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Yanfly-Victory Aftermath

Mar 12th, 2014
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  1. #==============================================================================
  2. #
  3. # ▼ Yanfly Engine Ace - Victory Aftermath v1.03
  4. # -- Last Updated: 2012.01.07
  5. # -- Level: Easy, Normal, Hard
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported.nil?
  11. $imported["YEA-VictoryAftermath"] = true
  12.  
  13. #==============================================================================
  14. # ▼ Updates
  15. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  16. # 2012.01.07 - Compatibility Update: JP Manager
  17. # 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
  18. # 2011.12.26 - Compatibility Update: Command Autobattle
  19. # 2011.12.16 - Started Script and Finished.
  20. #
  21. #==============================================================================
  22. # ▼ Introduction
  23. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  24. # At the end of each battle, RPG Maker VX Ace by default shows text saying that
  25. # the party has gained so-and-so EXP while this person leveled up and your
  26. # party happened to find these drops. This script changes that text into
  27. # something more visual for your players to see. Active battle members will be
  28. # seen gaining EXP, any kind of level up changes, and a list of the items
  29. # obtained through drops.
  30. #
  31. #==============================================================================
  32. # ▼ Instructions
  33. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  34. # To install this script, open up your script editor and copy/paste this script
  35. # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
  36. #
  37. # -----------------------------------------------------------------------------
  38. # Actor Notetags - These notetags go in the actors notebox in the database.
  39. # -----------------------------------------------------------------------------
  40. # <win quotes>
  41. # string
  42. # string
  43. # </win quotes>
  44. # Sets the win quote for the actor. The strings are continuous and can use
  45. # text codes. Use \n for a line break. Type in what you want the actor to say
  46. # for the particular win quote. Use [New Quote] in between the two tags to
  47. # start up a new quote.
  48. #
  49. # <level quotes>
  50. # string
  51. # string
  52. # </level quotes>
  53. # Sets the level up quote for the actor. The strings are continuous and can use
  54. # text codes. Use \n for a line break. Type in what you want the actor to say
  55. # for the particular win quote. Use [New Quote] in between the two tags to
  56. # start up a new quote.
  57. #
  58. # <drops quotes>
  59. # string
  60. # string
  61. # </drops quotes>
  62. # Sets the drops quote for the actor. The strings are continuous and can use
  63. # text codes. Use \n for a line break. Type in what you want the actor to say
  64. # for the particular win quote. Use [New Quote] in between the two tags to
  65. # start up a new quote.
  66. #
  67. # -----------------------------------------------------------------------------
  68. # Class Notetags - These notetags go in the class notebox in the database.
  69. # -----------------------------------------------------------------------------
  70. # <win quotes>
  71. # string
  72. # string
  73. # </win quotes>
  74. # Sets the win quote for the class. The strings are continuous and can use
  75. # text codes. Use \n for a line break. Type in what you want the actor to say
  76. # for the particular win quote. Use [New Quote] in between the two tags to
  77. # start up a new quote.
  78. #
  79. # <level quotes>
  80. # string
  81. # string
  82. # </level quotes>
  83. # Sets the level up quote for the class. The strings are continuous and can use
  84. # text codes. Use \n for a line break. Type in what you want the actor to say
  85. # for the particular win quote. Use [New Quote] in between the two tags to
  86. # start up a new quote.
  87. #
  88. # <drops quotes>
  89. # string
  90. # string
  91. # </drops quotes>
  92. # Sets the drops quote for the class. The strings are continuous and can use
  93. # text codes. Use \n for a line break. Type in what you want the actor to say
  94. # for the particular win quote. Use [New Quote] in between the two tags to
  95. # start up a new quote.
  96. #
  97. #==============================================================================
  98. # ▼ Compatibility
  99. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  100. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  101. # it will run with RPG Maker VX without adjusting.
  102. #
  103. #==============================================================================
  104.  
  105. module YEA
  106. module VICTORY_AFTERMATH
  107.  
  108. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  109. # - General Settings -
  110. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  111. # These are various settings that are used throughout the Victory Aftermath
  112. # portion of a battle. Adjust them as you see fit.
  113. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  114. VICTORY_BGM = RPG::BGM.new("Field1", 100, 100) # Victory BGM
  115. VICTORY_TICK = RPG::SE.new("Decision1", 100, 150) # EXP ticking SFX
  116. LEVEL_SOUND = RPG::SE.new("Up4", 80, 150) # Level Up SFX
  117. SKILLS_TEXT = "New Skills" # New skills text title.
  118.  
  119. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  120. # - Important Settings -
  121. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  122. # These are some important settings so please set them up properly. This
  123. # section includes a switch that allows you to skip the victory aftermath
  124. # phase (for those back to back battles and making them seamless) and it
  125. # also allows you to declare a common event to run after each battle. If
  126. # you do not wish to use either of these features, set them to 0. The
  127. # common event will run regardless of win or escape.
  128. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  129. SKIP_AFTERMATH_SWITCH = 0 # If switch on, skip aftermath. 0 to disable.
  130. SKIP_MUSIC_SWITCH = 0 # If switch on, skip music. 0 to disable.
  131. AFTERMATH_COMMON_EVENT = 0 # Runs common event after battle. 0 to disable.
  132.  
  133. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  134. # - Top Text Settings -
  135. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  136. # Here, you can adjust the various text that appears in the window that
  137. # appears at the top of the screen.
  138. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  139. TOP_TEAM = "%s's team" # Team name used.
  140. TOP_VICTORY_TEXT = "%s is victorious!" # Text used to display victory.
  141. TOP_LEVEL_UP = "%s has leveled up!" # Text used to display level up.
  142. TOP_SPOILS = "Victory Spoils!" # Text used for spoils.
  143.  
  144. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  145. # - EXP Gauge Settings -
  146. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  147. # Adjust how the EXP Gauge appears for the Victory Aftermath here. This
  148. # includes the text display, the font size, the colour of the gauges, and
  149. # more. Adjust it all here.
  150. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  151. VICTORY_EXP = "+%sEXP" # Text used to display EXP.
  152. EXP_PERCENT = "%1.2f%%" # The way EXP percentage will be displayed.
  153. LEVELUP_TEXT = "LEVEL UP!" # Text to replace percentage when leveled.
  154. MAX_LVL_TEXT = "MAX LEVEL" # Text to replace percentage when max level.
  155. FONTSIZE_EXP = 20 # Font size used for EXP.
  156. EXP_TICKS = 25 # Ticks to full EXP
  157. EXP_GAUGE1 = 12 # "Window" skin text colour for gauge.
  158. EXP_GAUGE2 = 4 # "Window" skin text colour for gauge.
  159. LEVEL_GAUGE1 = 13 # "Window" skin text colour for leveling.
  160. LEVEL_GAUGE2 = 5 # "Window" skin text colour for leveling.
  161.  
  162. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  163. # - Victory Messages -
  164. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  165. # In the Victory Aftermath, actors can say unique things. This is the pool
  166. # of quotes used for actors without any custom victory quotes. Note that
  167. # actors with custom quotes will take priority over classes with custom
  168. # quotes, which will take priority over these default quotes. Use \n for
  169. # a line break in the quotes.
  170. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  171. HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n" # Always at start of messages.
  172. FOOTER_TEXT = "" # Always at end of messages.
  173.  
  174. # Win Quotes are what the actors say when a battle is won.
  175. VICTORY_QUOTES ={
  176. # :type => Quotes
  177. #------------------------------------------------------------------------
  178. :win => [ # Occurs as initial victory quote.
  179. '"We won! What an exciting fight!"',
  180. '"I didn\'t even break a sweat."',
  181. '"That wasn\'t so tough."',
  182. '"Let\'s fight something harder!"',
  183. ],# Do not remove this.
  184. #------------------------------------------------------------------------
  185. :level => [ # Occurs as initial victory quote.
  186. '"Yes! Level up!"',
  187. '"I\'ve gotten stronger!"',
  188. '"Try to keep up with me!"',
  189. '"I\'ve grown again!"',
  190. ],# Do not remove this.
  191. #------------------------------------------------------------------------
  192. :drops => [ # Occurs as initial victory quote.
  193. '"I\'ll be taking these."',
  194. '"To the victor goes the spoils."',
  195. '"The enemies dropped something!"',
  196. '"Hey, what\'s this?"',
  197. ],# Do not remove this.
  198. #------------------------------------------------------------------------
  199. } # Do not remove this.
  200.  
  201. end # VICTORY_AFTERMATH
  202. end # YEA
  203.  
  204. #==============================================================================
  205. # ▼ Editting anything past this point may potentially result in causing
  206. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  207. # halitosis so edit at your own risk.
  208. #==============================================================================
  209.  
  210. module YEA
  211. module REGEXP
  212. module BASEITEM
  213.  
  214. NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
  215.  
  216. WIN_QUOTE_ON = /<(?:WIN_QUOTES|win quote|win quotes)>/i
  217. WIN_QUOTE_OFF = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
  218. LEVEL_QUOTE_ON = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
  219. LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
  220. DROPS_QUOTE_ON = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  221. DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
  222.  
  223. end # BASEITEM
  224. end # REGEXP
  225. end # YEA
  226.  
  227. #==============================================================================
  228. # ■ Switch
  229. #==============================================================================
  230.  
  231. module Switch
  232.  
  233. #--------------------------------------------------------------------------
  234. # self.skip_aftermath
  235. #--------------------------------------------------------------------------
  236. def self.skip_aftermath
  237. return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
  238. return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
  239. end
  240.  
  241. #--------------------------------------------------------------------------
  242. # self.skip_aftermath_music
  243. #--------------------------------------------------------------------------
  244. def self.skip_aftermath_music
  245. return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0
  246. return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]
  247. end
  248.  
  249. end # Switch
  250.  
  251. #==============================================================================
  252. # ■ Numeric
  253. #==============================================================================
  254.  
  255. class Numeric
  256.  
  257. #--------------------------------------------------------------------------
  258. # new method: group_digits
  259. #--------------------------------------------------------------------------
  260. unless $imported["YEA-CoreEngine"]
  261. def group; return self.to_s; end
  262. end # $imported["YEA-CoreEngine"]
  263.  
  264. end # Numeric
  265.  
  266. #==============================================================================
  267. # ■ DataManager
  268. #==============================================================================
  269.  
  270. module DataManager
  271.  
  272. #--------------------------------------------------------------------------
  273. # alias method: load_database
  274. #--------------------------------------------------------------------------
  275. class <<self; alias load_database_va load_database; end
  276. def self.load_database
  277. load_database_va
  278. load_notetags_va
  279. end
  280.  
  281. #--------------------------------------------------------------------------
  282. # new method: load_notetags_va
  283. #--------------------------------------------------------------------------
  284. def self.load_notetags_va
  285. groups = [$data_actors, $data_classes]
  286. for group in groups
  287. for obj in group
  288. next if obj.nil?
  289. obj.load_notetags_va
  290. end
  291. end
  292. end
  293.  
  294. end # DataManager
  295.  
  296. #==============================================================================
  297. # ■ RPG::BaseItem
  298. #==============================================================================
  299.  
  300. class RPG::BaseItem
  301.  
  302. #--------------------------------------------------------------------------
  303. # public instance variables
  304. #--------------------------------------------------------------------------
  305. attr_accessor :win_quotes
  306. attr_accessor :level_quotes
  307. attr_accessor :drops_quotes
  308.  
  309. #--------------------------------------------------------------------------
  310. # common cache: load_notetags_va
  311. #--------------------------------------------------------------------------
  312. def load_notetags_va
  313. @win_quotes = [""]
  314. @level_quotes = [""]
  315. @drops_quotes = [""]
  316. @victory_quote_type = nil
  317. #---
  318. self.note.split(/[\r\n]+/).each { |line|
  319. case line
  320. #---
  321. when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
  322. @victory_quote_type = :win_quote
  323. when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
  324. @victory_quote_type = nil
  325. when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
  326. @victory_quote_type = :level_quote
  327. when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
  328. @victory_quote_type = nil
  329. when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
  330. @victory_quote_type = :drops_quote
  331. when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
  332. @victory_quote_type = nil
  333. #---
  334. when YEA::REGEXP::BASEITEM::NEW_QUOTE
  335. case @victory_quote_type
  336. when nil; next
  337. when :win_quote; @win_quotes.push("")
  338. when :level_quote; @level_quotes.push("")
  339. when :drops_quote; @drops_quotes.push("")
  340. end
  341. #---
  342. else
  343. case @victory_quote_type
  344. when nil; next
  345. when :win_quote; @win_quotes[@win_quotes.size-1] += line.to_s
  346. when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
  347. when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
  348. end
  349. end
  350. } # self.note.split
  351. #---
  352. return unless self.is_a?(RPG::Class)
  353. quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
  354. @win_quotes = quotes[:win].clone if @win_quotes == [""]
  355. @level_quotes = quotes[:level].clone if @level_quotes == [""]
  356. @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
  357. end
  358.  
  359. end # RPG::BaseItem
  360.  
  361. #==============================================================================
  362. # ■ BattleManager
  363. #==============================================================================
  364.  
  365. module BattleManager
  366.  
  367. #--------------------------------------------------------------------------
  368. # overwrite method: self.process_victory
  369. #--------------------------------------------------------------------------
  370. def self.process_victory
  371. if $imported["YEA-CommandAutobattle"]
  372. SceneManager.scene.close_disable_autobattle_window
  373. end
  374. return skip_aftermath if Switch.skip_aftermath
  375. play_battle_end_me
  376. gain_jp if $imported["YEA-JPManager"]
  377. display_exp
  378. gain_exp
  379. gain_gold
  380. gain_drop_items
  381. close_windows
  382. SceneManager.return
  383. replay_bgm_and_bgs
  384. battle_end(0)
  385. return true
  386. end
  387.  
  388. #--------------------------------------------------------------------------
  389. # new method: self.skip_aftermath
  390. #--------------------------------------------------------------------------
  391. def self.skip_aftermath
  392. $game_party.all_members.each do |actor|
  393. actor.gain_exp($game_troop.exp_total)
  394. end
  395. $game_party.gain_gold($game_troop.gold_total)
  396. $game_troop.make_drop_items.each do |item|
  397. $game_party.gain_item(item, 1)
  398. end
  399. close_windows
  400. SceneManager.return
  401. replay_bgm_and_bgs
  402. battle_end(0)
  403. end
  404.  
  405. #--------------------------------------------------------------------------
  406. # overwrite method: self.play_battle_end_me
  407. #--------------------------------------------------------------------------
  408. def self.play_battle_end_me
  409. return if Switch.skip_aftermath_music
  410. $game_system.battle_end_me.play
  411. YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
  412. end
  413.  
  414. #--------------------------------------------------------------------------
  415. # new method: self.set_victory_text
  416. #--------------------------------------------------------------------------
  417. def self.set_victory_text(actor, type)
  418. text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
  419. text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
  420. text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
  421. $game_message.face_name = actor.face_name
  422. $game_message.face_index = actor.face_index
  423. $game_message.add(text)
  424. wait_for_message
  425. end
  426.  
  427. #--------------------------------------------------------------------------
  428. # overwrite method: self.display_exp
  429. #--------------------------------------------------------------------------
  430. def self.display_exp
  431. SceneManager.scene.show_victory_display_exp
  432. actor = $game_party.random_target
  433. @victory_actor = actor
  434. set_victory_text(@victory_actor, :win)
  435. end
  436.  
  437. #--------------------------------------------------------------------------
  438. # overwrite method: self.gain_exp
  439. #--------------------------------------------------------------------------
  440. def self.gain_exp
  441. $game_party.all_members.each do |actor|
  442. temp_actor = Marshal.load(Marshal.dump(actor))
  443. actor.gain_exp($game_troop.exp_total)
  444. next if actor.level == temp_actor.level
  445. SceneManager.scene.show_victory_level_up(actor, temp_actor)
  446. set_victory_text(actor, :level)
  447. wait_for_message
  448. end
  449. end
  450.  
  451. #--------------------------------------------------------------------------
  452. # overwrite method: self.gain_gold
  453. #--------------------------------------------------------------------------
  454. def self.gain_gold
  455. $game_party.gain_gold($game_troop.gold_total)
  456. end
  457.  
  458. #--------------------------------------------------------------------------
  459. # overwrite method: self.gain_drop_items
  460. #--------------------------------------------------------------------------
  461. def self.gain_drop_items
  462. drops = []
  463. $game_troop.make_drop_items.each do |item|
  464. $game_party.gain_item(item, 1)
  465. drops.push(item)
  466. end
  467. SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
  468. set_victory_text(@victory_actor, :drops)
  469. wait_for_message
  470. end
  471.  
  472. #--------------------------------------------------------------------------
  473. # new method: self.close_windows
  474. #--------------------------------------------------------------------------
  475. def self.close_windows
  476. SceneManager.scene.close_victory_windows
  477. end
  478.  
  479. #--------------------------------------------------------------------------
  480. # alias method: load_database
  481. #--------------------------------------------------------------------------
  482. class <<self; alias battle_end_va battle_end; end
  483. def self.battle_end(result)
  484. battle_end_va(result)
  485. return if result == 2
  486. return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
  487. event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
  488. $game_temp.reserve_common_event(event_id)
  489. end
  490.  
  491. end # BattleManager
  492.  
  493. #==============================================================================
  494. # ■ Game_Actor
  495. #==============================================================================
  496.  
  497. class Game_Actor < Game_Battler
  498.  
  499. #--------------------------------------------------------------------------
  500. # overwrite method: gain_exp
  501. #--------------------------------------------------------------------------
  502. def gain_exp(exp)
  503. enabled = !SceneManager.scene_is?(Scene_Battle)
  504. change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
  505. end
  506.  
  507. #--------------------------------------------------------------------------
  508. # new method: victory_quotes
  509. #--------------------------------------------------------------------------
  510. def victory_quotes(type)
  511. case type
  512. when :win
  513. return self.actor.win_quotes if self.actor.win_quotes != [""]
  514. return self.class.win_quotes
  515. when :level
  516. return self.actor.level_quotes if self.actor.level_quotes != [""]
  517. return self.class.level_quotes
  518. when :drops
  519. return self.actor.drops_quotes if self.actor.drops_quotes != [""]
  520. return self.class.drops_quotes
  521. else
  522. return ["NOTEXT"]
  523. end
  524. end
  525.  
  526. end # Game_Actor
  527.  
  528. #==============================================================================
  529. # ■ Window_VictoryTitle
  530. #==============================================================================
  531.  
  532. class Window_VictoryTitle < Window_Base
  533.  
  534. #--------------------------------------------------------------------------
  535. # initialize
  536. #--------------------------------------------------------------------------
  537. def initialize
  538. super(0, 0, Graphics.width, fitting_height(1))
  539. self.z = 200
  540. self.openness = 0
  541. end
  542.  
  543. #--------------------------------------------------------------------------
  544. # refresh
  545. #--------------------------------------------------------------------------
  546. def refresh(message = "")
  547. contents.clear
  548. draw_text(0, 0, contents.width, line_height, message, 1)
  549. end
  550.  
  551. end # Window_VictoryTitle
  552.  
  553. #==============================================================================
  554. # ■ Window_VictoryEXP_Back
  555. #==============================================================================
  556.  
  557. class Window_VictoryEXP_Back < Window_Selectable
  558.  
  559. #--------------------------------------------------------------------------
  560. # initialize
  561. #--------------------------------------------------------------------------
  562. def initialize
  563. super(0, fitting_height(1), Graphics.width, window_height)
  564. self.z = 200
  565. self.openness = 0
  566. end
  567.  
  568. #--------------------------------------------------------------------------
  569. # window_height
  570. #--------------------------------------------------------------------------
  571. def window_height
  572. return Graphics.height - fitting_height(4) - fitting_height(1)
  573. end
  574.  
  575. #--------------------------------------------------------------------------
  576. # col_max
  577. #--------------------------------------------------------------------------
  578. def col_max; return item_max; end
  579.  
  580. #--------------------------------------------------------------------------
  581. # spacing
  582. #--------------------------------------------------------------------------
  583. def spacing; return 8; end
  584.  
  585. #--------------------------------------------------------------------------
  586. # item_max
  587. #--------------------------------------------------------------------------
  588. def item_max; return $game_party.battle_members.size; end
  589.  
  590. #--------------------------------------------------------------------------
  591. # open
  592. #--------------------------------------------------------------------------
  593. def open
  594. @exp_total = $game_troop.exp_total
  595. super
  596. end
  597.  
  598. #--------------------------------------------------------------------------
  599. # item_rect
  600. #--------------------------------------------------------------------------
  601. def item_rect(index)
  602. rect = Rect.new
  603. rect.width = item_width
  604. rect.height = contents.height
  605. rect.x = index % col_max * (item_width + spacing)
  606. rect.y = index / col_max * item_height
  607. return rect
  608. end
  609.  
  610. #--------------------------------------------------------------------------
  611. # draw_item
  612. #--------------------------------------------------------------------------
  613. def draw_item(index)
  614. actor = $game_party.battle_members[index]
  615. return if actor.nil?
  616. rect = item_rect(index)
  617. reset_font_settings
  618. draw_actor_name(actor, rect)
  619. draw_exp_gain(actor, rect)
  620. draw_jp_gain(actor, rect)
  621. draw_actor_face(actor, rect)
  622. end
  623.  
  624. #--------------------------------------------------------------------------
  625. # draw_actor_name
  626. #--------------------------------------------------------------------------
  627. def draw_actor_name(actor, rect)
  628. name = actor.name
  629. draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
  630. end
  631.  
  632. #--------------------------------------------------------------------------
  633. # draw_actor_face
  634. #--------------------------------------------------------------------------
  635. def draw_actor_face(actor, rect)
  636. face_name = actor.face_name
  637. face_index = actor.face_index
  638. bitmap = Cache.face(face_name)
  639. rw = [rect.width, 96].min
  640. face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
  641. rx = (rect.width - rw) / 2 + rect.x
  642. contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
  643. end
  644.  
  645. #--------------------------------------------------------------------------
  646. # draw_exp_gain
  647. #--------------------------------------------------------------------------
  648. def draw_exp_gain(actor, rect)
  649. dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  650. dy = rect.y + line_height * 3 + 96
  651. fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
  652. text = sprintf(fmt, actor_exp_gain(actor).group)
  653. contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  654. change_color(power_up_color)
  655. draw_text(rect.x, dy, dw, line_height, text, 2)
  656. end
  657.  
  658. #--------------------------------------------------------------------------
  659. # actor_exp_gain
  660. #--------------------------------------------------------------------------
  661. def actor_exp_gain(actor)
  662. n = @exp_total * actor.final_exp_rate
  663. return n.to_i
  664. end
  665.  
  666. #--------------------------------------------------------------------------
  667. # draw_jp_gain
  668. #--------------------------------------------------------------------------
  669. def draw_jp_gain(actor, rect)
  670. return unless $imported["YEA-JPManager"]
  671. dw = rect.width - (rect.width - [rect.width, 96].min) / 2
  672. dy = rect.y + line_height * 4 + 96
  673. fmt = YEA::JP::VICTORY_AFTERMATH
  674. text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
  675. contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  676. change_color(power_up_color)
  677. draw_text(rect.x, dy, dw, line_height, text, 2)
  678. end
  679.  
  680. #--------------------------------------------------------------------------
  681. # actor_jp_gain
  682. #--------------------------------------------------------------------------
  683. def actor_jp_gain(actor)
  684. n = actor.battle_jp_earned
  685. if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
  686. n += YEA::JP::LEVEL_UP unless actor.max_level?
  687. end
  688. return n
  689. end
  690.  
  691. end # Window_VictoryEXP_Back
  692.  
  693. #==============================================================================
  694. # ■ Window_VictoryEXP_Front
  695. #==============================================================================
  696.  
  697. class Window_VictoryEXP_Front < Window_VictoryEXP_Back
  698.  
  699. #--------------------------------------------------------------------------
  700. # initialize
  701. #--------------------------------------------------------------------------
  702. def initialize
  703. super
  704. self.back_opacity = 0
  705. @ticks = 0
  706. @counter = 30
  707. contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  708. end
  709.  
  710. #--------------------------------------------------------------------------
  711. # update
  712. #--------------------------------------------------------------------------
  713. def update
  714. super
  715. update_tick
  716. end
  717.  
  718. #--------------------------------------------------------------------------
  719. # update_tick
  720. #--------------------------------------------------------------------------
  721. def update_tick
  722. return unless self.openness >= 255
  723. return unless self.visible
  724. return if complete_ticks?
  725. @counter -= 1
  726. return unless @counter <= 0
  727. return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
  728. YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
  729. @counter = 4
  730. @ticks += 1
  731. refresh
  732. end
  733.  
  734. #--------------------------------------------------------------------------
  735. # complete_ticks?
  736. #--------------------------------------------------------------------------
  737. def complete_ticks?
  738. for actor in $game_party.battle_members
  739. total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  740. bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  741. now_exp = actor.exp - actor.current_level_exp + bonus_exp
  742. next_exp = actor.next_level_exp - actor.current_level_exp
  743. rate = now_exp * 1.0 / next_exp
  744. return false if rate < 1.0
  745. end
  746. return true
  747. end
  748.  
  749. #--------------------------------------------------------------------------
  750. # draw_item
  751. #--------------------------------------------------------------------------
  752. def draw_item(index)
  753. actor = $game_party.battle_members[index]
  754. return if actor.nil?
  755. rect = item_rect(index)
  756. draw_actor_exp(actor, rect)
  757. end
  758.  
  759. #--------------------------------------------------------------------------
  760. # exp_gauge1
  761. #--------------------------------------------------------------------------
  762. def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
  763.  
  764. #--------------------------------------------------------------------------
  765. # exp_gauge2
  766. #--------------------------------------------------------------------------
  767. def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
  768.  
  769. #--------------------------------------------------------------------------
  770. # lvl_gauge1
  771. #--------------------------------------------------------------------------
  772. def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
  773.  
  774. #--------------------------------------------------------------------------
  775. # lvl_gauge2
  776. #--------------------------------------------------------------------------
  777. def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
  778.  
  779. #--------------------------------------------------------------------------
  780. # draw_actor_exp
  781. #--------------------------------------------------------------------------
  782. def draw_actor_exp(actor, rect)
  783. if actor.max_level?
  784. draw_exp_gauge(actor, rect, 1.0)
  785. return
  786. end
  787. total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
  788. bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
  789. now_exp = actor.exp - actor.current_level_exp + bonus_exp
  790. next_exp = actor.next_level_exp - actor.current_level_exp
  791. rate = now_exp * 1.0 / next_exp
  792. draw_exp_gauge(actor, rect, rate)
  793. end
  794.  
  795. #--------------------------------------------------------------------------
  796. # draw_exp_gauge
  797. #--------------------------------------------------------------------------
  798. def draw_exp_gauge(actor, rect, rate)
  799. rate = [[rate, 1.0].min, 0.0].max
  800. dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
  801. dy = rect.y + line_height * 2 + 96
  802. dw = [rect.width, 96].min
  803. colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
  804. colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
  805. draw_gauge(dx, dy, dw, rate, colour1, colour2)
  806. fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
  807. text = sprintf(fmt, [rate * 100, 100.00].min)
  808. if [rate * 100, 100.00].min == 100.00
  809. text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
  810. text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
  811. end
  812. draw_text(dx, dy, dw, line_height, text, 1)
  813. end
  814.  
  815. end # Window_VictoryEXP_Front
  816.  
  817. #==============================================================================
  818. # ■ Window_VictoryLevelUp
  819. #==============================================================================
  820.  
  821. class Window_VictoryLevelUp < Window_Base
  822.  
  823. #--------------------------------------------------------------------------
  824. # initialize
  825. #--------------------------------------------------------------------------
  826. def initialize
  827. super(0, fitting_height(1), Graphics.width, window_height)
  828. self.z = 200
  829. hide
  830. end
  831.  
  832. #--------------------------------------------------------------------------
  833. # window_height
  834. #--------------------------------------------------------------------------
  835. def window_height
  836. return Graphics.height - fitting_height(4) - fitting_height(1)
  837. end
  838.  
  839. #--------------------------------------------------------------------------
  840. # refresh
  841. #--------------------------------------------------------------------------
  842. def refresh(actor, temp_actor)
  843. contents.clear
  844. reset_font_settings
  845. YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
  846. draw_actor_changes(actor, temp_actor)
  847. end
  848.  
  849. #--------------------------------------------------------------------------
  850. # draw_actor_changes
  851. #--------------------------------------------------------------------------
  852. def draw_actor_changes(actor, temp_actor)
  853. dx = contents.width / 16
  854. draw_actor_image(actor, temp_actor, dx)
  855. draw_param_names(actor, dx)
  856. draw_former_stats(temp_actor)
  857. draw_arrows
  858. draw_newer_stats(actor, temp_actor)
  859. draw_new_skills(actor, temp_actor)
  860. end
  861.  
  862. #--------------------------------------------------------------------------
  863. # draw_actor_image
  864. #--------------------------------------------------------------------------
  865. def draw_actor_image(actor, temp_actor, dx)
  866. draw_text(dx, line_height, 96, line_height, actor.name, 1)
  867. draw_actor_face(actor, dx, line_height * 2)
  868. exp = actor.exp - temp_actor.exp
  869. text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
  870. change_color(power_up_color)
  871. contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  872. draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
  873. reset_font_settings
  874. end
  875.  
  876. #--------------------------------------------------------------------------
  877. # draw_param_names
  878. #--------------------------------------------------------------------------
  879. def draw_param_names(actor, dx)
  880. dx += 108
  881. change_color(system_color)
  882. text = Vocab.level
  883. draw_text(dx, 0, contents.width - dx, line_height, text)
  884. dy = 0
  885. for i in 0...8
  886. dy += line_height
  887. text = Vocab.param(i)
  888. draw_text(dx, dy, contents.width - dx, line_height, text)
  889. end
  890. end
  891.  
  892. #--------------------------------------------------------------------------
  893. # draw_former_stats
  894. #--------------------------------------------------------------------------
  895. def draw_former_stats(actor)
  896. dw = contents.width / 2 - 12
  897. dy = 0
  898. change_color(normal_color)
  899. draw_text(0, dy, dw, line_height, actor.level.group, 2)
  900. for i in 0...8
  901. dy += line_height
  902. draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
  903. end
  904. end
  905.  
  906. #--------------------------------------------------------------------------
  907. # draw_arrows
  908. #--------------------------------------------------------------------------
  909. def draw_arrows
  910. dx = contents.width / 2 - 12
  911. dy = 0
  912. change_color(system_color)
  913. for i in 0..8
  914. draw_text(dx, dy, 24, line_height, "→", 1)
  915. dy += line_height
  916. end
  917. end
  918.  
  919. #--------------------------------------------------------------------------
  920. # draw_newer_stats
  921. #--------------------------------------------------------------------------
  922. def draw_newer_stats(actor, temp_actor)
  923. dx = contents.width / 2 + 12
  924. dw = contents.width - dx
  925. dy = 0
  926. change_color(param_change_color(actor.level - temp_actor.level))
  927. draw_text(dx, dy, dw, line_height, actor.level.group, 0)
  928. for i in 0...8
  929. dy += line_height
  930. change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
  931. draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
  932. end
  933. end
  934.  
  935. #--------------------------------------------------------------------------
  936. # draw_new_skills
  937. #--------------------------------------------------------------------------
  938. def draw_new_skills(actor, temp_actor)
  939. return if temp_actor.skills.size == actor.skills.size
  940. dw = 172 + 24
  941. dx = contents.width - dw
  942. change_color(system_color)
  943. text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
  944. draw_text(dx, 0, dw, line_height, text, 0)
  945. end
  946.  
  947. end # Window_VictoryLevelUp
  948.  
  949. #==============================================================================
  950. # ■ Window_VictorySkills
  951. #==============================================================================
  952.  
  953. class Window_VictorySkills < Window_Selectable
  954.  
  955. #--------------------------------------------------------------------------
  956. # initialize
  957. #--------------------------------------------------------------------------
  958. def initialize
  959. dy = fitting_height(1) + 24
  960. dw = 172 + 24 + 24
  961. dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
  962. super(Graphics.width - dw, dy, dw, dh)
  963. self.opacity = 0
  964. self.z = 200
  965. hide
  966. end
  967.  
  968. #--------------------------------------------------------------------------
  969. # item_max
  970. #--------------------------------------------------------------------------
  971. def item_max; return @data.nil? ? 0 : @data.size; end
  972.  
  973. #--------------------------------------------------------------------------
  974. # refresh
  975. #--------------------------------------------------------------------------
  976. def refresh(actor, temp_actor)
  977. contents.clear
  978. if actor.skills.size == temp_actor.skills.size
  979. unselect
  980. @data = []
  981. create_contents
  982. return
  983. end
  984. @data = actor.skills - temp_actor.skills
  985. if @data.size > 8
  986. select(0)
  987. activate
  988. else
  989. unselect
  990. deactivate
  991. end
  992. create_contents
  993. draw_all_items
  994. end
  995.  
  996. #--------------------------------------------------------------------------
  997. # refresh
  998. #--------------------------------------------------------------------------
  999. def draw_item(index)
  1000. rect = item_rect(index)
  1001. skill = @data[index]
  1002. return if skill.nil?
  1003. rect.width -= 4
  1004. draw_item_name(skill, rect.x, rect.y, true)
  1005. end
  1006.  
  1007. end # Window_VictorySkills
  1008.  
  1009. #==============================================================================
  1010. # ■ Window_VictorySpoils
  1011. #==============================================================================
  1012.  
  1013. class Window_VictorySpoils < Window_ItemList
  1014.  
  1015. #--------------------------------------------------------------------------
  1016. # initialize
  1017. #--------------------------------------------------------------------------
  1018. def initialize
  1019. super(0, fitting_height(1), Graphics.width, window_height)
  1020. self.z = 200
  1021. hide
  1022. end
  1023.  
  1024. #--------------------------------------------------------------------------
  1025. # window_height
  1026. #--------------------------------------------------------------------------
  1027. def window_height
  1028. return Graphics.height - fitting_height(4) - fitting_height(1)
  1029. end
  1030.  
  1031. #--------------------------------------------------------------------------
  1032. # spacing
  1033. #--------------------------------------------------------------------------
  1034. def spacing; return 32; end
  1035.  
  1036. #--------------------------------------------------------------------------
  1037. # make
  1038. #--------------------------------------------------------------------------
  1039. def make(gold, drops)
  1040. @gold = gold
  1041. @drops = drops
  1042. refresh
  1043. select(0)
  1044. activate
  1045. end
  1046.  
  1047. #--------------------------------------------------------------------------
  1048. # make_item_list
  1049. #--------------------------------------------------------------------------
  1050. def make_item_list
  1051. @data = [nil]
  1052. items = {}
  1053. weapons = {}
  1054. armours = {}
  1055. @goods = {}
  1056. for item in @drops
  1057. case item
  1058. when RPG::Item
  1059. items[item] = 0 if items[item].nil?
  1060. items[item] += 1
  1061. when RPG::Weapon
  1062. weapons[item] = 0 if weapons[item].nil?
  1063. weapons[item] += 1
  1064. when RPG::Armor
  1065. armours[item] = 0 if armours[item].nil?
  1066. armours[item] += 1
  1067. end
  1068. end
  1069. items = items.sort { |a,b| a[0].id <=> b[0].id }
  1070. weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
  1071. armours = armours.sort { |a,b| a[0].id <=> b[0].id }
  1072. for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1073. for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1074. for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
  1075. end
  1076.  
  1077. #--------------------------------------------------------------------------
  1078. # draw_item
  1079. #--------------------------------------------------------------------------
  1080. def draw_item(index)
  1081. item = @data[index]
  1082. rect = item_rect(index)
  1083. reset_font_settings
  1084. if item.nil?
  1085. draw_gold(rect)
  1086. return
  1087. end
  1088. rect.width -= 4
  1089. draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
  1090. draw_item_number(rect, item)
  1091. end
  1092.  
  1093. #--------------------------------------------------------------------------
  1094. # draw_gold
  1095. #--------------------------------------------------------------------------
  1096. def draw_gold(rect)
  1097. text = Vocab.currency_unit
  1098. draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
  1099. end
  1100.  
  1101. #--------------------------------------------------------------------------
  1102. # draw_item_number
  1103. #--------------------------------------------------------------------------
  1104. def draw_item_number(rect, item)
  1105. number = @goods[item].group
  1106. if $imported["YEA-AdjustLimits"]
  1107. contents.font.size = YEA::LIMIT::ITEM_FONT
  1108. text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
  1109. draw_text(rect, text, 2)
  1110. else
  1111. draw_text(rect, sprintf(":%s", number), 2)
  1112. end
  1113. end
  1114.  
  1115. end # Window_VictorySpoils
  1116.  
  1117. #==============================================================================
  1118. # ■ Scene_Battle
  1119. #==============================================================================
  1120.  
  1121. class Scene_Battle < Scene_Base
  1122.  
  1123. #--------------------------------------------------------------------------
  1124. # alias method: create_all_windows
  1125. #--------------------------------------------------------------------------
  1126. alias scene_battle_create_all_windows_va create_all_windows
  1127. def create_all_windows
  1128. scene_battle_create_all_windows_va
  1129. create_victory_aftermath_windows
  1130. end
  1131.  
  1132. #--------------------------------------------------------------------------
  1133. # new method: create_victory_aftermath_windows
  1134. #--------------------------------------------------------------------------
  1135. def create_victory_aftermath_windows
  1136. @victory_title_window = Window_VictoryTitle.new
  1137. @victory_exp_window_back = Window_VictoryEXP_Back.new
  1138. @victory_exp_window_front = Window_VictoryEXP_Front.new
  1139. @victory_level_window = Window_VictoryLevelUp.new
  1140. @victory_level_skills = Window_VictorySkills.new
  1141. @victory_spoils_window = Window_VictorySpoils.new
  1142. end
  1143.  
  1144. #--------------------------------------------------------------------------
  1145. # new method: show_victory_display_exp
  1146. #--------------------------------------------------------------------------
  1147. def show_victory_display_exp
  1148. @victory_title_window.open
  1149. name = $game_party.battle_members[0].name
  1150. fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
  1151. name = sprintf(fmt, name) if $game_party.battle_members.size > 1
  1152. fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
  1153. text = sprintf(fmt, name)
  1154. @victory_title_window.refresh(text)
  1155. #---
  1156. @victory_exp_window_back.open
  1157. @victory_exp_window_back.refresh
  1158. @victory_exp_window_front.open
  1159. @victory_exp_window_front.refresh
  1160. end
  1161.  
  1162. #--------------------------------------------------------------------------
  1163. # new method: show_victory_level_up
  1164. #--------------------------------------------------------------------------
  1165. def show_victory_level_up(actor, temp_actor)
  1166. @victory_exp_window_back.hide
  1167. @victory_exp_window_front.hide
  1168. #---
  1169. fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
  1170. text = sprintf(fmt, actor.name)
  1171. @victory_title_window.refresh(text)
  1172. #---
  1173. @victory_level_window.show
  1174. @victory_level_window.refresh(actor, temp_actor)
  1175. @victory_level_skills.show
  1176. @victory_level_skills.refresh(actor, temp_actor)
  1177. end
  1178.  
  1179. #--------------------------------------------------------------------------
  1180. # new method: show_victory_spoils
  1181. #--------------------------------------------------------------------------
  1182. def show_victory_spoils(gold, drops)
  1183. @victory_exp_window_back.hide
  1184. @victory_exp_window_front.hide
  1185. @victory_level_window.hide
  1186. @victory_level_skills.hide
  1187. #---
  1188. text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
  1189. @victory_title_window.refresh(text)
  1190. #---
  1191. @victory_spoils_window.show
  1192. @victory_spoils_window.make(gold, drops)
  1193. end
  1194.  
  1195. #--------------------------------------------------------------------------
  1196. # new method: close_victory_windows
  1197. #--------------------------------------------------------------------------
  1198. def close_victory_windows
  1199. @victory_title_window.close
  1200. @victory_exp_window_back.close
  1201. @victory_exp_window_front.close
  1202. @victory_level_window.close
  1203. @victory_level_skills.close
  1204. @victory_spoils_window.close
  1205. wait(16)
  1206. end
  1207.  
  1208. end # Scene_Battle
  1209.  
  1210. #==============================================================================
  1211. #
  1212. # ▼ End of File
  1213. #
  1214. #==============================================================================
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