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Scripting and controls

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It worked! Thanx so much! Thats been bugging me for days.

One other thing though, I want to learn scripting, and atm I'm a complete noob at it. What kind of scripting is it? And where should I start?
« Last Edit: September 12, 2011, 10:25:05 AM by axoh17 »
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It's Ruby. And: http://rmrk.net/index.php/topic,1723.0.html

Also, I think GubiD made some tutorials and I'm sure that would be a good resource (so check on hbgames.org). There are also some script-related tutorials in the Tutorials Database, though they are few and I wouldn't say for beginners (at least none that I've seen/remember).

And you could always try just going into the default scripts and playing around with them.

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Thanx MA. Always there to help. That'll definitely help. I'm gonna start going through the link first, and then just playing around with it for a while. Gonna be awesome.
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my name is Timothy what's yours
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I made a really bad simple tutorial going from the basics up of Ruby.
http://rmrk.net/index.php/topic,43380.0.html
And GubuD's tutorials are handy, but there are some small mistakes in them.
it's like a metaphor or something i don't know

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UI'm trying to install RUBY, but it says I need RVM, but that doesn't install unless I have Unix systems, so it wants me to install cygwin... well I cant seem to do that. Any help? maybe we can make this simpler? I don't know what to do when the installers give me a piece of a script and say this is how to install it.
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You can just use the Script Editor in your RM game. You don't need Ruby. Ruby is just the language used. But if you're writing RM scripts, then you're better off writing them in the Script Editor of RM since that way you can make use of the library.

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The library?

Oh and I've been looking for a better victory aftermath script, and I think I found a very good one, but it doesn't seem to work for me. The yanfly one. Dyou know of it? All of it's links are broken on all of the sites I see it at, and none of the pictures work. It's in the scripting index. Any idea what I can do for that? Or to find a reasonable replacement?
« Last Edit: September 10, 2011, 09:06:35 PM by axoh17 »
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Awesome thanx, but why wont it work? I even threw the compatibility script just to make sure and it keeps spitting back a syntax error at line 130, which is an end. It gives me this error before I even get to the title screen. Any idea how I can fix that?
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You weren't very clear that the script wasn't working - I thought you were referring just to links to it being broken.

Anyway, line 130 of the version of YEM Victory Aftermath I have isn't an end, so I would need to see your copy of the script before I could tell you how to fix it.

Normally, a syntax error at an end would mean that you are missing other ends or you have too many ends, but that would usually be a copying error and it would be the end of the script, and Victory Aftermath is way longer than 130 lines.

Anyway, post the script you're using and I'll take a look.

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It sounds more likely to be a missing closing bracket like a ) or a }.

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It's this specific part of the coding. It says syntax error line 130.

   
    #===========================================================================
    # Audio Settings
    # --------------------------------------------------------------------------
    # This part of the module adjusts everything that's audio related. Be sure
    # to modify them accordingly.
    #===========================================================================

    # This victory BGM will play once the fanfare finishes.
    BGM = RPG::BGM.new("Field1", 100, 100)
   
    # This sound adjusts the ticking noise that occurs as the experience bar
    # goes upward. Adjust it accordingly.
    TICK_SOUND = RPG::SE.new("Decision1", 80, 100)
   
    # The following adjusts how long to play the Victory ME after finishing
    # battle in milliseconds (if it is still continuing).
    FANFARE_FADE = 1000
   
    # This is the level up sound that plays when an actor levels up.
    LEVEL_SOUND = RPG::SE.new("Flash1", 100, 100)
   
    # This is the sound that will play if items were found.
    ITEM_SOUND = RPG::SE.new("Item1", 80, 100)

  end
end
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I need more than that. Give me the whole script, or at least everything above the line that throws the error. And put it between code tags. IE:

[code]
[/code]


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Code: [Select]
# --------------------------------------------------------------------------
    # The following below will adjust the basic settings and vocabulary that
    # will display throughout the script. Change them as you see fit.
    #===========================================================================
   
    # This is how many frames to wait before displaying the victory aftermath
    # scene on the screen.
    WAIT = 60
   
    # The following adjusts the two switches that are associated with this
    # script so bind them accordingly. Bypassing the BGM will cause no BGM
    # change from battle start to end. Skip victory switch will cause the
    # victory display portion to be ignored (but gaining EXP and such will
    # still occur).
    BYPASS_BGM_SWITCH   = 4
    SKIP_VICTORY_SWITCH = 5
   
    # This hash adjusts the vocabulary used throughout the script.
    VOCAB ={
      :top_message => "Battle Results",
      :gold_found  => "Found %s Gold",
      :exp_receive => "Earned %s EXP",
      :percent_exp => "%1.2f%%",
      :next_level  => "To Level %s",
      :max_level   => "Max Level",
      :next_exp    => "%s EXP",
      :level_up    => "LEVELS UP",
      :to_level    => "to Level %s",
      :level_msg   => "%s has reached level %s!",
      :next_stat   => "?",
      :new_skills  => "Skills Acquired",
      :spoils      => "Victory Spoils",
      :no_items    => "No items were found.",
      :found_items => "%s has found items!",
      :item_amount => "×%2d",
    } # Do not remove this.
   
    # This determines the gauge information for the victory screens.
    FACE_OPACITY  = 200 # This adjusts the opacity of the actor's faces
    EXP_TICKS     = 10  # This is how many ticks it takes to fill the gauge.
    EXP_GAUGE_1   = 28  # Experience gauge colour 1 for non-leveled characters.
    EXP_GAUGE_2   = 29  # Experience gauge colour 2 for non-leveled characters.
    EXP_FONT_SIZE = 18  # Font size used for experience gauge.
    LVL_COLOUR    = 6   # Text colour used for leveling up.
    LVL_GAUGE_1   = 20  # Experience gauge colour 1 for leveled characters.
    LVL_GAUGE_2   = 21  # Experience gauge colour 2 for leveled characters.
   
    #===========================================================================
    # Experience Settings
    # --------------------------------------------------------------------------
    # The following below allows you to adjust the amount of experience each
    # actor will earn and the rules that govern the experience gained.
    #===========================================================================
   
    # If any allies are dead, are they allowed to gain EXP?
    DEAD_ALLY_EXP = false
   
    # Do you want the game to scale the experience based on how many actors are
    # in the party? This means actors can earn more or less.
    PARTY_SPLIT_EXP = false
    PARTY_SIZE_SCALING ={
      1 => 1.000,  # If one actor is active.
      2 => 0.500,  # If two actors are active.
      3 => 0.334,  # If three actors are active.
      4 => 0.250,  # If four actors are active.
      5 => 0.200,  # If five actors are active.
      6 => 0.167,  # If six actors are active.
      7 => 0.143,  # If seven actors are active.
      8 => 0.125,  # If eight actors are active.
    } # Do not remove this.
   
    # The following will determine how HP and MP recovery is calculated upon
    # leveling up. 0 - no change. 1 - difference from max. 2 - full recovery.
    HP_RECOVERY = 2   # Adjusts HP Recovery Style
    MP_RECOVERY = 1   # Adjusts MP Recovery Style
   
    #===========================================================================
    # Level Settings
    # --------------------------------------------------------------------------
    # The following below allows you to adjust the amount of experience each
    # actor will earn and the rules that govern the experience gained.
    #===========================================================================
   
    # The following array determines which stats will be shown with level up
    # increases and also what order. Only the following can be used.
    # :maxhp, :maxmp, :atk, :def, :spi, :res, :dex, :agi
    SHOWN_STATS = [:maxhp, :maxmp, :atk, :def, :spi, :res, :dex, :agi]
   
    # The following hash adjusts the colours used to display each of the
    # various objects inside of the level window.
    LEVEL_COLOURS ={
      :stat_name => 4,  # The stat's name.
      :arrow     => 4,  # Arrow in between the old and new stats.
      :old_stat  => 5,  # The older unleveled stat.
      :new_stat  => 6,  # The newer leveled stat.
    } # Do not remove this.
   
    # Changing the following value to an icon ID will change the ? arrow to use
    # an icon instead. i.e. ARROW_ICON = 142
    ARROW_ICON = nil
   
    # Changing the following below will show the change in stat difference from
    # the old stat to the new stat rather than just showing the new stat.
    SHOW_DIFFERENCE = true
   
    #===========================================================================
    # Audio Settings
    # --------------------------------------------------------------------------
    # This part of the module adjusts everything that's audio related. Be sure
    # to modify them accordingly.
    #===========================================================================

    # This victory BGM will play once the fanfare finishes.
    BGM = RPG::BGM.new("Field1", 100, 100)
   
    # This sound adjusts the ticking noise that occurs as the experience bar
    # goes upward. Adjust it accordingly.
    TICK_SOUND = RPG::SE.new("Decision1", 80, 100)
   
    # The following adjusts how long to play the Victory ME after finishing
    # battle in milliseconds (if it is still continuing).
    FANFARE_FADE = 1000
   
    # This is the level up sound that plays when an actor levels up.
    LEVEL_SOUND = RPG::SE.new("Flash1", 100, 100)
   
    # This is the sound that will play if items were found.
    ITEM_SOUND = RPG::SE.new("Item1", 80, 100)

  end
end

#===============================================================================
# Lunatic Mode - Victory Aftermath
# -----------------------------------------------------------------------------
# This mode allows you to add in a bit more of a personal touch to your game by
# adding in victory battle quotes. If they're on, actors who were participating
# in battle can brief the victory spoils and whatnot.
#
# To use this mode, bind each actor to a common event ID. Those common events
# will play out the messages written for them. However, to distinguish when to
# display each message, use conditional branches with a script value check.
# Insert the following into your script value checks:
#
#   victory_quote("Main")      Occurs at the first page of victory.
#   victory_quote("JP")        Requires YEZ Job System: Base.
#   victory_quote("Level")     Occurs when leveling up your character.
#   victory_quote("Skill")     Occurs when leveling up and learning a skill.
#   victory_quote("Nothing")   Occurs when no drops are found.
#   victory_quote("Drops")     Occurs if the enemy has left drops.
#
# When displaying the message events, a few new text shortcuts should be taken
# note of. They are the two following:
#
#   \VN      This displays the talking actor's name.
#   \VF      This displays the talking actor's face.
#
# Anything else in the common event will run normally.
#===============================================================================

module YEZ::VICTORY
 
  # If this is enabled, victory quotes will occur instead of the typical
  # battle end messages.
  ENABLE_QUOTES = true
 
  # The following hash determines which common event ID's are bound to which
  # actors when their victory quotes are to be launched.
  ACTOR_QUOTES ={ # Actor 0 is the actor used for unlisted actors.
  # ActorID => Common Event ID
          0 => 20,  # Common Victory Quotes
          1 => 21,  # Ralph's Victory Quotes
          2 => 22,  # Ulrika's Victory Quotes
          3 => 23,  # Bennett's Victory Quotes
          4 => 24,  # Ylva's Victory Quotes
          5 => 25,  # Lawrence's Victory Quotes
          6 => 26,  # Oscar's Victory Quotes
          7 => 27,  # Vera's Victory Quotes
          8 => 28,  # Elmer's Victory Quotes
  } # Do not remove this.
 
end # YEZ::VICTORY

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Game_Temp
#===============================================================================

class Game_Temp
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :victory_actor
  attr_accessor :victory_quote
  attr_accessor :victory_clone
 
end # Game_Temp

#===============================================================================
# Game_Actor
#===============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # new method: learned_skills
  #--------------------------------------------------------------------------
  def learned_skills
    result = []
    for i in @skills
      result.push($data_skills[i])
    end
    return result
  end
 
  #--------------------------------------------------------------------------
  # new method: now_exp
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
 
  #--------------------------------------------------------------------------
  # new method: next_exp
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
 
end # Game_Actor

#==============================================================================
# Game_Interpreter
#==============================================================================

class Game_Interpreter
 
  #--------------------------------------------------------------------------
  # victory_quote
  #--------------------------------------------------------------------------
  def victory_quote(text)
    return false unless $game_temp.in_battle and $scene.is_a?(Scene_Battle)
    return false if $game_temp.victory_quote == nil
    return true if text.upcase == $game_temp.victory_quote
    return false
  end
 
end # Game_Interpreter

#===============================================================================
# Scene Map
#===============================================================================

class Scene_Map < Scene_Base

  #--------------------------------------------------------------------------
  # alias method: call battle
  #--------------------------------------------------------------------------
  alias call_battle_va call_battle unless $@
  def call_battle
    if $game_switches[YEZ::VICTORY::BYPASS_BGM_SWITCH]
      @spriteset.update
      Graphics.update
      $game_player.make_encounter_count
      $game_player.straighten
      $game_temp.map_bgm = RPG::BGM.last
      $game_temp.map_bgs = RPG::BGS.last
      Sound.play_battle_start
      $game_temp.next_scene = nil
      $scene = Scene_Battle.new
    else
      call_battle_va
    end
  end
 
end # Scene Map

#===============================================================================
# Scene_Battle
#===============================================================================

class Scene_Battle < Scene_Base

  #--------------------------------------------------------------------------
  # alias method: terminate
  #--------------------------------------------------------------------------
  alias terminate_va terminate unless $@
  def terminate
    @top_window.dispose if @top_window != nil
    @exp_window.dispose if @exp_window != nil
    @gold_window.dispose if @gold_window != nil
    @exp_back_window.dispose if @exp_back_window != nil
    @exp_front_window.dispose if @exp_front_window != nil
    @drops_window.dispose if @drops_window != nil
    terminate_va
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: process_victory
  #--------------------------------------------------------------------------
  def process_victory
    wait(YEZ::VICTORY::WAIT, true)
    @info_viewport.visible = false
    if $imported["BattleEngineZealous"]
      @message_window.dispose
      @message_window = Window_BattleMessage.new
    elsif $imported["VictoryCompatibility"]
      @message_window.dispose
      @message_window = Window_BattleMessageCompatible.new
    end
    @message_window.visible = true
    unless $game_switches[YEZ::VICTORY::BYPASS_BGM_SWITCH]
      RPG::BGM.stop
      $game_system.battle_end_me.play
      YEZ::VICTORY::BGM.play unless YEZ::VICTORY::BGM == nil
    end
    create_victory_clones
    create_victory_actor
    display_exp_and_gold
    display_level_up
    display_drop_items
    battle_end(0)
    $game_temp.victory_actor = nil
    $game_temp.victory_clone = nil
    if $imported["BattleEngineZealous"] and
    YEZ::BATTLE::ZEALOUS::COMMON_EVENTS[:battle_end] != nil
      common_event = YEZ::BATTLE::ZEALOUS::COMMON_EVENTS[:battle_end]
      $game_temp.common_event_id = common_event
    end
    victory_me = Thread.new {
      time = YEZ::VICTORY::FANFARE_FADE
      RPG::ME.fade(time)
      sleep(time / 1000.0)
      RPG::ME.stop }
    battle_end(0)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: display_exp_and_gold
  #--------------------------------------------------------------------------
  def display_exp_and_gold
    unless $game_switches[YEZ::VICTORY::SKIP_VICTORY_SWITCH]
      show_exp_and_gold
    else
      @exp = $game_troop.exp_total
      if YEZ::VICTORY::PARTY_SPLIT_EXP
        size = YEZ::VICTORY::DEAD_ALLY_EXP ?
        $game_party.members.size : $game_party.existing_members.size
        @exp = Integer(@exp * YEZ::VICTORY::PARTY_SIZE_SCALING[size])
      end
      $game_party.gain_gold($game_troop.gold_total)
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: display_level_up
  #--------------------------------------------------------------------------
  def display_level_up
    unless $game_switches[YEZ::VICTORY::SKIP_VICTORY_SWITCH]
      show_level_up
    else
      group = YEZ::VICTORY::DEAD_ALLY_EXP ?
      $game_party.members : $game_party.existing_members
      for actor in group
        last_level = actor.level
        last_skills = actor.learned_skills.clone
        actor.gain_exp(@exp, false)
      end
      if $imported["PartySelectionSystem"]
        @exp = Integer(@exp * YEZ::PARTY::BATTLE_RESERVE_EXP)
        for actor in $game_party.reserve_members
          last_level = actor.level
          last_skills = actor.learned_skills.clone
          actor.gain_exp(@exp, false) if actor.exist? or
            YEZ::VICTORY::DEAD_ALLY_EXP
        end
      end
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: display_drop_items
  #--------------------------------------------------------------------------
  def display_drop_items
    @active_battler = nil
    unless $game_switches[YEZ::VICTORY::SKIP_VICTORY_SWITCH]
      show_drop_items
    else
      drop_items = $game_troop.make_drop_items
      for item in drop_items; $game_party.gain_item(item, 1); end
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: create_victory_clones
  #--------------------------------------------------------------------------
  def create_victory_clones
    $game_temp.victory_clone = {}
    $game_temp.in_battle = false
    for actor in $game_party.members
      $game_temp.victory_clone[actor.id] = actor.clone
    end
    $game_temp.in_battle = true
  end
 
  #--------------------------------------------------------------------------
  # new method: create_victory_actor
  #--------------------------------------------------------------------------
  def create_victory_actor
    $game_temp.victory_actor = nil
    @original_victory_actor = victory_actor
  end
 
  #--------------------------------------------------------------------------
  # new method: victory_actor
  #--------------------------------------------------------------------------
  def victory_actor
    if $game_temp.victory_actor == nil
      roulette = []
      for actor in $game_party.existing_members; roulette.push(actor); end
      $game_temp.victory_actor = roulette.size > 0 ?
        roulette[rand(roulette.size)] : nil
    end
    return $game_temp.victory_actor
  end
 
  #--------------------------------------------------------------------------
  # new method: victory_actor_quote
  #--------------------------------------------------------------------------
  def victory_actor_quote(value)
    $game_temp.victory_quote = value
    if YEZ::VICTORY::ACTOR_QUOTES.include?(victory_actor.id)
      $game_temp.common_event_id = YEZ::VICTORY::ACTOR_QUOTES[victory_actor.id]
    else
      $game_temp.common_event_id = YEZ::VICTORY::ACTOR_QUOTES[0]
    end
    @message_window.visible = true
    process_victory_event
  end
 
  #--------------------------------------------------------------------------
  # new method: process_victory_event
  #--------------------------------------------------------------------------
  def process_victory_event
    loop do
      $game_troop.interpreter.update
      $game_troop.setup_battle_event
      wait_for_message
      return unless $game_troop.interpreter.running?
      update_basic
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: show_exp_and_gold
  #--------------------------------------------------------------------------
  def show_exp_and_gold
    #--- Draw Victory Message
    @top_window = Window_Help.new
    text = YEZ::VICTORY::VOCAB[:top_message]
    @top_window.set_text(text, 1)
    #--- Draw EXP Window
    @exp = $game_troop.exp_total
    if YEZ::VICTORY::PARTY_SPLIT_EXP
      size = YEZ::VICTORY::DEAD_ALLY_EXP ?
      $game_party.members.size : $game_party.existing_members.size
      @exp = Integer(@exp * YEZ::VICTORY::PARTY_SIZE_SCALING[size])
    end
    @exp_window = Window_Base.new(272, 56, 272, 56)
    text = sprintf(YEZ::VICTORY::VOCAB[:exp_receive], @exp)
    @exp_window.contents.draw_text(0, 0, 240, 24, text, 1)
    #--- Draw Gold Window
    @gold = $game_troop.gold_total
    $game_party.gain_gold(@gold)
    @gold_window = Window_Base.new(0, 56, 272, 56)
    text = sprintf(YEZ::VICTORY::VOCAB[:gold_found], @gold)
    @gold_window.contents.draw_text(0, 0, 240, 24, text, 1)
    #--- Draw Party EXP Windows
    @exp_back_window = Window_Party_Exp_Back.new
    @exp_front_window = Window_Party_Exp_Front.new
    fill_exp_gauge
    #--- Battle Quotes
    if YEZ::VICTORY::ENABLE_QUOTES
      victory_actor_quote("MAIN")
    else
      text = sprintf(Vocab::Victory, $game_party.name)
      $game_message.texts.push(text)
      wait_for_message
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: fill_exp_gauge
  #--------------------------------------------------------------------------
  def fill_exp_gauge
    ticks = 0
    percent = 0
    increase = 100 / YEZ::VICTORY::EXP_TICKS
    until ticks > YEZ::VICTORY::EXP_TICKS
      ticks += 1
      percent += increase
      @exp_front_window.refresh(percent)
      if @exp_front_window.full_actors != $game_party.existing_members.size
        YEZ::VICTORY::TICK_SOUND.play if YEZ::VICTORY::TICK_SOUND != nil
      end
      update_basic
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: show_level_up
  #--------------------------------------------------------------------------
  def show_level_up
    @exp_window.visible = false
    @gold_window.visible = false
    @exp_back_window.visible = false
    @exp_front_window.visible = false
    group = YEZ::VICTORY::DEAD_ALLY_EXP ?
      $game_party.members : $game_party.existing_members
    for actor in group
      last_level = actor.level
      last_skills = actor.learned_skills.clone
      actor.gain_exp(@exp, false)
      create_level_up_windows(actor, last_skills) if actor.level > last_level
    end
    if $imported["PartySelectionSystem"]
      @exp = Integer(@exp * YEZ::PARTY::BATTLE_RESERVE_EXP)
      for actor in $game_party.reserve_members
        last_level = actor.level
        last_skills = actor.learned_skills.clone
        actor.gain_exp(@exp, false) if actor.exist? or
          YEZ::VICTORY::DEAD_ALLY_EXP
        create_level_up_windows(actor, last_skills) if actor.level > last_level
      end
    end
    wait_for_message
  end
 
  #--------------------------------------------------------------------------
  # new method: create_level_up_windows
  #--------------------------------------------------------------------------
  def create_level_up_windows(actor, last_skills)
    @active_battler = actor
    #--- Basic Settings
    YEZ::VICTORY::LEVEL_SOUND.play if YEZ::VICTORY::LEVEL_SOUND != nil
    $game_temp.victory_actor = actor
    new_skills = actor.learned_skills - last_skills
    @top_window.contents.clear
    text = sprintf(YEZ::VICTORY::VOCAB[:level_msg], actor.name, actor.level)
    @top_window.set_text(text, 1)
    case YEZ::VICTORY::HP_RECOVERY
    when 1; actor.hp += actor.maxhp - $game_temp.victory_clone[actor.id].maxhp
    when 2; actor.hp = actor.maxhp
    end
    case YEZ::VICTORY::MP_RECOVERY
    when 1; actor.mp += actor.maxmp - $game_temp.victory_clone[actor.id].maxmp
    when 2; actor.mp = actor.maxmp
    end
    #--- Create Windows
    if new_skills != []
      @levelup_window = Window_Level_Up.new(actor, 0, 56, 316, 232)
      @skill_back_window = Window_Base.new(316, 56, 228, 232)
      @skill_back_window.contents.font.color = @skill_back_window.system_color
      text = YEZ::VICTORY::VOCAB[:new_skills]
      @skill_back_window.contents.draw_text(0, 0, 196, 24, text, 1)
      @skill_list_window = Window_New_Skills.new(new_skills)
    else
      @levelup_window = Window_Level_Up.new(actor, 0, 56, 544, 232)
    end
    if YEZ::VICTORY::ENABLE_QUOTES
      value = (last_skills != actor.learned_skills) ? "SKILL" : "LEVEL"
      victory_actor_quote(value)
    else
      text = sprintf(Vocab::LevelUp, actor.name, Vocab::level, actor.level)
      $game_message.new_page
      $game_message.texts.push(text)
      if new_skills != []
        for skill in new_skills
          text = sprintf(Vocab::ObtainSkill, skill.name)
          $game_message.texts.push(text)
        end
      end
      wait_for_message
    end
    #--- Skill Window Scrolling
    if new_skills.size > 7
      @skill_list_window.index = 0
      @skill_list_window.active = true
      @skill_list_window.help_window = @top_window
      loop do
        update_basic
        @skill_list_window.update
        if Input.trigger?(Input::C)
          Sound.play_decision; break
        elsif Input.trigger?(Input::B)
          Sound.play_cancel; break
        elsif Input.press?(Input::A)
          break
        end
      end
    end
    #--- Disposal of Windows
    @levelup_window.dispose if @levelup_window != nil
    @levelup_window = nil
    @skill_back_window.dispose if @skill_back_window != nil
    @skill_back_window = nil
    @skill_list_window.dispose if @skill_list_window != nil
    @skill_list_window = nil
    #--- HP and MP Recovery
  end
 
  #--------------------------------------------------------------------------
  # new method: show_drop_items
  #--------------------------------------------------------------------------
  def show_drop_items
    @drop_items = $game_troop.make_drop_items
    for item in @drop_items; $game_party.gain_item(item, 1); end
    if @drop_items != []
      @top_window.set_text(YEZ::VICTORY::VOCAB[:spoils],1)
      YEZ::VICTORY::ITEM_SOUND.play if YEZ::VICTORY::ITEM_SOUND != nil
      @drops_window = Window_BattleDrops.new(@drop_items)
    else
      @top_window.set_text(YEZ::VICTORY::VOCAB[:no_items],1)
      @exp_window.visible = true
      @gold_window.visible = true
      @exp_back_window.visible = true
      @exp_front_window.visible = true
      @exp_front_window.refresh
    end
    if YEZ::VICTORY::ENABLE_QUOTES
      $game_temp.victory_actor = @original_victory_actor
      value = (@drop_items == []) ? "NOTHING" : "DROPS"
      victory_actor_quote(value)
    else
      if @drop_items == []
        text = YEZ::VICTORY::VOCAB[:no_items]
      else
        text = sprintf(YEZ::VICTORY::VOCAB[:found_items], $game_party.name)
      end
      $game_message.texts.push(text)
      wait_for_message
    end
    if @drop_items != [] and @drops_window.item_max > 16
      @drops_window.index = 0
      @drops_window.active = true
      @drops_window.help_window = @top_window
      loop do
        update_basic
        @drops_window.update
        if Input.trigger?(Input::C)
          Sound.play_decision; break
        elsif Input.trigger?(Input::B)
          Sound.play_cancel; break
        elsif Input.press?(Input::A)
          break
        end
      end
    end
  end
 
end # Scene_Battle

#===============================================================================
# Window_Message
#===============================================================================

class Window_Message < Window_Selectable
 
  #--------------------------------------------------------------------------
  # alias method: convert_special_characters
  #--------------------------------------------------------------------------
  unless $imported["CustomMessageSystemZeal"]
  alias convert_special_characters_va convert_special_characters unless $@
  def convert_special_characters
    @text.gsub!(/\\VF/i) { victory_face_art }
    @text.gsub!(/\\VN/i) { victory_actor_name }
    convert_special_characters_va
  end
  end
 
  #--------------------------------------------------------------------------
  # new method: victory_actor_name
  #--------------------------------------------------------------------------
  def victory_actor_name
    return "" unless $scene.is_a?(Scene_Battle)
    return $scene.victory_actor.name
  end
 
  #--------------------------------------------------------------------------
  # new method: victory_face_art
  #--------------------------------------------------------------------------
  def victory_face_art
    return "" unless $scene.is_a?(Scene_Battle)
    $game_message.face_name  = $scene.victory_actor.face_name
    $game_message.face_index = $scene.victory_actor.face_index
    return ""
  end
 
end # Window_Message

#===============================================================================
# Window_Party_Exp_Back
#===============================================================================

class Window_Party_Exp_Back < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 112, 544, 176)
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    sw = self.width - 32
    dy = 0
    dx = (sw/2) - $game_party.members.size*60
    for actor in $game_party.members
      opacity = YEZ::VICTORY::FACE_OPACITY
      draw_party_face(actor, dx+12, dy, opacity)
      self.contents.draw_text(dx+12, dy, 96, WLH, actor.name, 1)
      dx += 120
    end
  end
 
  #--------------------------------------------------------------------------
  # Draw Party Face
  #--------------------------------------------------------------------------
  def draw_party_face(actor, x, y, opacity = 255, size = 96)
    face_name = actor.face_name
    face_index = actor.face_index
    bitmap = Cache.face(face_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = face_index % 4 * 96 + (96 - size) / 2
    rect.y = face_index / 4 * 96 + (96 - size) / 2
    rect.width = size
    rect.height = size
    self.contents.blt(x, y, bitmap, rect, opacity)
    bitmap.dispose
  end
 
end # Window_Party_Exp_Back

#===============================================================================
# Window_Party_Exp_Front
#===============================================================================

class Window_Party_Exp_Front < Window_Base
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :full_actors
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 112, 544, 176)
    self.opacity = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(extra_per = 0)
    self.contents.clear
    @full_actors = 0
    sw = self.width - 32
    dy = WLH*4
    dx = (sw/2) - $game_party.members.size*60
    for actor in $game_party.members
      self.contents.font.color = normal_color
      self.contents.font.size = Font.default_size
      draw_exp_gauge(actor, dx, dy, extra_per)
      draw_exp_text(actor, dx, dy+WLH, extra_per)
      dx += 120
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_exp_gauge
  #--------------------------------------------------------------------------
  def draw_exp_gauge(actor, dx, dy, extra_per)
    self.contents.font.size = YEZ::VICTORY::EXP_FONT_SIZE
    gc1 = text_color(YEZ::VICTORY::EXP_GAUGE_1)
    gc2 = text_color(YEZ::VICTORY::EXP_GAUGE_2)
    if actor.level > $game_temp.victory_clone[actor.id].level
      gc1 = text_color(YEZ::VICTORY::LVL_GAUGE_1)
      gc2 = text_color(YEZ::VICTORY::LVL_GAUGE_2)
      gw = 96
      self.contents.font.color = text_color(YEZ::VICTORY::LVL_COLOUR)
      text = YEZ::VICTORY::VOCAB[:level_up]
    elsif actor.next_exp != 0
      gw = 96 * (actor.now_exp + exp_gained(extra_per, actor))
      gw /= actor.next_exp
      gw = [[gw, 96].min, 0].max
      text = sprintf(YEZ::VICTORY::VOCAB[:next_level], actor.level + 1)
      if gw == 96
        self.contents.font.color = text_color(YEZ::VICTORY::LVL_COLOUR)
        gc1 = text_color(YEZ::VICTORY::LVL_GAUGE_1)
        gc2 = text_color(YEZ::VICTORY::LVL_GAUGE_2)
        text = YEZ::VICTORY::VOCAB[:level_up]
      end
    else
      gw = 96
      text = YEZ::VICTORY::VOCAB[:max_level]
    end
    self.contents.fill_rect(dx + 12, dy - 6, 96, 6, gauge_back_color)
    self.contents.gradient_fill_rect(dx + 12, dy - 6, gw, 6, gc1, gc2)
    self.contents.draw_text(dx, dy, 120, WLH, text, 1)
    self.contents.font.color = normal_color
  end
 
  #--------------------------------------------------------------------------
  # draw_exp_text
  #--------------------------------------------------------------------------
  def draw_exp_text(actor, dx, dy, extra_per)
    if actor.level > $game_temp.victory_clone[actor.id].level
      exp_percent = 100.0
      text1 = sprintf(YEZ::VICTORY::VOCAB[:percent_exp], exp_percent)
      text2 = sprintf(YEZ::VICTORY::VOCAB[:to_level], actor.level)
    elsif actor.next_exp != 0
      exp_percent = (actor.now_exp + exp_gained(extra_per, actor)) * 100.0
      exp_percent /= actor.next_exp
      exp_percent = [[exp_percent, 100.0].min, 0].max
      @full_actors += 1 if exp_percent >= 100.0
      value = [actor.next_rest_exp_s - exp_gained(extra_per, actor), 0].max
      text1 = sprintf(YEZ::VICTORY::VOCAB[:percent_exp], exp_percent)
      text2 = sprintf(YEZ::VICTORY::VOCAB[:next_exp], value)
    else
      exp_percent = 100.0
      @full_actors += 1
      text1 = sprintf(YEZ::VICTORY::VOCAB[:percent_exp], exp_percent)
      text2 = ""
    end
    self.contents.draw_text(dx, dy - WLH * 2, 120, WLH, text1, 1)
    self.contents.draw_text(dx, dy, 120, WLH, text2, 1)
  end
 
  #--------------------------------------------------------------------------
  # exp_gained
  #--------------------------------------------------------------------------
  def exp_gained(extra_per, actor)
    return 0 if actor.dead?
    extra_per = 100 if extra_per > 100
    exp = $game_troop.exp_total
    members = $game_party.members.size
    if YEZ::VICTORY::PARTY_SPLIT_EXP
      size = YEZ::VICTORY::DEAD_ALLY_EXP ?
      $game_party.members.size : $game_party.existing_members.size
      exp = Integer(exp * YEZ::VICTORY::PARTY_SIZE_SCALING[size])
    end
    exp *= 2 if actor.double_exp_gain
    exp *= extra_per
    exp /= 100
    return exp
  end
 
end # Window_Party_Exp_Front

#===============================================================================
# Window_New_Skills
#===============================================================================

class Window_New_Skills < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(new_skills)
    @new_skills = new_skills
    super(316, 80, 228, 208)
    self.index = -1
    self.opacity = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # skill
  #--------------------------------------------------------------------------
  def skill; return @data[self.index]; end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for skill in @new_skills
      @data.push(skill)
    end
    @item_max = @data.size
    create_contents
    for i in 0..(@item_max-1)
      draw_item(i)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    skill = @data[index]
    return if skill == nil
    draw_item_name(skill, rect.x, rect.y)
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(skill == nil ? "" : skill.description)
  end
 
end # Window_New_Skills

#===============================================================================
# Window_BattleDrops
#===============================================================================

class Window_BattleDrops < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(drop_items)
    super(0, 56, 544, 232)
    @drop_items = drop_items
    @column_max = 2
    self.index = -1
    refresh
  end
 
  #--------------------------------------------------------------------------
  # item
  #--------------------------------------------------------------------------
  def item; return @data[self.index]; end
 
  #--------------------------------------------------------------------------
  # refrehs
  #--------------------------------------------------------------------------
  def refresh
    @items = {}; @weapons = {}; @armours = {}; @goods = {}; @data = []
    for item in @drop_items
      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
    @item_max = @data.size
    create_contents
    for i in 0..(@item_max-1); draw_item(i); end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    return if item == nil
    number = @goods[item]
    rect.width -= 4
    draw_item_name(item, rect.x, rect.y)
    self.contents.draw_text(rect, sprintf(YEZ::VICTORY::VOCAB[:item_amount],
      number), 2)
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(item == nil ? "" : item.description)
  end
 
end # Window_BattleDrops

#===============================================================================
# Window_Level_Up
#===============================================================================

class Window_Level_Up < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(actor, dx, dy, dw, dh)
    super(dx, dy, dw, dh)
    @actor = actor
    @clone = $game_temp.victory_clone[actor.id]
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    sw = self.width - 32
    dy = 0; dx = sw/2 - 234/2
    draw_stats(dx, dy)
  end
 
  #--------------------------------------------------------------------------
  # draw_stats
  #--------------------------------------------------------------------------
  def draw_stats(dx, dy)
    arrow = YEZ::VICTORY::VOCAB[:next_stat]
    colours = YEZ::VICTORY::LEVEL_COLOURS
    for stat in YEZ::VICTORY::SHOWN_STATS
      case stat
      when :maxhp
        icon = $imported["Icons"] ? YEZ::ICONS[:hp] : 0
        text = Vocab.hp
        value1 = @clone.maxhp
        value2 = @actor.maxhp
      when :maxmp
        icon = $imported["Icons"] ? YEZ::ICONS[:mp] : 0
        text = Vocab.mp
        value1 = @clone.maxmp
        value2 = @actor.maxmp
      when :atk
        icon = $imported["Icons"] ? YEZ::ICONS[:atk] : 0
        text = Vocab.atk
        value1 = @clone.atk
        value2 = @actor.atk
      when :def
        icon = $imported["Icons"] ? YEZ::ICONS[:def] : 0
        text = Vocab.def
        value1 = @clone.def
        value2 = @actor.def
      when :spi
        icon = $imported["Icons"] ? YEZ::ICONS[:spi] : 0
        text = Vocab.spi
        value1 = @clone.spi
        value2 = @actor.spi
      when :agi
        icon = $imported["Icons"] ? YEZ::ICONS[:agi] : 0
        text = Vocab.agi
        value1 = @clone.agi
        value2 = @actor.agi
      when :dex
        next unless $imported["BattlerStatDEX"]
        icon = $imported["Icons"] ? YEZ::ICONS[:dex] : 0
        text = Vocab.dex
        value1 = @clone.dex
        value2 = @actor.dex
      when :res
        next unless $imported["BattlerStatRES"]
        icon = $imported["Icons"] ? YEZ::ICONS[:res] : 0
        text = Vocab.res
        value1 = @clone.res
        value2 = @actor.res
      else; next
      end
      value2 = sprintf("%+d", value2 - value1) if YEZ::VICTORY::SHOW_DIFFERENCE
      draw_icon(icon, dx, dy)
      self.contents.font.color = text_color(colours[:stat_name])
      self.contents.draw_text(dx+24, dy, 60, WLH, text, 0)
      self.contents.font.color = text_color(colours[:old_stat])
      self.contents.draw_text(dx+84, dy, 60, WLH, value1, 2)
      if YEZ::VICTORY::ARROW_ICON.is_a?(Integer)
        draw_icon(YEZ::VICTORY::ARROW_ICON, dx+147, dy)
      else
        self.contents.font.color = text_color(colours[:arrow])
        self.contents.draw_text(dx+144, dy, 30, WLH, arrow, 1)
      end
      self.contents.font.color = text_color(colours[:new_stat])
      self.contents.draw_text(dx+174, dy, 60, WLH, value2, 0)
      dy += WLH
    end
  end
 
end # Window_Level_Up

#===============================================================================
#
# END OF FILE
#
#===============================================================================

Under the audio settings at the second end from the bottom is where it says the error is.
« Last Edit: September 11, 2011, 08:38:40 PM by axoh17 »
The last Judgement

*****
my name is Timothy what's yours
Rep:
Level 79
Hello
2014 Most Missed Member2014 Zero to Hero2014 Best IRC Quote2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
You need to use the whole script, not just the configuration and code. I'm willing to bet that you're missing at least two lines from that code, and it seems that you deleted them for some reason. You need those lines, the
Code: [Select]
module YEZ
  module VICTORY
I think it would be.
it's like a metaphor or something i don't know

**
Rep: +0/-0Level 67
RPG maker ftw
Holy crap how'd I miss that? I was somehow missing over 40 lines of missing script. I must have copied wrong. Well I recopied and now it's working. Wow. Thanx guys.

Well if you could believe it, I've got 2 more problems, and I'd rather not just make another whole thread for it. Ones about scripting anyway. And these are all mostly problems that have been bugging me for quite a while. So theyre not really new. Accept for the first one that is. Getting past the first battle in a big complex game is always the hardest.

1. I keep getting this error message right after I finish a battle. Directly after I see the XP head in to the main character. See the attachment, capture.

2. This error message I see every time I go to battle test and initialize. After a few seconds of loading, it pops up. See Initialize Battle attachment. It's about the cache.

3. Is there anyway to change the control scheme? Like make the moving of the character WASD?

Alright so that was 3 but eh. Any help on either of them would be greatly appreciated!
The last Judgement