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- #==============================================================================
- # Auteur : Zouzaka
- #==============================================================================
- # Id le l'interrupteur qui empeche l'affichage de message en fin de combat :
- DISPLAY_INTERRUPTEUR = 3
- GAIN_INTERRUPTEUR = 4
- # Fin des modifications.
- #==============================================================================
- module BattleManager
- def self.process_victory
- RPG::BGM.stop
- RPG::BGS.stop
- unless $game_switches[DISPLAY_INTERRUPTEUR]
- play_battle_end_me
- $game_message.add(sprintf(Vocab::Victory, $game_party.name))
- display_exp unless $game_switches[GAIN_INTERRUPTEUR]
- end
- unless $game_switches[GAIN_INTERRUPTEUR]
- gain_gold
- gain_drop_items
- gain_exp
- end
- SceneManager.return
- battle_end(0)
- replay_bgm_and_bgs
- return true
- end
- def self.gain_gold
- if $game_troop.gold_total > 0
- text = sprintf(Vocab::ObtainGold, $game_troop.gold_total)
- $game_message.add('\.' + text) unless $game_switches[DISPLAY_INTERRUPTEUR]
- $game_party.gain_gold($game_troop.gold_total)
- end
- wait_for_message unless $game_switches[DISPLAY_INTERRUPTEUR]
- end
- def self.gain_drop_items
- $game_troop.make_drop_items.each do |item|
- $game_party.gain_item(item, 1)
- $game_message.add(sprintf(Vocab::ObtainItem, item.name)) unless $game_switches[DISPLAY_INTERRUPTEUR]
- end
- wait_for_message unless $game_switches[DISPLAY_INTERRUPTEUR]
- end
- end
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