#==============================================================================
# Beastairy System
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.18.05)
# Last Updated: 11.18.05
#==============================================================================
#==============================================================================
# ** Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Beastairy Game Variables
#--------------------------------------------------------------------------
def command_new_game
# Sets Up Smithery List
$game_beastairy = Game_Beastairy.new
new_game
end
end
#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :beastairy_return
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias beastairy_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
beastairy_initialize
@beastairy_return = false
end
end
#==============================================================================
# ** Class Game Beastairy
#==============================================================================
class Game_Beastairy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :monster_groups
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@monster_groups = []
for i in 1...$data_enemies.size
$data_enemies[i].beastairy_setup
unless @monster_groups.include?($data_enemies[i].group)
@monster_groups.push($data_enemies[i].group)
end
end
end
end
#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
#=========================================================================
# ** Class Enemy
#=========================================================================
class Enemy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# Detectors
attr_accessor :seen, :defeated, :group
# Counters
attr_accessor :seen_times, :defeated_times
#--------------------------------------------------------------------------
# * Setup Beastairy
#--------------------------------------------------------------------------
def beastairy_setup
@seen_times, @defeated_times = 0, 0
@seen, @defeated = false, false
if @name.include?('(')
a, b = @name.index('('), @name.index(')')
@group = @name.slice!(a..b)
@group.delete!('(')
@group.delete!(')')
else
@group = "Unclassified"
end
end
#--------------------------------------------------------------------------
# * See Enemy
#--------------------------------------------------------------------------
def see
@seen = true
@seen_times += 1
end
#--------------------------------------------------------------------------
# * Defeat Enemy
#--------------------------------------------------------------------------
def defeat
@defeated = true
@defeated_times += 1
end
end
end
#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Alias Save Data
#--------------------------------------------------------------------------
alias new_save write_save_data
#--------------------------------------------------------------------------
# * Write Save Data
#--------------------------------------------------------------------------
def write_save_data(file)
new_save(file)
Marshal.dump($game_beastairy, file)
end
end
#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Alias Read Save Data
#--------------------------------------------------------------------------
alias new_load read_save_data
#--------------------------------------------------------------------------
# * Read Save Data
#--------------------------------------------------------------------------
def read_save_data(file)
new_load(file)
$game_beastairy = Marshal.load(file)
end
end
#==============================================================================
# ** Class Window Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Enemy Sprite
#--------------------------------------------------------------------------
def draw_enemy_sprite(x, y, enemy_name, enemy_hue, pose, frame)
bitmap = RPG::Cache.character(enemy_name, enemy_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
# Facing Direction
case pose
when 0 ;a = 0 # Down
when 1 ;a = ch # Left
when 2 ;a = ch * 3 # Up
when 3 ;a = ch * 2 # Right
end
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw * 2
when 3 ;b = cw * 3
end
# Bitmap Rectange
src_rect = Rect.new(b, a, cw, ch)
# Draws Bitmap
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#==============================================================================
# Window Monster Group Info
#==============================================================================
class Window_Monster_Group_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh(0, 0, 0)
end
#--------------------------------------------------------------------------
# * Refresh
# index : Index of Group From Game_Beastairy.Groups
# pose : Enemy Character Pose
# frame : Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Sets Up Group Name
group_name = $game_beastairy.monster_groups[index]
# Sets Up Enemies In Group
enemies = []
for i in 1...$data_enemies.size
if $data_enemies[i].group == group_name
enemies.push($data_enemies[i])
end
end
group_name = "Exit" if index == $game_beastairy.monster_groups.size
# Draws Enemy Group Name
contents.font.color = system_color
contents.draw_text(0, 0, self.width - 32, 32, group_name, 1)
unless index == $game_beastairy.monster_groups.size
# Offsets Graphics X Position
graphics_offset = contents.width / (enemies.size + 1)
# Draws Enemies Graphics
for i in 0...enemies.size
draw_enemy_sprite(graphics_offset * (i + 1), 124, enemies[i].battler_name , enemies[i].battler_hue , pose, frame)
end
# HP, SP, and Gold Word
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
gold_word = $data_system.words.gold
# Draws Table Headings
contents.draw_text(4, 128, width, 24, "Name")
contents.draw_text(0, 128, 200, 24, "Max #{hp_word}", 2)
contents.draw_text(0, 128, 300, 24, "Max #{sp_word}", 2)
contents.draw_text(-4, 128, contents.width, 24, "#{gold_word} Award", 2)
# Draws Enemies Stats
contents.font.color = normal_color
for i in 0...enemies.size
# Sets Enemy Stats
name, hp, sp, gold = "??????????", "???", "???", "?????"
name, hp, sp = enemies[i].name, enemies[i].maxhp, enemies[i].maxsp if enemies[i].seen
gold = enemies[i].gold if enemies[i].defeated
# Draws Stats
contents.draw_text(4, 152 + (i * 24), width, 24, name)
contents.draw_text(0, 152 + (i * 24), 200, 24, "#{hp}", 2)
contents.draw_text(0, 152 + (i * 24), 300, 24, "#{sp}", 2)
contents.draw_text(-4, 152 + (i * 24), contents.width, 24, "#{gold}", 2)
end
end
end
end
#==============================================================================
# Window Monster Info
#==============================================================================
class Window_Monster_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Refresh
# index : Index of enemy From $data_enemies
# pose : Enemy Character Pose
# frame : Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Enemy
enemy = $data_enemies[index]
# Graphic Image
draw_enemy_sprite(52, 100, enemy.battler_name , enemy.battler_hue, pose, frame)
# Default Stats Set
name = "??????????"
maxhp = maxsp = str = dex = agi = int = atk = pdef = mdef = eva = "???"
exp = gold = item_id = weapon_id = armor_id = treasure_prob = "?????"
item_icon = weapon_icon = armor_icon = "049-Skill06"
armor_type = 2
# If the Enemy has been seen
if enemy.seen
name = enemy.name
maxhp = enemy.maxhp.to_s
maxsp = enemy.maxsp.to_s
str = enemy.str.to_s
dex = enemy.dex.to_s
agi = enemy.agi.to_s
int = enemy.int.to_s
atk = enemy.atk.to_s
pdef = enemy.pdef.to_s
mdef = enemy.mdef.to_s
eva = enemy.eva.to_s
end
# If the Enemy has been Defeated
if enemy.defeated
exp = enemy.exp.to_s
gold = enemy.gold.to_s
if enemy.item_id == 0
item_id = "Nothing"
item_icon = "032-Item01"
else
item_id = $data_items[enemy.item_id].name
item_icon = $data_items[enemy.item_id].icon_name
end
if enemy.weapon_id == 0
weapon_id = "Nothing"
weapon_icon = "032-Item01"
else
weapon_id = $data_weapons[enemy.weapon_id].name
weapon_icon = $data_weapons[enemy.weapon_id].icon_name
end
if enemy.armor_id == 0
armor_id = "Nothing"
armor_icon = "032-Item01"
else
armor_id = $data_armors[enemy.armor_id].name
armor_icon = $data_armors[enemy.armor_id].icon_name
armor_type = $data_armors[enemy.armor_id].type
end
treasure_prob = enemy.treasure_prob.to_s
end
# System Words
g_word = $data_system.words.gold
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
str_word = $data_system.words.str
dex_word = $data_system.words.dex
agi_word = $data_system.words.agi
int_word = $data_system.words.int
atk_word = $data_system.words.atk
pdef_word = $data_system.words.pdef
mdef_word = $data_system.words.mdef
weapon_word = $data_system.words.weapon
case armor_type
when 0 ;armor_type = $data_system.words.armor1
when 1 ;armor_type = $data_system.words.armor2
when 2 ;armor_type = $data_system.words.armor3
when 3 ;armor_type = $data_system.words.armor4
end
item_word = $data_system.words.item
# Draws Name
contents.font.color = normal_color
contents.draw_text(116, 0, contents.width - 116, 32, name)
# Draws Times Seen & Defeated
contents.font.color = system_color
contents.draw_text(116, 32, contents.width - 116, 32, "Times Seen:")
contents.draw_text(116, 64, contents.width - 116, 32, "Times Defeated:")
contents.font.color = normal_color
contents.draw_text(0, 32, contents.width, 32, "#{enemy.seen_times}", 2)
contents.draw_text(0, 64, contents.width, 32, "#{enemy.defeated_times}", 2)
# Organizes Stats
colomn_a_left = ["Max #{hp_word}", "Max #{sp_word}", str_word, dex_word,
agi_word, int_word, atk_word, pdef_word, mdef_word, "Evasion"]
colomn_a_right = [maxhp, maxsp, str,dex , agi, int, atk, pdef, mdef, eva]
# Organized Victory Settings
column_b_left = ["Experience Given:", "#{g_word} Dropped:", "#{item_word} Dropped:", "",
"#{weapon_word} Dropped:", "", "#{armor_type} Dropped:", "", "Drop Pobabilty:"]
column_b_right = [exp, gold, "", item_id, "", weapon_id, "", armor_id, treasure_prob]
# Draws Stats
for i in 0...colomn_a_left.size
contents.font.color = system_color
contents.draw_text(4, 160 + i * 32, 160, 32, colomn_a_left[i])
contents.font.color = normal_color
contents.draw_text(-4, 160 + i * 32, 160, 32, colomn_a_right[i], 2)
end
# Draws Victory Settings
for i in 0...column_b_left.size
contents.font.color = system_color
contents.draw_text(168, 160 + i * 32, contents.width, 32, column_b_left[i])
x = -4
x = -30 if i == 3 or i == 5 or i == 7
contents.font.color = normal_color
contents.draw_text(x, 160 + i * 32, contents.width, 32, column_b_right[i], 2)
end
# Draws Item Icons
bitmap = RPG::Cache.icon(item_icon)
self.contents.blt(contents.width - 24, 260, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon(weapon_icon)
self.contents.blt(contents.width - 24, 324, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon(armor_icon)
self.contents.blt(contents.width - 24, 388, bitmap, Rect.new(0, 0, 24, 24))
end
end
#==============================================================================
# Window Beastairy Controls
#==============================================================================
class Window_Beastairy_Controls < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 288, 200, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 999
refresh(0)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(phase)
# Clears Window
contents.clear
disabled_system_color = Color.new(192, 224, 255, 128)
contents.font.color = normal_color
contents.draw_text(0, 0, contents.width, 24, "L / R : Change Pose")
# Main Phase Controls
contents.font.color = phase == 0 ? system_color : disabled_system_color
contents.draw_text(4, 24, contents.width, 24, "Main")
contents.font.color = phase == 0 ? normal_color : disabled_color
contents.draw_text(8, 48, contents.width, 24, "B : Return to Map")
contents.draw_text(8, 72, contents.width, 24, "C : Select Group")
# Enemy Select Controls
contents.font.color = phase == 1 ? system_color : disabled_system_color
contents.draw_text(4, 96, contents.width, 24, "Enemy Select")
contents.font.color = phase == 1 ? normal_color : disabled_color
contents.draw_text(8, 120, contents.width, 24, "B : Return to Main")
contents.draw_text(8, 140, contents.width, 24, "C : Test Battle")
end
end
#==============================================================================
# ** Class Scene Beastairy
#==============================================================================
class Scene_Beastairy
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Sets Main Phase
@phase = 0
# Enemies Graphic Animation
@pose, @frame, @counting_frame= 0, 0, 0
# Current Phase Window
@phase_window = Window_Base.new(0, 0, width = 200, height = 64)
@phase_window.contents = contents = Bitmap.new(width - 32, height - 32)
@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
# Main Window (Enemy Groups)
commands = $game_beastairy.monster_groups.dup
commands.push("Exit")
@enemy_groups = Window_Command.new(200, commands)
@enemy_groups.y = 64
@enemy_groups.height = 224
# Controls Window
@controls = Window_Beastairy_Controls.new
# Monster Group Information Window
@monster_window = Window_Monster_Group_Info.new
@monster_window.refresh(0, 0, 0)
# Enemy Information Window
@enemy_window = Window_Monster_Info.new
@enemy_window.visible = false
# Scene Objects
@objects = [@phase_window, @enemy_groups, @controls, @monster_window, @enemy_window]
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Update Objects Information
@objects.each {|x| x.update}
# Frame update
update
# Abort loop if screen is changed
break if $scene != self
end
# Prepare for transition
Graphics.freeze
# Dispose of Objects
@objects.each {|x| x.dispose unless x.disposed?}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Visiblity Changes Between Methods
case @phase
# Main Phase
when 0
[@enemy_window].each {|x| x.visible = false if x.visible}
[@enemy_groups, @monster_window].each {|x| x.visible = true unless x.visible}
@enemy_groups.active = true
when 1
[@enemy_window].each {|x| x.visible = true unless x.visible}
[@enemy_groups, @monster_window].each {|x| x.visible = false if x.visible}
@enemy_groups.active = false
end
# Updates Enemy Animation
@counting_frame += 1
if @counting_frame == 8
@counting_frame = 0
@frame += 1
@frame = 0 if @frame == 4
if @phase == 0
@monster_window.refresh(@enemy_groups.index, @pose, @frame)
else
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
end
end
# Current Phase Update
case @phase
when 0; main_update
when 1; enemy_select
end
end
#--------------------------------------------------------------------------
# * Main Frame Update
#--------------------------------------------------------------------------
def main_update
# Exit Scene
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_temp.beastairy_return = false
$scene = Scene_Map.new
# Enemy Select
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
if @enemy_groups.index == $game_beastairy.monster_groups.size
$game_temp.beastairy_return = false
$scene = Scene_Map.new
else
commands, @enemies = [], []
group = $game_beastairy.monster_groups[@enemy_groups.index]
for i in 1...$data_enemies.size
if $data_enemies[i].group == group
commands.push($data_enemies[i].name)
@enemies.push($data_enemies[i])
end
end
@groups_enemies = Window_Command.new(200, commands)
@groups_enemies.y = 64
@groups_enemies.height = 224
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, "Enemy Select", 1)
# Adds Object (For Updating)
@objects.push(@groups_enemies)
# Updates Controls Window
@controls.refresh(1)
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
# Changes Phase
@phase = 1
end
# Changes Pose
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 ? @pose = 3 : @pose -= 1
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 ? @pose = 0 : @pose += 1
end
end
#--------------------------------------------------------------------------
# * Enemy Frame Update
#--------------------------------------------------------------------------
def enemy_select
# Exit Phase
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@groups_enemies.dispose
@objects.delete(@groups_enemies)
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
# Updates Controls Window
@controls.refresh(0)
# Changes Phase
@phase = 0
# Enemy Select
elsif Input.trigger?(Input::C)
enemy = @enemies[@groups_enemies.index]
if enemy.seen
$game_system.se_play($data_system.decision_se)
enemy_name = enemy.name
for i in 1...$data_troops.size
if $data_troops[i].name == enemy_name
$game_temp.beastairy_return = true
$game_temp.battle_troop_id = i
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
end
end
else
$game_system.se_play($data_system.buzzer_se)
end
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 ? @pose = 3 : @pose -= 1
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 ? @pose = 0 : @pose += 1
end
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Main Processing
#--------------------------------------------------------------------------
alias beastairy_main main
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
unless $game_temp.beastairy_return
@beastairy_troop = []
troop = $data_troops[$game_temp.battle_troop_id]
for i in 0...troop.members.size
enemy = $data_enemies[troop.members[i].enemy_id]
@beastairy_troop.push(enemy)
enemy.see
end
else
@beastairy_troop = []
end
beastairy_main
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
def battle_end(result)
# Clear in battle flag
$game_temp.in_battle = false
# Clear entire party actions flag
$game_party.clear_actions
# Remove battle states
for actor in $game_party.actors
actor.remove_states_battle
end
# Clear enemies
$game_troop.enemies.clear
# Call battle callback
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
if result == 0
for enemy in @beastairy_troop
enemy.defeat
end
end
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running?
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect?
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
$scene = Scene_Gameover.new
end
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
# Shift to phase 5
@phase = 5
# Play battle end ME
$game_system.me_play($game_system.battle_end_me)
# Return to BGM before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Initialize EXP, amount of gold, and treasure
exp = 0
gold = 0
treasures = []
# Loop
for enemy in $game_troop.enemies
# If enemy is not hidden
unless enemy.hidden
unless $game_temp.beastairy_return
# Add EXP and amount of gold obtained
exp += enemy.exp
gold += enemy.gold
# Determine if treasure appears
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($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
end
# Treasure is limited to a maximum of 6 items
treasures = treasures[0..5]
# Obtaining EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
# Obtaining gold
$game_party.gain_gold(gold)
# Obtaining treasure
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
# Make battle result window
@result_window = Window_BattleResult.new(exp, gold, treasures)
# Set wait count
@phase5_wait_count = 100
end
end