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Oniromancie: Scripts - [VX Ace]Résumer de fin de combat


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[VX Ace]Résumer de fin de combat
Script pour RPG Maker VX Ace
Ecrit par Ghoosty

Salut à tous voilà un script sympathique ;)

Installation
Au-dessus de Main, en-dessous de Materials


Le site d'origine http://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/

Fait par Yanfly

Screens:

Spoiler (cliquez pour afficher)



Portion de code : Tout sélectionner

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    #==============================================================================
    #
    # ▼ Yanfly Engine Ace - Victory Aftermath v1.03
    # -- Last Updated: 2012.01.07
    # -- Level: Easy, Normal, Hard
    # -- Requires: n/a
    #
    #==============================================================================
 
    $imported = {} if $imported.nil?
    $imported["YEA-VictoryAftermath"] = true
 
    #==============================================================================
    # ▼ Updates
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # 2012.01.07 - Compatibility Update: JP Manager
    # 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
    # 2011.12.26 - Compatibility Update: Command Autobattle
    # 2011.12.16 - Started Script and Finished.
    #
    #==============================================================================
    # ▼ Introduction
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # At the end of each battle, RPG Maker VX Ace by default shows text saying that
    # the party has gained so-and-so EXP while this person leveled up and your
    # party happened to find these drops. This script changes that text into
    # something more visual for your players to see. Active battle members will be
    # seen gaining EXP, any kind of level up changes, and a list of the items
    # obtained through drops.
    #
    #==============================================================================
    # ▼ Instructions
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # To install this script, open up your script editor and copy/paste this script
    # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
    #
    # -----------------------------------------------------------------------------
    # Actor Notetags - These notetags go in the actors notebox in the database.
    # -----------------------------------------------------------------------------
    # <win quotes>
    #  string
    #  string
    # </win quotes>
    # Sets the win quote for the actor. The strings are continuous and can use
    # text codes. Use \n for a line break. Type in what you want the actor to say
    # for the particular win quote. Use [New Quote] in between the two tags to
    # start up a new quote.
    #
    # <level quotes>
    #  string
    #  string
    # </level quotes>
    # Sets the level up quote for the actor. The strings are continuous and can use
    # text codes. Use \n for a line break. Type in what you want the actor to say
    # for the particular win quote. Use [New Quote] in between the two tags to
    # start up a new quote.
    #
    # <drops quotes>
    #  string
    #  string
    # </drops quotes>
    # Sets the drops quote for the actor. The strings are continuous and can use
    # text codes. Use \n for a line break. Type in what you want the actor to say
    # for the particular win quote. Use [New Quote] in between the two tags to
    # start up a new quote.
    #
    # -----------------------------------------------------------------------------
    # Class Notetags - These notetags go in the class notebox in the database.
    # -----------------------------------------------------------------------------
    # <win quotes>
    #  string
    #  string
    # </win quotes>
    # Sets the win quote for the class. The strings are continuous and can use
    # text codes. Use \n for a line break. Type in what you want the actor to say
    # for the particular win quote. Use [New Quote] in between the two tags to
    # start up a new quote.
    #
    # <level quotes>
    #  string
    #  string
    # </level quotes>
    # Sets the level up quote for the class. The strings are continuous and can use
    # text codes. Use \n for a line break. Type in what you want the actor to say
    # for the particular win quote. Use [New Quote] in between the two tags to
    # start up a new quote.
    #
    # <drops quotes>
    #  string
    #  string
    # </drops quotes>
    # Sets the drops quote for the class. The strings are continuous and can use
    # text codes. Use \n for a line break. Type in what you want the actor to say
    # for the particular win quote. Use [New Quote] in between the two tags to
    # start up a new quote.
    #
    #==============================================================================
    # ▼ Compatibility
    # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
    # it will run with RPG Maker VX without adjusting.
    #
    #==============================================================================
 
    module YEA
      module VICTORY_AFTERMATH
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - General Settings -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # These are various settings that are used throughout the Victory Aftermath
        # portion of a battle. Adjust them as you see fit.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        VICTORY_BGM  = RPG::BGM.new("Field1", 100, 100)    # Victory BGM
        VICTORY_TICK = RPG::SE.new("Decision1", 100, 150)  # EXP ticking SFX
        LEVEL_SOUND  = RPG::SE.new("Up4", 80, 150)        # Level Up SFX
        SKILLS_TEXT  = "Nouvelle compétence !"          # 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        = "L'équipe de %s à triompher ! " # Team name used.
        TOP_VICTORY_TEXT = "%s Victoire !"  # Text used to display victory.
        TOP_LEVEL_UP    = "%s à gagner un niveau !"  # Text used to display level up.
        TOP_SPOILS      = "Butin"    # 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 = "Niveau Max"  # Text to replace percentage when max level.
        FONTSIZE_EXP = 20            # Font size used for EXP.
        EXP_TICKS    = 15            # Ticks to full EXP
        EXP_GAUGE1  = 12            # "Window" skin text colour for gauge.
        EXP_GAUGE2  = 4            # "Window" skin text colour for gauge.
        LEVEL_GAUGE1 = 13            # "Window" skin text colour for leveling.
        LEVEL_GAUGE2 = 5            # "Window" skin text colour for leveling.
       
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # - Victory Messages -
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        # In the Victory Aftermath, actors can say unique things. This is the pool
        # of quotes used for actors without any custom victory quotes. Note that
        # actors with custom quotes will take priority over classes with custom
        # quotes, which will take priority over these default quotes. Use \n for
        # a line break in the quotes.
        #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.
        FOOTER_TEXT = ""                        # Always at end of messages.
       
        # Win Quotes are what the actors say when a battle is won.
        VICTORY_QUOTES ={
        # :type  => Quotes
          #------------------------------------------------------------------------
          :win    => [ # Occurs as initial victory quote.
                      '"Sacré combat !"'
                    ],# Do not remove this.
          #------------------------------------------------------------------------
          :level  => [ # Occurs as initial victory quote.
                      '"J\'ai gagnée un niveau !"',
                    ],# Do not remove this.
          #------------------------------------------------------------------------
          :drops  => [ # Occurs as initial victory quote. '"mettre le texte ici"',
                      '"Tiens des objets sont tombé !"',
                    ],# Do not remove this.
          #------------------------------------------------------------------------
        } # Do not remove this.
       
      end # VICTORY_AFTERMATH
    end # YEA
 
    #==============================================================================
    # ▼ Editting anything past this point may potentially result in causing
    # computer damage, incontinence, explosion of user's head, coma, death, and/or
    # halitosis so edit at your own risk.
    #==============================================================================
 
    module YEA
      module REGEXP
      module BASEITEM
       
        NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
       
        WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
        WIN_QUOTE_OFF  = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
        LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
        LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
        DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
        DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
       
      end # BASEITEM
      end # REGEXP
    end # YEA
 
    #==============================================================================
    # ■ Switch
    #==============================================================================
 
    module Switch
     
      #--------------------------------------------------------------------------
      # self.skip_aftermath
      #--------------------------------------------------------------------------
      def self.skip_aftermath
        return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
        return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
      end
     
      #--------------------------------------------------------------------------
      # self.skip_aftermath_music
      #--------------------------------------------------------------------------
      def self.skip_aftermath_music
        return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0
        return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]
      end
       
    end # Switch
 
    #==============================================================================
    # ■ Numeric
    #==============================================================================
 
    class Numeric
     
      #--------------------------------------------------------------------------
      # new method: group_digits
      #--------------------------------------------------------------------------
      unless $imported["YEA-CoreEngine"]
      def group; return self.to_s; end
      end # $imported["YEA-CoreEngine"]
       
    end # Numeric
 
    #==============================================================================
    # ■ DataManager
    #==============================================================================
 
    module DataManager
     
      #--------------------------------------------------------------------------
      # alias method: load_database
      #--------------------------------------------------------------------------
      class <<self; alias load_database_va load_database; end
      def self.load_database
        load_database_va
        load_notetags_va
      end
     
      #--------------------------------------------------------------------------
      # new method: load_notetags_va
      #--------------------------------------------------------------------------
      def self.load_notetags_va
        groups = [$data_actors, $data_classes]
        for group in groups
          for obj in group
            next if obj.nil?
            obj.load_notetags_va
          end
        end
      end
     
    end # DataManager
 
    #==============================================================================
    # ■ RPG::BaseItem
    #==============================================================================
 
    class RPG::BaseItem
     
      #--------------------------------------------------------------------------
      # public instance variables
      #--------------------------------------------------------------------------
      attr_accessor :win_quotes
      attr_accessor :level_quotes
      attr_accessor :drops_quotes
     
      #--------------------------------------------------------------------------
      # common cache: load_notetags_va
      #--------------------------------------------------------------------------
      def load_notetags_va
        @win_quotes = [""]
        @level_quotes = [""]
        @drops_quotes = [""]
        @victory_quote_type = nil
        #---
        self.note.split(/[\r\n]+/).each { |line|
          case line
          #---
          when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
            @victory_quote_type = :win_quote
          when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
            @victory_quote_type = nil
          when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
            @victory_quote_type = :level_quote
          when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
            @victory_quote_type = nil
          when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
            @victory_quote_type = :drops_quote
          when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
            @victory_quote_type = nil
          #---
          when YEA::REGEXP::BASEITEM::NEW_QUOTE
            case @victory_quote_type
            when nil; next
            when :win_quote;  @win_quotes.push("")
            when :level_quote; @level_quotes.push("")
            when :drops_quote; @drops_quotes.push("")
            end
          #---
          else
            case @victory_quote_type
            when nil; next
            when :win_quote;  @win_quotes[@win_quotes.size-1] += line.to_s
            when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
            when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
            end
          end
        } # self.note.split
        #---
        return unless self.is_a?(RPG::Class)
        quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
        @win_quotes = quotes[:win].clone if @win_quotes == [""]
        @level_quotes = quotes[:level].clone if @level_quotes == [""]
        @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
      end
     
    end # RPG::BaseItem
 
    #==============================================================================
    # ■ BattleManager
    #==============================================================================
 
    module BattleManager
     
      #--------------------------------------------------------------------------
      # overwrite method: self.process_victory
      #--------------------------------------------------------------------------
      def self.process_victory
        if $imported["YEA-CommandAutobattle"]
          SceneManager.scene.close_disable_autobattle_window
        end
        return skip_aftermath if Switch.skip_aftermath
        play_battle_end_me
        gain_jp if $imported["YEA-JPManager"]
        display_exp
        gain_exp
        gain_gold
        gain_drop_items
        close_windows
        SceneManager.return
        replay_bgm_and_bgs
        battle_end(0)
        return true
      end
     
      #--------------------------------------------------------------------------
      # new method: self.skip_aftermath
      #--------------------------------------------------------------------------
      def self.skip_aftermath
        $game_party.all_members.each do |actor|
          actor.gain_exp($game_troop.exp_total)
        end
        $game_party.gain_gold($game_troop.gold_total)
        $game_troop.make_drop_items.each do |item|
          $game_party.gain_item(item, 1)
        end
        close_windows
        SceneManager.return
        replay_bgm_and_bgs
        battle_end(0)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: self.play_battle_end_me
      #--------------------------------------------------------------------------
      def self.play_battle_end_me
        return if Switch.skip_aftermath_music
        $game_system.battle_end_me.play
        YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
      end
     
      #--------------------------------------------------------------------------
      # new method: self.set_victory_text
      #--------------------------------------------------------------------------
      def self.set_victory_text(actor, type)
        text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
        text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
        text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
        $game_message.face_name = actor.face_name
        $game_message.face_index = actor.face_index
        $game_message.add(text)
        wait_for_message
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: self.display_exp
      #--------------------------------------------------------------------------
      def self.display_exp
        SceneManager.scene.show_victory_display_exp
        actor = $game_party.random_target
        @victory_actor = actor
        set_victory_text(@victory_actor, :win)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: self.gain_exp
      #--------------------------------------------------------------------------
      def self.gain_exp
        $game_party.all_members.each do |actor|
          temp_actor = Marshal.load(Marshal.dump(actor))
          actor.gain_exp($game_troop.exp_total)
          next if actor.level == temp_actor.level
          SceneManager.scene.show_victory_level_up(actor, temp_actor)
          set_victory_text(actor, :level)
          wait_for_message
        end
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: self.gain_gold
      #--------------------------------------------------------------------------
      def self.gain_gold
        $game_party.gain_gold($game_troop.gold_total)
      end
     
      #--------------------------------------------------------------------------
      # overwrite method: self.gain_drop_items
      #--------------------------------------------------------------------------
      def self.gain_drop_items
        drops = []
        $game_troop.make_drop_items.each do |item|
          $game_party.gain_item(item, 1)
          drops.push(item)
        end
        SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
        set_victory_text(@victory_actor, :drops)
        wait_for_message
      end
     
      #--------------------------------------------------------------------------
      # new method: self.close_windows
      #--------------------------------------------------------------------------
      def self.close_windows
        SceneManager.scene.close_victory_windows
      end
     
      #--------------------------------------------------------------------------
      # alias method: load_database
      #--------------------------------------------------------------------------
      class <<self; alias battle_end_va battle_end; end
      def self.battle_end(result)
        battle_end_va(result)
        return if result == 2
        return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
        event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
        $game_temp.reserve_common_event(event_id)
      end
     
    end # BattleManager
 
    #==============================================================================
    # ■ Game_Actor
    #==============================================================================
 
    class Game_Actor < Game_Battler
     
      #--------------------------------------------------------------------------
      # overwrite method: gain_exp
      #--------------------------------------------------------------------------
      def gain_exp(exp)
        enabled = !SceneManager.scene_is?(Scene_Battle)
        change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
      end
     
      #--------------------------------------------------------------------------
      # new method: victory_quotes
      #--------------------------------------------------------------------------
      def victory_quotes(type)
        case type
        when :win
          return self.actor.win_quotes if self.actor.win_quotes != [""]
          return self.class.win_quotes
        when :level
          return self.actor.level_quotes if self.actor.level_quotes != [""]
          return self.class.level_quotes
        when :drops
          return self.actor.drops_quotes if self.actor.drops_quotes != [""]
          return self.class.drops_quotes
        else
          return ["NOTEXT"]
        end
      end
     
    end # Game_Actor
 
    #==============================================================================
    # ■ Window_VictoryTitle
    #==============================================================================
 
    class Window_VictoryTitle < Window_Base
     
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize
        super(0, 0, Graphics.width, fitting_height(1))
        self.z = 200
        self.openness = 0
      end
     
      #--------------------------------------------------------------------------
      # refresh
      #--------------------------------------------------------------------------
      def refresh(message = "")
        contents.clear
        draw_text(0, 0, contents.width, line_height, message, 1)
      end
     
    end # Window_VictoryTitle
 
    #==============================================================================
    # ■ Window_VictoryEXP_Back
    #==============================================================================
 
    class Window_VictoryEXP_Back < Window_Selectable
     
      #--------------------------------------------------------------------------
      # initialize
      #--------------------------------------------------------------------------
      def initialize
        super(0, 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
    #
    #==============================================================================




Laurent st-fort - posté le 19/03/2015 à 03:07:55. (59 messages postés)

j'adore votre scripte il est très cool.<3


TheBigRoomXXL - posté le 28/04/2015 à 22:56:10. (237 messages postés)

el psy congroo

Très bon script simple et efficace! Merci!


galaxyparkgmg - posté le 25/05/2015 à 15:20:08. (5 messages postés)

Enfin, un script qui marche ! :rit2:ange2


Lespartiate - posté le 12/12/2015 à 00:19:54. (15 messages postés)

Enorme!! merci vraiment bien !

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