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> [YERD] Display Victory Aftermath (UPDATED), 2009.05.12 - Tick sound now stops after all actors are at 100% bar.
Yanfly
post Apr 25 2009, 05:06 PM
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Display Victory Aftermath
Last Update: 2009.05.12
By: Yanfly Engine ReDux

Introduction
I'm remaking this script for multiple reasons. Biggest of which is so that the code's a whole lot cleaner. The second biggest reason is because I actualy know what I'm doing this time around. And the third reason is that out there in the VX scripting community, a decent victory aftermath script has yet to be made. This will hopefully provide everything adequate for a victory aftermath.

This script consists of a couple of phases. The first being displayed exp for each member prior to gaining the experience earned in battle. Nothing too special here, you basically see what happens before the experience is applied.

The second phase goes into giving each of the actors experience. This supports multi-leveling as well as learning a whole bunch of skills. Actors that level up will create a window that displays their previous stats in comparison to their new stats. Alongside that is also a list of the new skills they have learned from the level up.

This script leaves an "extra" phase if there's any add-ons made for Victory Aftermath in the future. By default, there's nothing visible here, but should add-ons be made, this phase will be providing for it without need to actually modify the script itself.

The last phase goes into the drop listing. This generates a list of drops and displays them from most to least number of drops. This means that drops of the same type will stack upon another. If no drops present, this phase is skipped.

Update History
  • 2009.05.12 - Ticking sound now stops after all party members reach 100% exp bar.
  • 2009.05.08 - Max Level EXP bug fixed.
  • 2009.05.01 - Two new features.
    Animated EXP bars.
    New switch you may bind to skip victory screens altogether.
  • 2009.04.27 - Bugfix to prevent save corruption.
    Added a bypass battle BGM switch. Search for VA_BYPASS_BGM_SWITCH.
    Added a no faces option. Search for VA_USE_FACES.
  • 2009.04.26 - Added two new display type options.
  • 2009.04.25 - Finished script and publicized.
  • 2009.04.23 - Started on script.


Screenshots


Script
Click here to view it.
NR - It seems pockethouse has lost the script, it's been uploaded here:
Attached File  Yanfly_Engine_RD___Display_Victory_Aftermath.txt ( 74.75K ) Number of downloads: 134


Instructions
Since this is a big script, I’ve included a number of screenshots to explain everything (hopefully).

---------



Major differences between this and the default victory screen can be seen immediately. At the very top, you see the gold earned and the experience gained. At the bottom, we have the usual victory message of the player's party being victorious (although this time, added with the face art of the party leader). Most noticable is the player's part at the very center of the screen displaying the percentage to the next level, what the next level is, and how much EXP is needed. Though if you pay attention, you can see that this is the experience bar before the actual EXP is earned and there's a good reason for that. This is because we'll soon view the actors leveling up individually. But before we move on, there's a few options we can take a gander at.

Also, I'd like to mention that if for some reason, the message window does not appear (mostly due to other scripts), you can download and throw in this script here to make things working again. Victory Aftermath Compatibility
NR - The pockethouse link doesn't work any more, I've uploaded it here:
Attached File  Yanfly_Engine_Melody___Victory_Compatibility.txt ( 6.11K ) Number of downloads: 45


Here are some of the major options you can adjust in the module.

YE::BATTLE::DISPLAY::VA_BGM
- In the past, once the victory process has begun, you hear a fanfare and then the field map music playing again. This time, you can have a song piece dedicated to just the victory portion of the battle.

YE::BATTLE::DISPLAY::VA_EXP_SPLIT
- Set this to true if you would like experience to be split amongst the total number of party members you have in battle (this includes those that are knocked out cold). If you do enable it (disabled by default), then adjust the values below.

YE::BATTLE::DISPLAY::VA_EXP_1_MEMBER, VA_EXP_2_MEMBER, etc
- This sets the experience multiplier data for the number of party members you have. Note that the experience isn't divided directly by the number of party members for the sole reason that people often like to give random and odd multipliers for having different amounts of members. If you have more than 4 party members, the multiplier will take the experience split multiplier as having only 4 members.

YE::BATTLE::DISPLAY::VA_MAXLV
- This doesn't actually set anything other than detect a few level changes here and there. This exists as a modifiable value (instead of directly searching out the max level limit) because there's so many scripts out there that adjust max level in too many different ways. This one will at least let you adjust it to what you know is the working max level in your RPG.

---------



Upon leaving the first screen, your actors will begin to acquire experience individually. This will piece the former level and its stats to the newer level and the upgraded stats side by side for comparison. The HECO stats have been omitted since levels don't affect them (unless you're using some script to change them). Next to the stat comparison is a window displaying all of the skills that the the actor has just learned.



Note that if an actor has more than 6 skills learned, a new page will appear to show the new skills the character has learned. This will repeat until it has shown all of the skills the actor can possibly learn. There are some module options available for the level up portion of this victory aftermath script.

Here are some of the major options you can adjust in the module.

YE::BATTLE::DISPLAY::VA_NEW_STAT_TYPE
- Changes between displaying an icon for the next arrow or just use text.

YE::BATTLE::DISPLAY::VA_NEW_STAT_TYPE
- Changes between displaying the new stats entirely or the increase for the stats.

YE::BATTLE::DISPLAY::VA_LVL_UP_HEAL
- If set to true (by default, false), it will heal the actor upon leveling up inside battle.

YE::BATTLE::DISPLAY::VA_LVL_UP_HEAL_HP, VA_LVL_UP_HEAL_MP, VA_LVL_UP_HEAL_STATES
- These values adjust the percentage of the character's MaxHP and MaxMP that will be healed. If the heal states option is set to true, then all status effects will be removed as well.

---------



Once the leveling up phase is done, the middle window showing the party's experience will update. This then moves onto the drops phase. If there are no drops found, then the drops phase is ignored and the victory aftermath ends there. However, to demonstrate what the drops phase can potentially do, I've thrown in a plethora of drops for viewing.



The former experience and message windows will vanish only to be replaced by this screen. The drops will be ordered by most to least. Although you're unlikely to fill up a whole window full of items like such, this drop window can hold up to 18 different unique items. This was done mostly to replace the endless lines of item display at the end of a battle if you were to create your monsters to drop tons of items. Now, you can save your players a whole lot of time by displaying them all at once.

Here are some of the major options you can adjust in the module.

YE::BATTLE::DISPLAY::VA_DROP_DISPLAY_TYPE
- If you set this to 1, the items will list themselves vertically. If you set this to 2, items will be listed horizontally.

YE::BATTLE::DISPLAY::VA_USE_COMEVENT
- If set to true, once battle ends, this script will force a common event to play before moving on.

YE::BATTLE::DISPLAY::VA_COMMON_EVENT
- This sets the common event you wish to play.

---------



Those that wish to add a bit of a personal touch to their games can create actor quotes for each individual actor (or have them all run from a common pool). This part can be found under the Lunatic Mode portion of the script and requires turning a particular flag on. These actors will pronounce different quotes at different parts of the victory aftermath phases.

YE::BATTLE::DISPLAY::VA_DISPLAY_ACTOR_PERSONAL_MSG
- Set this to true to enable personal actor quotes.



Modify the script underneath to adjust the actors' quotes. Note that actors without their ID's listed in the respective hashes will play quotes from the Actor 0 quote pool. This will go true for any actor that doesn't have their ID's present in any of the quote hashes. Also, if you have multiple quotes per hash, one of them will be randomly chosen and displayed on screen. This allows for more variability for your victory quotes. For information is listed under the Lunatic Mode portion to describe when each quote hash is used and called upon.

---------

And that's pretty much it. Like I said before, I made this script in the past but it was way messier than this. However, looking back, it's probably taught me a whole lot about Ruby's scripting structure since it's one of my first scripts. Funny that I go back to it now and rebuild it.

Notes
And now for something completely different.



Compatibility
- Works with KGC Extra Drop Items
- Works with KGC Large Party
Please report any compatibility issues and I'll try my best to fix them.

Terms and Conditions
Just give credit where due.

Credits and Thanks
- Halbarad for his initial contribution on the prototype script's drop portion.

Originally Found Here: Here

This post has been edited by Night_Runner: Nov 3 2011, 01:13 AM
Reason for edit: Re-uploaded the script


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mortigneous
post Apr 25 2009, 05:55 PM
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hmmm.... I'm stuck between this and a different setup.... Because with this one it has a really nice item screen, but with the other two [it's a pair] (no offense), but I just prefer how the level up is set up... and it does have an item list, but I like yours more so.... looks like I'm saving this and messing around with it and the others to get the right combination lol

Maybe I'll accidentally catch on to the secrets of scripting! biggrin.gif lmao

well, unless you mind me possibly tweaking this script probably a lot

Edit: Also, why is (item screen) it showing up as 1[]~ (name and icon of item that dropped) showing up instead of 1x (name and icon) ?

This post has been edited by mortigneous: Apr 25 2009, 06:03 PM


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Yanfly
post Apr 25 2009, 05:58 PM
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You can feel free to tweak this script however you want. After all, the whole purpose of it is to make your game more enjoyable for you and the players. If you feel tweaking it will accomplish that, that's more than enough justification to convince me. =]


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mortigneous
post Apr 25 2009, 06:05 PM
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alright, thanks, and I added another question
QUOTE
Edit: Also, why is (item screen) it showing up as 1[]~ (name and icon of item that dropped) showing up instead of 1x (name and icon) ?

lol (I'm new to scripting as before I was working on rm2k... then of course because vista is evil and makes me wish I had just gotten XP with my new computer, it wasn't compatible so I got VX)


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Azuaya
post Apr 25 2009, 06:06 PM
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Pretty darn nice interfaces you had created Yanfly, and pretty much ya been helping out with the community a lot. It goes to show you've been releasing a lot of scripts and care for everyone. Nice job.


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Yanfly
post Apr 25 2009, 06:12 PM
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QUOTE (mortigneous @ Apr 25 2009, 06:05 PM) *
alright, thanks, and I added another question
QUOTE
Edit: Also, why is (item screen) it showing up as 1[]~ (name and icon of item that dropped) showing up instead of 1x (name and icon) ?


Hmmm, it looks like the script didn't upload in unicode correctly (since I was using a unicode multiplication character for it). I reuploaded it with a regular "x" instead of a multiplication sign. Here's a quick link.

http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txt


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mortigneous
post Apr 25 2009, 06:17 PM
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Thanks, that fixed it biggrin.gif

now to go back to integration!


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Kurtz
post Apr 25 2009, 06:18 PM
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Hmm, yet another great script. These ones are pretty much the ones anyone can use, and it's not even complicated to edit to one's needs (especially those who aren't as good at scripting)

Though, I put it in and found a problem. Whenever an enemy drops something, say a paper (The enemy I chose only drops one item on chance), I get this kind of error;



Any reason why that'd happen? I don't have much adding to the battle system besides the Ring System.
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Yanfly
post Apr 25 2009, 06:21 PM
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QUOTE (Kurtz @ Apr 25 2009, 06:18 PM) *
Hmm, yet another great script. These ones are pretty much the ones anyone can use, and it's not even complicated to edit to one's needs (especially those who aren't as good at scripting)

Though, I put it in and found a problem. Whenever an enemy drops something, say a paper (The enemy I chose only drops one item on chance), I get this kind of error;



Any reason why that'd happen? I don't have much adding to the battle system besides the Ring System.

Wow, this is a sign I shouldn't do coding so late at night. Anyways, fixed it. Reuploaded once again. Sorry for the trouble.
http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txt


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mortigneous
post Apr 25 2009, 06:52 PM
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Ok, so I changed my mind on what I was doing and basically decided to mess around with your script to make the level up screen look a little closer to the other one (easier), but (probably since I'm fairly new to scripting), I can't figure out how to get VA_TEXT_NEXT to display an icon lol, could you tell me how to go about doing that? If not, I understand, but I'd appreciate it.


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Hmm.... rm2k isn't compatible with vista? Looks like I'll go to rmvx... Scripting?
Oh sweet, I get to add new stuff! OH DEAR GOD! *head explodes*

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Yanfly
post Apr 25 2009, 06:56 PM
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Scroll down to around line 1290-ish where you would see this:

CODE
text = YE::BATTLE::DISPLAY::VA_TEXT_NEXT
for i in 0..6
self.contents.draw_text(px, py, 30, WLH, text, 1); py += WLH
end

Replace it with

icon = (Icon ID of whatever icon you want)
for i in 0..6
draw_icon(icon, px, py, true)
py += WLH
end



This post has been edited by Yanfly: Apr 25 2009, 06:57 PM


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Lockheart
post Apr 25 2009, 06:56 PM
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Yet another amazing script from Yanfly!

Quick question, this has kinda always bugged me with most victory level up screens, but is it possible to show the amount a stat has gone up rather the the new stat level? For example, Ralph levels up to 2, his HP at Lv 1, is 30 at level 2 its 35. With yours and all other level up screens it'll state that his new HP is 35. what I'm looking for is something that says its increased by 5.

Example 1:

30 -> 35

What I'm requesting:

30 -> +5

Make sense?
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Yanfly
post Apr 25 2009, 07:00 PM
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QUOTE (Lockheart @ Apr 25 2009, 07:56 PM) *
Yet another amazing script from Yanfly!

Quick question, this has kinda always bugged me with most victory level up screens, but is it possible to show the amount a stat has gone up rather the the new stat level? For example, Ralph levels up to 2, his HP at Lv 1, is 30 at level 2 its 35. With yours and all other level up screens it'll state that his new HP is 35. what I'm looking for is something that says its increased by 5.

Example 1:

30 -> 35

What I'm requesting:

30 -> +5

Make sense?

Yeah, it's definitely possible.

CODE
Around 1280-ish

Replace

self.contents.font.color = text_color(YE::BATTLE::DISPLAY::VA_AFTER_COLOUR)
self.contents.draw_text(px, py, 60, WLH, actor.level, 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, actor.maxhp, 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, actor.maxmp, 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, actor.atk, 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, actor.def, 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, actor.spi, 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, actor.agi, 2)

with

self.contents.font.color = text_color(YE::BATTLE::DISPLAY::VA_AFTER_COLOUR)
self.contents.draw_text(px, py, 60, WLH, sprintf("+%d", actor.level - actor.old_level), 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, sprintf("+%d", actor.maxhp - actor.old_maxhp), 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, sprintf("+%d", actor.maxmp - actor.old_maxmp), 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, sprintf("+%d", actor.atk - actor.old_atk), 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, sprintf("+%d", actor.def - actor.old_def), 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, sprintf("+%d", actor.spi - actor.old_spi), 2); py += WLH
self.contents.draw_text(px, py, 60, WLH, sprintf("+%d", actor.agi - actor.old_agi), 2)

That's it.


I may just create an option for this display type in the future in addition to having an icon for the next text.

This post has been edited by Yanfly: Apr 25 2009, 07:12 PM


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mortigneous
post Apr 25 2009, 07:25 PM
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what you said to do popped up with an error >.>
Attached File  error_copy.jpg ( 34.78K ) Number of downloads: 24


maybe I misinterpreted lol, or took you too literally


Hold on... found out what happened, but now there's another issue

This post has been edited by mortigneous: Apr 25 2009, 07:28 PM


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Yanfly
post Apr 25 2009, 07:28 PM
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Hmmm, in the code I posted,

QUOTE
(Icon ID of whatever icon you want)


should have been something like 5 or 6 or whatever icon you want. For example.

CODE

icon = 1
for i in 0..6
draw_icon(icon, px, py, true)
py += WLH
end


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mortigneous
post Apr 25 2009, 07:33 PM
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lol yeah, I had litterally just copy/pasted that, but I fixed that and it did this:
Attached File  error2.jpg ( 40.42K ) Number of downloads: 8

That wasn't actually the icon I was going to use (but it was the one I typed in) however... I think the problem is a bit obvious lol


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Hmm.... rm2k isn't compatible with vista? Looks like I'll go to rmvx... Scripting?
Oh sweet, I get to add new stuff! OH DEAR GOD! *head explodes*

Fun game.

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Yanfly
post Apr 25 2009, 07:39 PM
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Hmmmm, give it a day. I'll provide a new version soon enough with the option to change the display types to icons.


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mortigneous
post Apr 25 2009, 07:43 PM
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alright, that works too biggrin.gif

thanks

Also, just an afterthought, but what about an ability for the player to choose certain items to not be taken after the battle? or be discarded?

This post has been edited by mortigneous: Apr 25 2009, 07:47 PM


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Hmm.... rm2k isn't compatible with vista? Looks like I'll go to rmvx... Scripting?
Oh sweet, I get to add new stuff! OH DEAR GOD! *head explodes*

Fun game.

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Kurtz
post Apr 25 2009, 07:45 PM
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Thanks Yanfly. It's working perfectly now with the new version. x3

This post has been edited by Kurtz: Apr 25 2009, 07:46 PM
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Yanfly
post Apr 25 2009, 08:09 PM
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Here's the updated script with the two new options.
http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txt

The options you'll be looking for are:

VA_NEXT_DISPLAY_TYPE to change the icon.
VA_NEW_STAT_TYPE to change the old stat to new stat comparison.


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