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ТЕМА: Проблем со скриптом Victory Aftermath
Проблем со скриптом Victory Aftermath 9 года 9 мес. назад #78351
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Возникла небольшая проблема со скриптом Yanfly Engine Ace - Victory Aftermath v1.03
ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #============================================================================== # # Бе Yanfly Engine Ace - Victory Aftermath v1.04 # -- Last Updated: 2014.03.019 # -- Level: Easy, Normal, Hard # -- Requires: n/a # -- Special Thanks: Yami for Bug Fixes. # #============================================================================== $imported = {} if $imported.nil? $imported["YEA-VictoryAftermath"] = true #============================================================================== # Бе Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2014.03.19 - Fixed a bug where if the battle ends with a stat buff/debuff and # it will display the wrong parameters. # 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. # #============================================================================== # Бе 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. # #============================================================================== # Бе Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below Бе Materials/СfН▐ but above Бе Main. Remember to save. # # # Actor Notetags - These notetags go in the actors notebox in the database. # # <win quotes> # string # string # </win quotes> # Sets the win quote for the actor. The strings are continuous and can use # text codes. Use \n for a line break. Type in what you want the actor to say # for the particular win quote. Use [New Quote] in between the two tags to # start up a new quote. # # <level quotes> # string # string # </level quotes> # Sets the level up quote for the actor. The strings are continuous and can use # text codes. Use \n for a line break. Type in what you want the actor to say # for the particular win quote. Use [New Quote] in between the two tags to # start up a new quote. # # <drops quotes> # string # string # </drops quotes> # Sets the drops quote for the actor. The strings are continuous and can use # text codes. Use \n for a line break. Type in what you want the actor to say # for the particular win quote. Use [New Quote] in between the two tags to # start up a new quote. # # # Class Notetags - These notetags go in the class notebox in the database. # # <win quotes> # string # string # </win quotes> # Sets the win quote for the class. The strings are continuous and can use # text codes. Use \n for a line break. Type in what you want the actor to say # for the particular win quote. Use [New Quote] in between the two tags to # start up a new quote. # # <level quotes> # string # string # </level quotes> # Sets the level up quote for the class. The strings are continuous and can use # text codes. Use \n for a line break. Type in what you want the actor to say # for the particular win quote. Use [New Quote] in between the two tags to # start up a new quote. # # <drops quotes> # string # string # </drops quotes> # Sets the drops quote for the class. The strings are continuous and can use # text codes. Use \n for a line break. Type in what you want the actor to say # for the particular win quote. Use [New Quote] in between the two tags to # start up a new quote. # #============================================================================== # Бе 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 #============================================================================== # Бе 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 #============================================================================== # Бб 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 #============================================================================== # Бб Numeric #============================================================================== class Numeric # # new method: group_digits # unless $imported["YEA-CoreEngine"] def group; return self.to_s; end end # $imported["YEA-CoreEngine"] end # Numeric #============================================================================== # Бб DataManager #============================================================================== module DataManager # # alias method: load_database # class <<self; alias load_database_va load_database; end def self.load_database load_database_va load_notetags_va end # # new method: load_notetags_va # def self.load_notetags_va groups = [$data_actors, $data_classes] for group in groups for obj in group next if obj.nil? obj.load_notetags_va end end end end # DataManager #============================================================================== # Бб 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 #============================================================================== # Бб BattleManager #============================================================================== module BattleManager # # overwrite method: self.process_victory # def self.process_victory if $imported["YEA-CommandAutobattle"] SceneManager.scene.close_disable_autobattle_window end return skip_aftermath if Switch.skip_aftermath play_battle_end_me gain_jp if $imported["YEA-JPManager"] display_exp gain_exp gain_gold gain_drop_items close_windows SceneManager.return replay_bgm_and_bgs battle_end(0) return true end # # new method: self.skip_aftermath # def self.skip_aftermath $game_party.all_members.each do |actor| actor.gain_exp($game_troop.exp_total) end $game_party.gain_gold($game_troop.gold_total) $game_troop.make_drop_items.each do |item| $game_party.gain_item(item, 1) end close_windows SceneManager.return replay_bgm_and_bgs battle_end(0) end # # overwrite method: self.play_battle_end_me # def self.play_battle_end_me return if Switch.skip_aftermath_music $game_system.battle_end_me.play YEA::VICTORY_AFTERMATH::VICTORY_BGM.play end # # new method: self.set_victory_text # def self.set_victory_text(actor, type) text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name) text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)] text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT $game_message.face_name = actor.face_name $game_message.face_index = actor.face_index $game_message.add(text) wait_for_message end # # overwrite method: self.display_exp # def self.display_exp SceneManager.scene.show_victory_display_exp actor = $game_party.random_target @victory_actor = actor set_victory_text(@victory_actor, :win) end # # overwrite method: self.gain_exp # def self.gain_exp $game_party.all_members.each do |actor| temp_actor = Marshal.load(Marshal.dump(actor)) actor.gain_exp($game_troop.exp_total) next if actor.level == temp_actor.level SceneManager.scene.show_victory_level_up(actor, temp_actor) set_victory_text(actor, :level) wait_for_message end end # # overwrite method: self.gain_gold # def self.gain_gold $game_party.gain_gold($game_troop.gold_total) end # # overwrite method: self.gain_drop_items # def self.gain_drop_items drops = [] $game_troop.make_drop_items.each do |item| $game_party.gain_item(item, 1) drops.push(item) end SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops) set_victory_text(@victory_actor, :drops) wait_for_message end # # new method: self.close_windows # def self.close_windows SceneManager.scene.close_victory_windows end # # alias method: load_database # class <<self; alias battle_end_va battle_end; end def self.battle_end(result) battle_end_va(result) return if result == 2 return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0 event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT $game_temp.reserve_common_event(event_id) end end # BattleManager #============================================================================== # Бб 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 #============================================================================== # Бб 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 #============================================================================== # Бб 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 #============================================================================== # Бб 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 #============================================================================== # Бб 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_base(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, "Би", 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_base(i) - temp_actor.param_base(i))) draw_text(dx, dy, dw, line_height, actor.param_base(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 #============================================================================== # Бб 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 #============================================================================== # Бб 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 #============================================================================== # Бб 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 #============================================================================== # # Бе End of File # #============================================================================== Никак не выходит убрать/заменить музыку проигрываемую при победе. (остальные звуки благополучно меняются) Попытка переписывать 114 строчку ни к каким изменениям не приводит. Если не она отвечает за это, то и не знаю... 114 "VICTORY_BGM = RPG::BGM.new("Dungeon2", 50, 100) # Victory BGM" Будте добры помогите побороть сей жуткий звук, ибо сильно атмосферу поганит. |
Администратор запретил публиковать записи гостям.
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Проблем со скриптом Victory Aftermath 9 года 9 мес. назад #78353
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убери музыку в базе данных => система => конец битвы.
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Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Fiolet79
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Проблем со скриптом Victory Aftermath 9 года 9 мес. назад #78357
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Или напиши
114 "VICTORY_BGM = RPG::BGM.new("Dungeon2", 0, 100) # Victory BGM" |
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Fiolet79
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Модераторы: NeKotZima
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