    D.: Esiste un miniscript che mi permetta di eliminare il valore di un oggetto se è uguale ad uno?

     

    Esempio: Se ho una pozione nell'inventario scrive Pozione :1.

    Io preferirei leggere solo Pozione, e se ne avessi due leggere Pozione :2

    ok grazie mille....è vero non mi ricordavo sono un idiota....

  2. Ho inserito nel mio game , questo script che permette praticamente di visualizzare le info a fine battaglia....solo che la finestra dei messaggi è visualizzata Top mentre io la vorrei visualizzare sotto perche sopra non si vede un piffero essendoci gia un'altra finestra....spero che qualcuno mi sia di aiuto....ho spulciato tutto lo script...ma niente di che....

     

     

    #==============================================================================
    #
    # ▼ 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.
    # -----------------------------------------------------------------------------
    #
    # string
    # string
    #
    # 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.
    #
    #
    # string
    # string
    #
    # 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.
    #
    #
    # string
    # string
    #
    # 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.
    # -----------------------------------------------------------------------------
    #
    # string
    # string
    #
    # 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.
    #
    #
    # string
    # string
    #
    # 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.
    #
    #
    # string
    # string
    #
    # 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 = "Nuove Abilità" # 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 = "% party" # Team name used.
    TOP_VICTORY_TEXT = "% Vittoria!" # Text used to display victory.
    TOP_LEVEL_UP = "% Livello Sup.!" # Text used to display level up.
    TOP_SPOILS = "Vittoria" # 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 = "Livello Sup.!" # Text to replace percentage when leveled.
    MAX_LVL_TEXT = "Liv. 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.
    '"We won! What an exciting fight!"',
    '"I didn\'t even break a sweat."',
    '"That wasn\'t so tough."',
    '"Let\'s fight something harder!"',
    ],# Do not remove this.
    #------------------------------------------------------------------------
    :level => [ # Occurs as initial victory quote.
    '"Yes! Level up!"',
    '"I\'ve gotten stronger!"',
    '"Try to keep up with me!"',
    '"I\'ve grown again!"',
    ],# Do not remove this.
    #------------------------------------------------------------------------
    :drops => [ # Occurs as initial victory quote.
    '"I\'ll be taking these."',
    '"To the victor goes the spoils."',
    '"The enemies dropped something!"',
    '"Hey, what\'s this?"',
    ],# 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 < 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 < def self.battle_end(result)
    battle_end_va(result)
    return if result == 2
    return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
    event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
    $game_temp.reserve_common_event(event_id)
    end

    end # BattleManager

    #==============================================================================
    # ■ Game_Actor
    #==============================================================================

    class Game_Actor < Game_Battler

    #--------------------------------------------------------------------------
    # overwrite method: gain_exp
    #--------------------------------------------------------------------------
    def gain_exp(exp)
    enabled = !SceneManager.scene_is?(Scene_Battle)
    change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
    end

    #--------------------------------------------------------------------------
    # new method: victory_quotes
    #--------------------------------------------------------------------------
    def victory_quotes(type)
    case type
    when :win
    return self.actor.win_quotes if self.actor.win_quotes != [""]
    return self.class.win_quotes
    when :level
    return self.actor.level_quotes if self.actor.level_quotes != [""]
    return self.class.level_quotes
    when :drops
    return self.actor.drops_quotes if self.actor.drops_quotes != [""]
    return self.class.drops_quotes
    else
    return ["NOTEXT"]
    end
    end

    end # Game_Actor

    #==============================================================================
    # ■ Window_VictoryTitle
    #==============================================================================

    class Window_VictoryTitle < Window_Base

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super(0, 0, Graphics.width, fitting_height(1))
    self.z = 200
    self.openness = 0
    end

    #--------------------------------------------------------------------------
    # refresh
    #--------------------------------------------------------------------------
    def refresh(message = "")
    contents.clear
    draw_text(0, 0, contents.width, line_height, message, 1)
    end

    end # Window_VictoryTitle

    #==============================================================================
    # ■ Window_VictoryEXP_Back
    #==============================================================================

    class Window_VictoryEXP_Back < Window_Selectable

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    self.openness = 0
    end

    #--------------------------------------------------------------------------
    # window_height
    #--------------------------------------------------------------------------
    def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
    end

    #--------------------------------------------------------------------------
    # col_max
    #--------------------------------------------------------------------------
    def col_max; return item_max; end

    #--------------------------------------------------------------------------
    # spacing
    #--------------------------------------------------------------------------
    def spacing; return 8; end

    #--------------------------------------------------------------------------
    # item_max
    #--------------------------------------------------------------------------
    def item_max; return $game_party.battle_members.size; end

    #--------------------------------------------------------------------------
    # open
    #--------------------------------------------------------------------------
    def open
    @exp_total = $game_troop.exp_total
    super
    end

    #--------------------------------------------------------------------------
    # item_rect
    #--------------------------------------------------------------------------
    def item_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = contents.height
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    return rect
    end

    #--------------------------------------------------------------------------
    # draw_item
    #--------------------------------------------------------------------------
    def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    reset_font_settings
    draw_actor_name(actor, rect)
    draw_exp_gain(actor, rect)
    draw_jp_gain(actor, rect)
    draw_actor_face(actor, rect)
    end

    #--------------------------------------------------------------------------
    # draw_actor_name
    #--------------------------------------------------------------------------
    def draw_actor_name(actor, rect)
    name = actor.name
    draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
    end

    #--------------------------------------------------------------------------
    # draw_actor_face
    #--------------------------------------------------------------------------
    def draw_actor_face(actor, rect)
    face_name = actor.face_name
    face_index = actor.face_index
    bitmap = Cache.face(face_name)
    rw = [rect.width, 96].min
    face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
    rx = (rect.width - rw) / 2 + rect.x
    contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
    end

    #--------------------------------------------------------------------------
    # draw_exp_gain
    #--------------------------------------------------------------------------
    def draw_exp_gain(actor, rect)
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 3 + 96
    fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
    text = sprintf(fmt, actor_exp_gain(actor).group)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
    end

    #--------------------------------------------------------------------------
    # actor_exp_gain
    #--------------------------------------------------------------------------
    def actor_exp_gain(actor)
    n = @exp_total * actor.final_exp_rate
    return n.to_i
    end

    #--------------------------------------------------------------------------
    # draw_jp_gain
    #--------------------------------------------------------------------------
    def draw_jp_gain(actor, rect)
    return unless $imported["YEA-JPManager"]
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 4 + 96
    fmt = YEA::JP::VICTORY_AFTERMATH
    text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
    end

    #--------------------------------------------------------------------------
    # actor_jp_gain
    #--------------------------------------------------------------------------
    def actor_jp_gain(actor)
    n = actor.battle_jp_earned
    if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
    n += YEA::JP::LEVEL_UP unless actor.max_level?
    end
    return n
    end

    end # Window_VictoryEXP_Back

    #==============================================================================
    # ■ Window_VictoryEXP_Front
    #==============================================================================

    class Window_VictoryEXP_Front < Window_VictoryEXP_Back

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super
    self.back_opacity = 0
    @ticks = 0
    @counter = 30
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    end

    #--------------------------------------------------------------------------
    # update
    #--------------------------------------------------------------------------
    def update
    super
    update_tick
    end

    #--------------------------------------------------------------------------
    # update_tick
    #--------------------------------------------------------------------------
    def update_tick
    return unless self.openness >= 255
    return unless self.visible
    return if complete_ticks?
    @counter -= 1
    return unless @counter <= 0
    return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
    YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
    @counter = 4
    @ticks += 1
    refresh
    end

    #--------------------------------------------------------------------------
    # complete_ticks?
    #--------------------------------------------------------------------------
    def complete_ticks?
    for actor in $game_party.battle_members
    total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
    bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
    now_exp = actor.exp - actor.current_level_exp + bonus_exp
    next_exp = actor.next_level_exp - actor.current_level_exp
    rate = now_exp * 1.0 / next_exp
    return false if rate < 1.0
    end
    return true
    end

    #--------------------------------------------------------------------------
    # draw_item
    #--------------------------------------------------------------------------
    def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    draw_actor_exp(actor, rect)
    end

    #--------------------------------------------------------------------------
    # exp_gauge1
    #--------------------------------------------------------------------------
    def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end

    #--------------------------------------------------------------------------
    # exp_gauge2
    #--------------------------------------------------------------------------
    def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end

    #--------------------------------------------------------------------------
    # lvl_gauge1
    #--------------------------------------------------------------------------
    def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end

    #--------------------------------------------------------------------------
    # lvl_gauge2
    #--------------------------------------------------------------------------
    def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end

    #--------------------------------------------------------------------------
    # draw_actor_exp
    #--------------------------------------------------------------------------
    def draw_actor_exp(actor, rect)
    if actor.max_level?
    draw_exp_gauge(actor, rect, 1.0)
    return
    end
    total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
    bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
    now_exp = actor.exp - actor.current_level_exp + bonus_exp
    next_exp = actor.next_level_exp - actor.current_level_exp
    rate = now_exp * 1.0 / next_exp
    draw_exp_gauge(actor, rect, rate)
    end

    #--------------------------------------------------------------------------
    # draw_exp_gauge
    #--------------------------------------------------------------------------
    def draw_exp_gauge(actor, rect, rate)
    rate = [[rate, 1.0].min, 0.0].max
    dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
    dy = rect.y + line_height * 2 + 96
    dw = [rect.width, 96].min
    colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
    colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
    draw_gauge(dx, dy, dw, rate, colour1, colour2)
    fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
    text = sprintf(fmt, [rate * 100, 100.00].min)
    if [rate * 100, 100.00].min == 100.00
    text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
    text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
    end
    draw_text(dx, dy, dw, line_height, text, 1)
    end

    end # Window_VictoryEXP_Front

    #==============================================================================
    # ■ Window_VictoryLevelUp
    #==============================================================================

    class Window_VictoryLevelUp < Window_Base

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    hide
    end

    #--------------------------------------------------------------------------
    # window_height
    #--------------------------------------------------------------------------
    def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
    end

    #--------------------------------------------------------------------------
    # refresh
    #--------------------------------------------------------------------------
    def refresh(actor, temp_actor)
    contents.clear
    reset_font_settings
    YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
    draw_actor_changes(actor, temp_actor)
    end

    #--------------------------------------------------------------------------
    # draw_actor_changes
    #--------------------------------------------------------------------------
    def draw_actor_changes(actor, temp_actor)
    dx = contents.width / 16
    draw_actor_image(actor, temp_actor, dx)
    draw_param_names(actor, dx)
    draw_former_stats(temp_actor)
    draw_arrows
    draw_newer_stats(actor, temp_actor)
    draw_new_skills(actor, temp_actor)
    end

    #--------------------------------------------------------------------------
    # draw_actor_image
    #--------------------------------------------------------------------------
    def draw_actor_image(actor, temp_actor, dx)
    draw_text(dx, line_height, 96, line_height, actor.name, 1)
    draw_actor_face(actor, dx, line_height * 2)
    exp = actor.exp - temp_actor.exp
    text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
    change_color(power_up_color)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
    reset_font_settings
    end

    #--------------------------------------------------------------------------
    # draw_param_names
    #--------------------------------------------------------------------------
    def draw_param_names(actor, dx)
    dx += 108
    change_color(system_color)
    text = Vocab.level
    draw_text(dx, 0, contents.width - dx, line_height, text)
    dy = 0
    for i in 0...8
    dy += line_height
    text = Vocab.param(i)
    draw_text(dx, dy, contents.width - dx, line_height, text)
    end
    end

    #--------------------------------------------------------------------------
    # draw_former_stats
    #--------------------------------------------------------------------------
    def draw_former_stats(actor)
    dw = contents.width / 2 - 12
    dy = 0
    change_color(normal_color)
    draw_text(0, dy, dw, line_height, actor.level.group, 2)
    for i in 0...8
    dy += line_height
    draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
    end
    end

    #--------------------------------------------------------------------------
    # draw_arrows
    #--------------------------------------------------------------------------
    def draw_arrows
    dx = contents.width / 2 - 12
    dy = 0
    change_color(system_color)
    for i in 0..8
    draw_text(dx, dy, 24, line_height, "→", 1)
    dy += line_height
    end
    end

    #--------------------------------------------------------------------------
    # draw_newer_stats
    #--------------------------------------------------------------------------
    def draw_newer_stats(actor, temp_actor)
    dx = contents.width / 2 + 12
    dw = contents.width - dx
    dy = 0
    change_color(param_change_color(actor.level - temp_actor.level))
    draw_text(dx, dy, dw, line_height, actor.level.group, 0)
    for i in 0...8
    dy += line_height
    change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
    draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
    end
    end

    #--------------------------------------------------------------------------
    # draw_new_skills
    #--------------------------------------------------------------------------
    def draw_new_skills(actor, temp_actor)
    return if temp_actor.skills.size == actor.skills.size
    dw = 172 + 24
    dx = contents.width - dw
    change_color(system_color)
    text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
    draw_text(dx, 0, dw, line_height, text, 0)
    end

    end # Window_VictoryLevelUp

    #==============================================================================
    # ■ Window_VictorySkills
    #==============================================================================

    class Window_VictorySkills < Window_Selectable

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    dy = fitting_height(1) + 24
    dw = 172 + 24 + 24
    dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
    super(Graphics.width - dw, dy, dw, dh)
    self.opacity = 0
    self.z = 200
    hide
    end

    #--------------------------------------------------------------------------
    # item_max
    #--------------------------------------------------------------------------
    def item_max; return @data.nil? ? 0 : @data.size; end

    #--------------------------------------------------------------------------
    # refresh
    #--------------------------------------------------------------------------
    def refresh(actor, temp_actor)
    contents.clear
    if actor.skills.size == temp_actor.skills.size
    unselect
    @data = []
    create_contents
    return
    end
    @data = actor.skills - temp_actor.skills
    if @data.size > 8
    select(0)
    activate
    else
    unselect
    deactivate
    end
    create_contents
    draw_all_items
    end

    #--------------------------------------------------------------------------
    # refresh
    #--------------------------------------------------------------------------
    def draw_item(index)
    rect = item_rect(index)
    skill = @data[index]
    return if skill.nil?
    rect.width -= 4
    draw_item_name(skill, rect.x, rect.y, true)
    end

    end # Window_VictorySkills

    #==============================================================================
    # ■ Window_VictorySpoils
    #==============================================================================

    class Window_VictorySpoils < Window_ItemList

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    hide
    end

    #--------------------------------------------------------------------------
    # window_height
    #--------------------------------------------------------------------------
    def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
    end

    #--------------------------------------------------------------------------
    # spacing
    #--------------------------------------------------------------------------
    def spacing; return 32; end

    #--------------------------------------------------------------------------
    # make
    #--------------------------------------------------------------------------
    def make(gold, drops)
    @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(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(actor.name)
    @victory_title_window.refresh(text)
    #---
    @victory_level_window.show
    @victory_level_window.refresh(actor, temp_actor)
    @victory_level_skills.show
    @victory_level_skills.refresh(actor, temp_actor)
    end

    #--------------------------------------------------------------------------
    # new method: show_victory_spoils
    #--------------------------------------------------------------------------
    def show_victory_spoils(gold, drops)
    @victory_exp_window_back.hide
    @victory_exp_window_front.hide
    @victory_level_window.hide
    @victory_level_skills.hide
    #---
    text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
    @victory_title_window.refresh(text)
    #---
    @victory_spoils_window.show
    @victory_spoils_window.make(gold, drops)
    end

    #--------------------------------------------------------------------------
    # new method: close_victory_windows
    #--------------------------------------------------------------------------
    def close_victory_windows
    @victory_title_window.close
    @victory_exp_window_back.close
    @victory_exp_window_front.close
    @victory_level_window.close
    @victory_level_skills.close
    @victory_spoils_window.close
    wait(16)
    end

    end # Scene_Battle

    #==============================================================================
    #
    # ▼ End of File
    #
    #==============================================================================

    ;>;>

  3. Non sono come aiutarti con gli script, ma per carità: quando mostate immagini grandi o script lunghi più di 5-6 righe METTETELI SOTTO SPOILER!!!!!

    Ci vuole troppo tempo a scorrere la pagina dopo.

    Su, fila! Modifica IMMEDIATAMENTE il tuo messaggio e metti sotto spoiler quello script oblungo!!

     

    Grazie^^

    scusami ho postato pensando che era in spoiler... :)

  4. D: Ho una domanda stupida a livello di script... cioe ...ho inserito nel mio game questo script, che serve per visualizzare le info a fine battaglia tanti gia lo conoscerete...

    #==============================================================================

    #
    # ▼ 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.
    # -----------------------------------------------------------------------------
    #
    # string
    # string
    #
    # 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.
    #
    #
    # string
    # string
    #
    # 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.
    #
    #
    # string
    # string
    #
    # 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.
    # -----------------------------------------------------------------------------
    #
    # string
    # string
    #
    # 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.
    #
    #
    # string
    # string
    #
    # 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.
    #
    #
    # string
    # string
    #
    # 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 = "New Skills" # 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 = "%s's team" # Team name used.
    TOP_VICTORY_TEXT = "%s is victorious!" # Text used to display victory.
    TOP_LEVEL_UP = "%s has leveled up!" # Text used to display level up.
    TOP_SPOILS = "Victory Spoils!" # Text used for spoils.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - EXP Gauge Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Adjust how the EXP Gauge appears for the Victory Aftermath here. This
    # includes the text display, the font size, the colour of the gauges, and
    # more. Adjust it all here.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    VICTORY_EXP = "+%sEXP" # Text used to display EXP.
    EXP_PERCENT = "%1.2f%%" # The way EXP percentage will be displayed.
    LEVELUP_TEXT = "LEVEL UP!" # Text to replace percentage when leveled.
    MAX_LVL_TEXT = "MAX LEVEL" # Text to replace percentage when max level.
    FONTSIZE_EXP = 20 # Font size used for EXP.
    EXP_TICKS = 15 # Ticks to full EXP
    EXP_GAUGE1 = 12 # "Window" skin text colour for gauge.
    EXP_GAUGE2 = 4 # "Window" skin text colour for gauge.
    LEVEL_GAUGE1 = 13 # "Window" skin text colour for leveling.
    LEVEL_GAUGE2 = 5 # "Window" skin text colour for leveling.

    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Victory Messages -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # In the Victory Aftermath, actors can say unique things. This is the pool
    # of quotes used for actors without any custom victory quotes. Note that
    # actors with custom quotes will take priority over classes with custom
    # quotes, which will take priority over these default quotes. Use \n for
    # a line break in the quotes.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n" # Always at start of messages.
    FOOTER_TEXT = "" # Always at end of messages.

    # Win Quotes are what the actors say when a battle is won.
    VICTORY_QUOTES ={
    # :type => Quotes
    #------------------------------------------------------------------------
    :win => [ # Occurs as initial victory quote.
    '"We won! What an exciting fight!"',
    '"I didn\'t even break a sweat."',
    '"That wasn\'t so tough."',
    '"Let\'s fight something harder!"',
    ],# Do not remove this.
    #------------------------------------------------------------------------
    :level => [ # Occurs as initial victory quote.
    '"Yes! Level up!"',
    '"I\'ve gotten stronger!"',
    '"Try to keep up with me!"',
    '"I\'ve grown again!"',
    ],# Do not remove this.
    #------------------------------------------------------------------------
    :drops => [ # Occurs as initial victory quote.
    '"I\'ll be taking these."',
    '"To the victor goes the spoils."',
    '"The enemies dropped something!"',
    '"Hey, what\'s this?"',
    ],# 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 < 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 < def self.battle_end(result)
    battle_end_va(result)
    return if result == 2
    return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
    event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
    $game_temp.reserve_common_event(event_id)
    end

    end # BattleManager

    #==============================================================================
    # ■ Game_Actor
    #==============================================================================

    class Game_Actor < Game_Battler

    #--------------------------------------------------------------------------
    # overwrite method: gain_exp
    #--------------------------------------------------------------------------
    def gain_exp(exp)
    enabled = !SceneManager.scene_is?(Scene_Battle)
    change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
    end

    #--------------------------------------------------------------------------
    # new method: victory_quotes
    #--------------------------------------------------------------------------
    def victory_quotes(type)
    case type
    when :win
    return self.actor.win_quotes if self.actor.win_quotes != [""]
    return self.class.win_quotes
    when :level
    return self.actor.level_quotes if self.actor.level_quotes != [""]
    return self.class.level_quotes
    when :drops
    return self.actor.drops_quotes if self.actor.drops_quotes != [""]
    return self.class.drops_quotes
    else
    return ["NOTEXT"]
    end
    end

    end # Game_Actor

    #==============================================================================
    # ■ Window_VictoryTitle
    #==============================================================================

    class Window_VictoryTitle < Window_Base

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super(0, 0, Graphics.width, fitting_height(1))
    self.z = 200
    self.openness = 0
    end

    #--------------------------------------------------------------------------
    # refresh
    #--------------------------------------------------------------------------
    def refresh(message = "")
    contents.clear
    draw_text(0, 0, contents.width, line_height, message, 1)
    end

    end # Window_VictoryTitle

    #==============================================================================
    # ■ Window_VictoryEXP_Back
    #==============================================================================

    class Window_VictoryEXP_Back < Window_Selectable

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    self.openness = 0
    end

    #--------------------------------------------------------------------------
    # window_height
    #--------------------------------------------------------------------------
    def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
    end

    #--------------------------------------------------------------------------
    # col_max
    #--------------------------------------------------------------------------
    def col_max; return item_max; end

    #--------------------------------------------------------------------------
    # spacing
    #--------------------------------------------------------------------------
    def spacing; return 8; end

    #--------------------------------------------------------------------------
    # item_max
    #--------------------------------------------------------------------------
    def item_max; return $game_party.battle_members.size; end

    #--------------------------------------------------------------------------
    # open
    #--------------------------------------------------------------------------
    def open
    @exp_total = $game_troop.exp_total
    super
    end

    #--------------------------------------------------------------------------
    # item_rect
    #--------------------------------------------------------------------------
    def item_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = contents.height
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    return rect
    end

    #--------------------------------------------------------------------------
    # draw_item
    #--------------------------------------------------------------------------
    def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    reset_font_settings
    draw_actor_name(actor, rect)
    draw_exp_gain(actor, rect)
    draw_jp_gain(actor, rect)
    draw_actor_face(actor, rect)
    end

    #--------------------------------------------------------------------------
    # draw_actor_name
    #--------------------------------------------------------------------------
    def draw_actor_name(actor, rect)
    name = actor.name
    draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
    end

    #--------------------------------------------------------------------------
    # draw_actor_face
    #--------------------------------------------------------------------------
    def draw_actor_face(actor, rect)
    face_name = actor.face_name
    face_index = actor.face_index
    bitmap = Cache.face(face_name)
    rw = [rect.width, 96].min
    face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
    rx = (rect.width - rw) / 2 + rect.x
    contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
    end

    #--------------------------------------------------------------------------
    # draw_exp_gain
    #--------------------------------------------------------------------------
    def draw_exp_gain(actor, rect)
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 3 + 96
    fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
    text = sprintf(fmt, actor_exp_gain(actor).group)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
    end

    #--------------------------------------------------------------------------
    # actor_exp_gain
    #--------------------------------------------------------------------------
    def actor_exp_gain(actor)
    n = @exp_total * actor.final_exp_rate
    return n.to_i
    end

    #--------------------------------------------------------------------------
    # draw_jp_gain
    #--------------------------------------------------------------------------
    def draw_jp_gain(actor, rect)
    return unless $imported["YEA-JPManager"]
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 4 + 96
    fmt = YEA::JP::VICTORY_AFTERMATH
    text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
    end

    #--------------------------------------------------------------------------
    # actor_jp_gain
    #--------------------------------------------------------------------------
    def actor_jp_gain(actor)
    n = actor.battle_jp_earned
    if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
    n += YEA::JP::LEVEL_UP unless actor.max_level?
    end
    return n
    end

    end # Window_VictoryEXP_Back

    #==============================================================================
    # ■ Window_VictoryEXP_Front
    #==============================================================================

    class Window_VictoryEXP_Front < Window_VictoryEXP_Back

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super
    self.back_opacity = 0
    @ticks = 0
    @counter = 30
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    end

    #--------------------------------------------------------------------------
    # update
    #--------------------------------------------------------------------------
    def update
    super
    update_tick
    end

    #--------------------------------------------------------------------------
    # update_tick
    #--------------------------------------------------------------------------
    def update_tick
    return unless self.openness >= 255
    return unless self.visible
    return if complete_ticks?
    @counter -= 1
    return unless @counter <= 0
    return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
    YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
    @counter = 4
    @ticks += 1
    refresh
    end

    #--------------------------------------------------------------------------
    # complete_ticks?
    #--------------------------------------------------------------------------
    def complete_ticks?
    for actor in $game_party.battle_members
    total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
    bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
    now_exp = actor.exp - actor.current_level_exp + bonus_exp
    next_exp = actor.next_level_exp - actor.current_level_exp
    rate = now_exp * 1.0 / next_exp
    return false if rate < 1.0
    end
    return true
    end

    #--------------------------------------------------------------------------
    # draw_item
    #--------------------------------------------------------------------------
    def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    draw_actor_exp(actor, rect)
    end

    #--------------------------------------------------------------------------
    # exp_gauge1
    #--------------------------------------------------------------------------
    def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end

    #--------------------------------------------------------------------------
    # exp_gauge2
    #--------------------------------------------------------------------------
    def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end

    #--------------------------------------------------------------------------
    # lvl_gauge1
    #--------------------------------------------------------------------------
    def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end

    #--------------------------------------------------------------------------
    # lvl_gauge2
    #--------------------------------------------------------------------------
    def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end

    #--------------------------------------------------------------------------
    # draw_actor_exp
    #--------------------------------------------------------------------------
    def draw_actor_exp(actor, rect)
    if actor.max_level?
    draw_exp_gauge(actor, rect, 1.0)
    return
    end
    total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
    bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
    now_exp = actor.exp - actor.current_level_exp + bonus_exp
    next_exp = actor.next_level_exp - actor.current_level_exp
    rate = now_exp * 1.0 / next_exp
    draw_exp_gauge(actor, rect, rate)
    end

    #--------------------------------------------------------------------------
    # draw_exp_gauge
    #--------------------------------------------------------------------------
    def draw_exp_gauge(actor, rect, rate)
    rate = [[rate, 1.0].min, 0.0].max
    dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
    dy = rect.y + line_height * 2 + 96
    dw = [rect.width, 96].min
    colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
    colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
    draw_gauge(dx, dy, dw, rate, colour1, colour2)
    fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
    text = sprintf(fmt, [rate * 100, 100.00].min)
    if [rate * 100, 100.00].min == 100.00
    text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
    text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
    end
    draw_text(dx, dy, dw, line_height, text, 1)
    end

    end # Window_VictoryEXP_Front

    #==============================================================================
    # ■ Window_VictoryLevelUp
    #==============================================================================

    class Window_VictoryLevelUp < Window_Base

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    hide
    end

    #--------------------------------------------------------------------------
    # window_height
    #--------------------------------------------------------------------------
    def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
    end

    #--------------------------------------------------------------------------
    # refresh
    #--------------------------------------------------------------------------
    def refresh(actor, temp_actor)
    contents.clear
    reset_font_settings
    YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
    draw_actor_changes(actor, temp_actor)
    end

    #--------------------------------------------------------------------------
    # draw_actor_changes
    #--------------------------------------------------------------------------
    def draw_actor_changes(actor, temp_actor)
    dx = contents.width / 16
    draw_actor_image(actor, temp_actor, dx)
    draw_param_names(actor, dx)
    draw_former_stats(temp_actor)
    draw_arrows
    draw_newer_stats(actor, temp_actor)
    draw_new_skills(actor, temp_actor)
    end

    #--------------------------------------------------------------------------
    # draw_actor_image
    #--------------------------------------------------------------------------
    def draw_actor_image(actor, temp_actor, dx)
    draw_text(dx, line_height, 96, line_height, actor.name, 1)
    draw_actor_face(actor, dx, line_height * 2)
    exp = actor.exp - temp_actor.exp
    text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
    change_color(power_up_color)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
    reset_font_settings
    end

    #--------------------------------------------------------------------------
    # draw_param_names
    #--------------------------------------------------------------------------
    def draw_param_names(actor, dx)
    dx += 108
    change_color(system_color)
    text = Vocab.level
    draw_text(dx, 0, contents.width - dx, line_height, text)
    dy = 0
    for i in 0...8
    dy += line_height
    text = Vocab.param(i)
    draw_text(dx, dy, contents.width - dx, line_height, text)
    end
    end

    #--------------------------------------------------------------------------
    # draw_former_stats
    #--------------------------------------------------------------------------
    def draw_former_stats(actor)
    dw = contents.width / 2 - 12
    dy = 0
    change_color(normal_color)
    draw_text(0, dy, dw, line_height, actor.level.group, 2)
    for i in 0...8
    dy += line_height
    draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
    end
    end

    #--------------------------------------------------------------------------
    # draw_arrows
    #--------------------------------------------------------------------------
    def draw_arrows
    dx = contents.width / 2 - 12
    dy = 0
    change_color(system_color)
    for i in 0..8
    draw_text(dx, dy, 24, line_height, "→", 1)
    dy += line_height
    end
    end

    #--------------------------------------------------------------------------
    # draw_newer_stats
    #--------------------------------------------------------------------------
    def draw_newer_stats(actor, temp_actor)
    dx = contents.width / 2 + 12
    dw = contents.width - dx
    dy = 0
    change_color(param_change_color(actor.level - temp_actor.level))
    draw_text(dx, dy, dw, line_height, actor.level.group, 0)
    for i in 0...8
    dy += line_height
    change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
    draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
    end
    end

    #--------------------------------------------------------------------------
    # draw_new_skills
    #--------------------------------------------------------------------------
    def draw_new_skills(actor, temp_actor)
    return if temp_actor.skills.size == actor.skills.size
    dw = 172 + 24
    dx = contents.width - dw
    change_color(system_color)
    text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
    draw_text(dx, 0, dw, line_height, text, 0)
    end

    end # Window_VictoryLevelUp

    #==============================================================================
    # ■ Window_VictorySkills
    #==============================================================================

    class Window_VictorySkills < Window_Selectable

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    dy = fitting_height(1) + 24
    dw = 172 + 24 + 24
    dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
    super(Graphics.width - dw, dy, dw, dh)
    self.opacity = 0
    self.z = 200
    hide
    end

    #--------------------------------------------------------------------------
    # item_max
    #--------------------------------------------------------------------------
    def item_max; return @data.nil? ? 0 : @data.size; end

    #--------------------------------------------------------------------------
    # refresh
    #--------------------------------------------------------------------------
    def refresh(actor, temp_actor)
    contents.clear
    if actor.skills.size == temp_actor.skills.size
    unselect
    @data = []
    create_contents
    return
    end
    @data = actor.skills - temp_actor.skills
    if @data.size > 8
    select(0)
    activate
    else
    unselect
    deactivate
    end
    create_contents
    draw_all_items
    end

    #--------------------------------------------------------------------------
    # refresh
    #--------------------------------------------------------------------------
    def draw_item(index)
    rect = item_rect(index)
    skill = @data[index]
    return if skill.nil?
    rect.width -= 4
    draw_item_name(skill, rect.x, rect.y, true)
    end

    end # Window_VictorySkills

    #==============================================================================
    # ■ Window_VictorySpoils
    #==============================================================================

    class Window_VictorySpoils < Window_ItemList

    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    hide
    end

    #--------------------------------------------------------------------------
    # window_height
    #--------------------------------------------------------------------------
    def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
    end

    #--------------------------------------------------------------------------
    # spacing
    #--------------------------------------------------------------------------
    def spacing; return 32; end

    #--------------------------------------------------------------------------
    # make
    #--------------------------------------------------------------------------
    def make(gold, drops)
    @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)
    #---
    @victory_level_window.show
    @victory_level_window.refresh(actor, temp_actor)
    @victory_level_skills.show
    @victory_level_skills.refresh(actor, temp_actor)
    end

    #--------------------------------------------------------------------------
    # new method: show_victory_spoils
    #--------------------------------------------------------------------------
    def show_victory_spoils(gold, drops)
    @victory_exp_window_back.hide
    @victory_exp_window_front.hide
    @victory_level_window.hide
    @victory_level_skills.hide
    #---
    text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
    @victory_title_window.refresh(text)
    #---
    @victory_spoils_window.show
    @victory_spoils_window.make(gold, drops)
    end

    #--------------------------------------------------------------------------
    # new method: close_victory_windows
    #--------------------------------------------------------------------------
    def close_victory_windows
    @victory_title_window.close
    @victory_exp_window_back.close
    @victory_exp_window_front.close
    @victory_level_window.close
    @victory_level_skills.close
    @victory_spoils_window.close
    wait(16)
    end

    end # Scene_Battle

    #==============================================================================
    #
    # ▼ End of File
    #
    #==============================================================================

     

     

    pero la cosa che volevo impostare, era di mettere la finestra che c'è a fine battaglia in basso invece che in alto( cioe quella dei messaggi, perche ovviamente l'altra è centrale)...ora è impostata in alto...ho provato a smanettare....ma ho fatto altri casini....vi ringrazio...

  5. Volendo posso offrirmi nel ruolo di Sensei.

     

    Mi spiego meglio:

    Non sai come fare una cosa? Chiedi a me.

     

    Però patti chiari, amicizia lunga: Sarò sempre disponibile per consigli, consulenze e piccoli lavoretti, ma non ti farò le cose perchè "non le sai fare" piuttosto ti spiegherò come farlo...

     

    Nel caso, non vorrei nè essere creditato, nè avere parola sulla trama o altro.

    Voglio solo rendermi utile ad "iniziare" hi ci mette buona volontà.

    Me la cavo benone con gli eventi, bene con la grafica e bene con gli script. (Makero praticamente da una vita)

    Sono un po "scarpone" con gli sprite, ma non mi sono mai applicato.

     

    Sul piano audio sappi che non ho alcun modo di esprimermi però.

     

    Vedi tu se posso esserti d'aiuto.

    Beh che dire, ti ringrazio sei molto gentile...il tuo aiuto sarà prezioso...condivido anche io il metodo studia e applicati e non fallo fare agli altri.....

  6. Ed ecco il problema:

    Ascolta il saggio vecchietto: Scarica GIMP.

    E' gratuito, pratico, semplice ed intuitivo.

    Inoltre, cosa non trascurabile, permette di lavorare e salvare i lavori in .png.

    Il formato .png permette, oltre che ad inserire il colore trasparente, anche di ridimensionarla senza quell'effetto pixel...

    Avrai bisogno milioni di volte di usarlo, se vuoi lavorare sulla grafica con gli script di Moghunter!!!

    perfetto.....cmq l'effetto sono riuscito a toglierlo lo stesso....cmq lavorerò su GIMP ......ty mille....

  7. Ehi, anche io usavo quello script in un mio antico progetto! (Giornata dei ricordi, lascia stare)

    Ma con che programma lavori sull'immagine?

    paint per ridimensionare le immagini, solitamente uso pixlr. com , in grafica non sono un gran che....vorrei solo capire come togliere quell'effetto pixelloso....

     

     

     

    Io li toglierei del tutto i busti (anche se fossero dei battler nella versione finale). Con questo tipo di BS secondo me sono inutili e brutti da vedere. ;)

    infatti sto decidendo cosa fare....i busti semi-trasparenti non sono male cmq ...ovviamente lo vedi solo quando devi scegliere l'azione del personaggio

  8. Ehi, anche io usavo quello script in un mio antico progetto! (Giornata dei ricordi, lascia stare)

    Ma con che programma lavori sull'immagine?

    sull'immagine ho lavorato con paint...cioe non ho fatto delle grosse modifiche ecco...ho solo ridimensionato l'immagine e riadattata per quella originale....problema è togliere quell'effetto pixelloso...cmq lavorare su un immagine seria diciamo lavoro con pixlr.com sito di ritocco immagine come photoshop ovviamente molto piu ridotto...ma c'è tanta roba cmq....

  9. Non so se questo è il posto giusto per postare questa domanda ma provo cmq....

     

    allora spiego brevemente...lo script che ha fatto moghunter...ha inserito delle facce con delle espressioni per tipo...es. arrabbiato...felice ecc...

    io ho rifatto l'immagine con gli stessi attrib. con le espressioni del mio personaggio....(parlo della battaglia).... solo che in game le mie foto si vedono un po pixellate perche il suo è un 225*45 e ci sono dentro 5 facce...mentre una faccia mia sola è 96*96 quindi ho dovuto restringere le foto....c'è un modo per togliere quell'effetto pixelloso....se no posso modificare lo script da mettere in modo tale che prenda un formato diverso diciamo dall'originale....cioe delle dimensioni diverse ecco....ho provato a mettere una foto un po piu grande ma me la taglia....dev'essere impostato per forza sul 45*45??....spero di essermi spiegato bene

  10. ho creato tramite un maker la grafica face, busto e anche quella character (quella con le animazioni per camminare ecc) , solo che quando inserisco proprio l'ultima non mi seleziona tutta la pic ma solo una parte...sicuramente ho sbagliato io in qualcosa ma non capisco dove...forse è il formato da ridimensionare ??

     

     

     

    http://i62.tinypic.com/af8yhj.jpg

     

  11. Ah ok, allora non dovrebbe creare troppo impedimento, in quel caso direi di lasciarla opaca senza trasparenza... comunque un po' meno grandicella sarebbe bene.

    ^ ^

    adesso è sorto un altro problema perche ridimensionando la pic cmq l'effetto è molto carino...il problema è che in party con altri quella pic va sotto i parametri dell'altro...

     

     

     

     

    Lui ha messo quell'immagine per prova, la sostituirà con dei semplici battler.

    buddy ho cambiato anche i colori funky adesso sembra piu da rpg...ovviamente c'è molto da modificare...

  12. Ma tipo copre i nemici sempre o solo nel momento della selezione della mossa? E quando devi scegliere il nemico? ^ ^

    ma lui praticamente quando devi sceglierel'azione col personaggio vedi la picture in grande come prima pero al 255 quindi non si vedono i nemici, pero quando fa l'azione ovviamente sparisce...quella picture c'è solamente quando devi scegliere l'azione col personaggio.....

  13. secondo me ci sta trollando...

    no, non sto trollando...non ho tempo per quello...è che nello script originale invece è con 255 e si vede tutto il mezzoBUSTO....si copre i nemici...ma l'effetto non è malaccio....

     

     

     

    Più che altro lo spazio per il face c'è già (a parte che è un altro face), dove tu vorresti mettere quel mezzobusto ci andrebbe un battler, se no risulta ridondante...

    si beh lo so che è un'altra face -.- ... provero con il battler... o magari senza niente....

     

     

    grazie cmq a tutti...

  14. D : vorrei avere un parere sull'immagine di sfondo quand'è il turno del personaggio; nel battle system.... è meglio averla con opacity al 255 o la metà ??? almeno da poter vedere il nemico dietro...vi posto l'immagine cosi avete un'idea...

     

     

     

    http://i59.tinypic.com/iepg7l.jpg

     

     

     

  15. http://www.rpg2s.net/forum/index.php/topic/16291-raccolta-script-moghunter/?hl=moghunter

     

     

    Eccotelo!

    E' una Demo in cui sono raccolti molti script di quell'autore, Moghunter come diceva Enom.

    sono script semplici e facilmente customizzabili, una volta capiti ma hanno un bell'effetto scenico!

    Oh mio Dio, è proprio quello che intendevo io i combattimenti ....devo solo cambiare la grafica ovviamente di alcuni cose ma non sarà un problema....ti ringrazio sei stato molto gentile.... ty a tutti come sempre cmq.....c'è un botto di roba in sta demo come script....

  16. beh l'idea che avevo del parlato è di fare alcune scene di storia del game ....e non tutti i dialoghi....quindi le scene piu importanti del game diciamo ecco...si perche altrimenti altro che 10 giga...per il fatto dei doppiattori qualche amico penso di averlo che potrebbe farlo....ma penso che chiedero eventualmente anche nel forum....soprattutto per le voci femminili....altra cosa che non ho detto prima....vorrei inserire degli effetti sonori (sempre parlato) nelle battaglie per i personaggi...cioe quando subiscono danno e quando usano abilità e ovviamente far cambiare espressione facciale al personaggio in merito.... che dite ?

  17. Ciao e benvenuto, anche io mi sono iscritto da pochi giorni.... c'è dell'ottimo materiale in questo forum....sfruttalo per bene.... ^_^

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