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Battle Result

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pokeball A3DOffline
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Rep:
Level 86
this is a script i made, it change the way battle result shown

and this is what it can do :
- Exp & Gold have rolling effect
- notice level up and new skill learned
- item page is changeable in case received item more than 4

Code: [Select]
#=================================================================
# ? Battle Result by A3D Ver. 1.02
# Useful                       : show battle result in a different way
# Effect to default script : this code will replace methode "start_phase5" & "update_phase5"  in Scene_Battle
# How to install             : in script editor, insert all the code above main
# Note                          : this script is for non-commercial use only, give credit if use
# Contact                      : A3D (hyper_s@hotmail.com)
#=================================================================

module A3D
  WAIT_WINDOW_APPEAR = 60
  WAIT_RUNNING_NUMBER = 20
  STEP_EXP = 1
  STEP_GOLD = 1
  SE_LEVELUP = ["007-System07", 100, 100]
  SE_NEWSKILL = ["007-System07", 100, 100]
  FONT_NAME = "Tahoma"
  FONT_SIZE = 22
end

#==============================================================================
# ? Scene_Battle
#==============================================================================

class Scene_Battle
 
  #--------------------------------------------------------------------------
  # ? After battle phase start
  #--------------------------------------------------------------------------
  def start_phase5
    # It moves to phase 5
    @phase = 5
    # Performing battle end ME
    $game_system.me_play($game_system.battle_end_me)
    # You reset to BGM before the battle starting
    $game_system.bgm_play($game_temp.map_bgm)
    # Initializing EXP, the gold and the treasure
    exp = 0
    gold = 0
    treasures = []
    # Loop
    for enemy in $game_troop.enemies
      # When the enemy hides and it is not state
      unless enemy.hidden
        # Adding acquisition EXP and the gold
        exp += enemy.exp
        gold += enemy.gold
        # Treasure appearance decision
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    # Treasure acquisition
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    # Create Variable & Window
    @phase5_step = 1
    @wait_window_appear = A3D::WAIT_WINDOW_APPEAR
    @wait_running_number = A3D::WAIT_RUNNING_NUMBER
    @resultreceive_window = Window_ResultReceive.new(exp, gold, treasures)
    @resultgold_window = Window_ResultGold.new
    @resultparty_window = Window_ResultParty.new
    @actor_level_before = []
    @resultlevel_window = []
    @resultskill_window = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      @actor_level_before[i] = actor.level
      @resultlevel_window[i] = Window_ResultLevel.new(i)
      @resultskill_window[i] = Window_ResultSkill.new(i)
    end
  end
  #--------------------------------------------------------------------------
  # ? Update Phase 5
  #--------------------------------------------------------------------------
  def update_phase5
    case @phase5_step
    when 1  # EXP & Gold Phase
      update_phase5_step1
    when 2  # Skill Phase
      update_phase5_step2
    when 3  # Delete Window Phase
      update_phase5_step3
    end
  end
  #--------------------------------------------------------------------------
  # ? Update Phase 5 Step 1
  #--------------------------------------------------------------------------
  def update_phase5_step1
    # Wait Count Before Window Appear
    if @wait_window_appear > 0
      @wait_window_appear -= 1
      if @wait_window_appear == 0
        @resultreceive_window.visible = true
        @resultgold_window.visible = true
        @resultparty_window.visible = true
        $game_temp.battle_main_phase = false
      end
      return
    end
    # Wait Count Before Running Number
    if @wait_running_number > 0
      @wait_running_number -= 1
      return
    end
    # Change Item Page
    if Input.trigger?(Input::RIGHT)
      if @resultreceive_window.max_page != 1
        $game_system.se_play($data_system.cursor_se)
        @resultreceive_window.page = @resultreceive_window.page == 1 ? 2 : 1
        @resultreceive_window.refresh
      end
    end
    # EXP & Gold Rolling
    if (@resultreceive_window.exp != 0 || @resultreceive_window.gold != 0)
      # Input C to Shortcut Calculation
      if Input.trigger?(Input::C)
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          level_before = actor.level
          actor.exp += @resultreceive_window.exp
          if actor.level > level_before
            @resultlevel_window[i].visible = true
            Audio.se_play("Audio/SE/" + A3D::SE_LEVELUP[0], A3D::SE_LEVELUP[1], A3D::SE_LEVELUP[2])
          end
        end
        $game_party.gain_gold(@resultreceive_window.gold)
        @resultreceive_window.exp = 0
        @resultreceive_window.gold = 0
        @resultreceive_window.refresh
        @resultgold_window.refresh
        @resultparty_window.refresh
      end
      # EXP
      if @resultreceive_window.exp != 0
        step_exp = @resultreceive_window.exp >= A3D::STEP_EXP.abs ? A3D::STEP_EXP.abs : @resultreceive_window.exp
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          if actor.next_rest_exp <= step_exp && actor.next_rest_exp != 0
            @resultlevel_window[i].visible = true
            Audio.se_play("Audio/SE/" + A3D::SE_LEVELUP[0], A3D::SE_LEVELUP[1], A3D::SE_LEVELUP[2])
          end
          actor.exp += step_exp
        end
        @resultreceive_window.exp -= step_exp
        @resultreceive_window.refresh
        @resultparty_window.refresh
      end
      # Gold
      if @resultreceive_window.gold != 0
        step_gold = @resultreceive_window.gold >= A3D::STEP_GOLD.abs ? A3D::STEP_GOLD.abs : @resultreceive_window.gold
        $game_party.gain_gold(step_gold)
        @resultreceive_window.gold -= step_gold
        @resultreceive_window.refresh
        @resultgold_window.refresh
      end
      return
    end
    # Input C to Bypass Step
    if Input.trigger?(Input::C)
      @phase5_step = 2
      return
    end
  end
  #--------------------------------------------------------------------------
  # ? Update Phase 5 Step 2
  #--------------------------------------------------------------------------
  def update_phase5_step2
    # Change Item Page
    if Input.trigger?(Input::RIGHT)
      if @resultreceive_window.max_page != 1
        $game_system.se_play($data_system.cursor_se)
        @resultreceive_window.page = @resultreceive_window.page == 1 ? 2 : 1
        @resultreceive_window.refresh
      end
    end
    # Initialize Skill Phase
    if @initialized_skill_phase == nil
      for i in 0...$game_party.actors.size
        actor = $game_party.actors[i]
        for skill in $data_classes[actor.class_id].learnings
          if skill.level > @actor_level_before[i] && skill.level <= actor.level
            Audio.se_play("Audio/SE/" + A3D::SE_NEWSKILL[0], A3D::SE_NEWSKILL[1], A3D::SE_NEWSKILL[2])
            @resultskill_window[i].skill_id = skill.skill_id
            @resultskill_window[i].visible = true
            @resultskill_window[i].refresh
            @skill_phase_active = true
          end
        end
      end
      @initialized_skill_phase = true
    end
    # If Skill Phase Active, Show Window
    if @skill_phase_active != nil
      if @resultskill_window[0].x != 456
        for i in 0...$game_party.actors.size
          @resultskill_window[i].x -= 23
        end
        return
      end
    else
      @phase5_step = 3
      return
    end
    # Input C to Bypass Step
    if Input.trigger?(Input::C)
      @phase5_step = 3
      return
    end
  end
  #--------------------------------------------------------------------------
  # ? Update Phase 5 Step 3
  #--------------------------------------------------------------------------
  def update_phase5_step3
    # Delete All Result-Window
    @resultreceive_window.dispose
    @resultgold_window.dispose
    @resultparty_window.dispose
    for i in 0...$game_party.actors.size
      @resultlevel_window[i].dispose
      @resultskill_window[i].dispose
    end
    battle_end(0)
  end
 
end

#==============================================================================
# ? Game_Actor
#==============================================================================

class Game_Actor
 
  def next_rest_exp
    return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp) : 0
  end

end

#==============================================================================
# ? Window_ResultReceive
#==============================================================================

class Window_ResultReceive < Window_Base
  #--------------------------------------------------------------------------
  # ? Attr
  #--------------------------------------------------------------------------
  attr_accessor         :exp
  attr_accessor         :gold
  attr_accessor         :page
  attr_reader            :max_page
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize(exp, gold, treasures)
    super(40, 28, 224, 212)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = A3D::FONT_NAME
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 160
    self.visible = false
    @exp = exp
    @gold = gold
    @treasures = treasures
    @page = 1
    @max_page = treasures.size > 4 ? 2 : 1
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, -8, self.width - 32, 32, "Exp")
    self.contents.draw_text(0, 16, self.width - 32, 32, $data_system.words.gold)
    self.contents.draw_text(0, 40, self.width - 32, 32, $data_system.words.item + " [" + @page.to_s + "/" + @max_page.to_s + "]" )
    self.contents.font.color = normal_color
    self.contents.draw_text(0, -8, self.width - 32, 32, @exp.to_s, 2)
    self.contents.draw_text(0, 16, self.width - 32, 32, @gold.to_s, 2)
    if @treasures.size == 0
      self.contents.draw_text(0, 68, self.width - 32, 32, "< Nothing. >")
    elsif @treasures.size > 4
      bitmap = RPG::Cache.windowskin($game_system.windowskin_name)
      self.contents.blt(184, 116, bitmap, Rect.new(168, 24, 16, 16), 255)
    end
    y = 68
    item_start_index = @page == 1 ? 0 : 4
    for i in item_start_index...@treasures.size
      item = @treasures[i]
      draw_item_name(item, 0, y)
      y += 28
    end
  end
 
end

#==============================================================================
# ? Window_ResultGold
#==============================================================================

class Window_ResultGold < Window_Base
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(40, 240, 224, 52)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = A3D::FONT_NAME
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 160
    self.visible = false
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, -8, self.width - 32, 32, "Total " + $data_system.words.gold)
    self.contents.font.color = normal_color
    self.contents.draw_text(0, -8, self.width - 32, 32, $game_party.gold.to_s, 2)
  end
 
end

#==============================================================================
# ? Window_ResultParty
#==============================================================================

class Window_ResultParty < Window_Base
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(264, 28, 336, 264)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = A3D::FONT_NAME
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 160
    self.visible = false
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      y = 60 * i + 22
      draw_actor_graphic(actor, 24, y + 28 )
      draw_actor_name(actor, 64, y - 28)
      self.contents.font.color = system_color
      self.contents.draw_text(116, y, (self.width - 32), 32, "Lv.")
      self.contents.draw_text(188, y, (self.width - 32), 32, "Next")
      self.contents.font.color = normal_color
      self.contents.draw_text(-140, y, (self.width - 32), 32, actor.level.to_s ,2)
      self.contents.draw_text(0     , y, (self.width - 32), 32, actor.next_rest_exp_s ,2)
    end
  end
 
end

#==============================================================================
# ? Window_ResultLevel
#==============================================================================

class Window_ResultLevel < Window_Base
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize(id)
    super(332, 60 * id + 40, 124, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = A3D::FONT_NAME
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 160
    self.visible = false
    self.z = 200
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(0, -2, self.width - 32, 32, "Level-Up !!", 1)
  end
 
end

#==============================================================================
# ? Window_ResultSkill
#==============================================================================

class Window_ResultSkill < Window_Base
  #--------------------------------------------------------------------------
  # ? Attr
  #--------------------------------------------------------------------------
  attr_accessor         :skill_id
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize(id)
    super(640, 60 * id + 40, 200, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = A3D::FONT_NAME
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 160
    self.visible = false
    self.z = 200
    @skill_id = nil
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if @skill_id == nil
      return
    end
    skill = $data_skills[@skill_id]
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(0, 2, bitmap, Rect.new(0, 0, 24, 24), 255)
    self.contents.font.color = normal_color
    self.contents.draw_text(32, -2, self.width - 64, 32, skill.name)
  end
 
end

« Last Edit: January 19, 2008, 04:27:17 PM by A3D »

*
A Random Custom Title
Rep:
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wah
Looks nice! :) But I just don't like the overlap. :P But I can't find any other way to do it except for opacity = 100% XP

pokeball A3DOffline
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Level 86
Looks nice! :) But I just don't like the overlap. :P But I can't find any other way to do it except for opacity = 100% XP
do you mean this? : self.opacity

you have to adjust
Code: [Select]
self.back_opacity = 160
in the script

i wonder if i understand the thing wrong :P
« Last Edit: January 19, 2008, 05:15:32 PM by A3D »

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A Random Custom Title
Rep:
Level 96
wah
Lol. I know how to do it. Editing a script is much easier than making one. But yeah. W/e XP But useful for others :D Btw, do the skill screens always come up or only when they learn new skills?

pokeball A3DOffline
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only when that person learn new skill :)

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Rep: +0/-0Level 86
Hey! I like the script alot!  ;D
But one thing... the 4th battler along... I find their HP and MP stats are pushed off the screen! This means you cannot see their stats which isn't good...  ???
Have I done something wrong, or could you fix it?  :-[
« Last Edit: February 05, 2008, 07:54:24 PM by Lavoakah »

pokeball A3DOffline
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Rep:
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it has nothing to do with showing HP & MP stats. lol

if you still cannot figure it out, give me your ss.

**
Rep: +0/-0Level 86
Oooh, right. Nevermind, I think I got it... :lol:
Hehe...sorry!  :-[
Awesome script btw! Thanks for your help! ;8

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Rep:
Level 87
This is awesome, but I noticed something.  In your results window, it shows your character sprites.  In mine it shows my battlers.  Is there any way to change that?  Also, is it possible to make the battlers centered if its' only three? Thanks =)

pokeball A3DOffline
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Rep:
Level 86
i draw character sprite by this command.
Code: [Select]
draw_actor_graphic(actor, 24, y + 28 )
it's a default methode of Window_Base.
you have to find out ( in your script ) by yourselve, what happen to this methode. lol

and about battler postion, in Game_Actor find and adjust them.
Code: [Select]
  def screen_x
    if self.index != nil
      return self.index * 160 + 80    # here
    else
      return 0
    end
  end
Code: [Select]
  def screen_y
    return 464                        # here
  end

**
Rep:
Level 87
ah, thanks!

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Level 87
is it possible to have a sound repeat, like a ding over and over again when the exp and the gold are counting down?

pokeball A3DOffline
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Rep:
Level 86
it's possible

find this command under start_phase5
Code: [Select]
    # Performing battle end ME
    $game_system.me_play($game_system.battle_end_me)
    # You reset to BGM before the battle starting
    $game_system.bgm_play($game_temp.map_bgm)
change 2nd line to
Code: [Select]
    $game_system.bgm_play($game_system.battle_end_me)
copy and delete 4th line, and paste them under update_phase5_step3

ps. you have to change your victory-me file position to bgm folder too.
« Last Edit: February 20, 2008, 08:25:17 PM by A3D »

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both of them or just the one I just deleted and copied?

pokeball A3DOffline
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just the one you just deleted and copied.

*
Rep: +0/-0Level 86
HI I am new and I try that script and that dont work,why?

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Level 88
I copied and pasted the script above my main, and nothing happened when i test it out o_o
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Rep: +0/-0Level 70
RMRK Junior
Anyone know if theres a way to make this compatible with Minkoff Battlers?  Seems the victory pose bit of the code and this thing conflict resulting in no more victory pose, which I would really like to keep.

pokeball XimOffline
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Rep: +0/-0Level 73
RMRK Junior
Heh, this is quite a bump, but I would have otherwise not have found this script. It looks pretty awesome, sadly it does not seem to work for me. Or it's at least not compatible with Tankentai Side-view with the CMS add-on...

EDIT: Nevermind, silly me just pasted the posted code wrong. Heheh.

EDIT 2: Although there is a very nasty bug in it. Whenever you allow the exp/gp to count all the way down the game crashes and gives an error that states something about a disposed window in the Windows_Base script. The only idea I have to fit is simply removing that part of the base script, but wouldn't that have some nasty side-effects? Any help would be appreciated.
« Last Edit: April 19, 2011, 03:24:53 PM by Xim »

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De Faalboot - The Failboat
Very nice but i got a small problem;

THe scrpt works fine when i'm fighting monsters that don't drop items, but as soon as i try to attack a monster that can drop an item, the whole game freezes O_o
~~De Faalboot

Biggest of them all

~Silmar's Shadow~
http://rmrk.net/index.php/topic,44500.0.html