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> Result screen - Rpg maker 2003, After battle ends how can I make a custom
Renkai141
post Feb 5 2012, 03:23 AM
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Level 6
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Posts: 78
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RM Skill: Intermediate




I've been wondering how can I make a result screen after a battle ends...
such as.


"player 1"
-experience
-item(s)
-hp left
-sp left
-money obtained


Can anybody help me, if u need more clear information then post something.
*I am using normal battle system, I am wondering how can I end the battle and when it does
it goes to a result screen that "grades" the player on how they did.

NOTE : I am using the "non-random battle system" much like Persona 3 and 4. please help!

Done
[Solutions]
make a picture appear.(with the resolution)
make a message pausing everything around it so there is no interfierence from any other events)
wait for the player to press a key after the result screen is done.
remember to erase all of the pictues > erase the event...
Thanks!
special thanks to "bulmabriefs144"

This post has been edited by Renkai141: Feb 16 2012, 01:09 PM
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bulmabriefs144
post Feb 5 2012, 06:50 AM
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Something Other Than Level 16
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Posts: 627
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I frequently refer people back to my rpg. Why? Because rather than being a terribly good game (it isn't, though it's not bad either), it's basically a massive tutorial on things to try. Check under Party Experience, copy and tweak the code for your own game, and add a display message. You'll probably want it to turn on with battle completion, and off after running, and have it a switch-based parallel process.

Monster Party should have about three variables (experience amount, money amount, and Item ID which decides what item is stored) at the beginning of battle. Ditch the hp left/ sp left ones, it adds too many lines (otherwise you can just have a simple display and not have to fiddle with custom screens) and you can probably look it up. After the battle the Party Experience, being ON, activates and displays the variables. Then you just add each of these to your characters.

This post has been edited by bulmabriefs144: Feb 5 2012, 12:44 PM


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Renkai141
post Feb 6 2012, 02:14 PM
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Level 6
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Posts: 78
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QUOTE (bulmabriefs144 @ Feb 5 2012, 06:50 AM) *
I frequently refer people back to my rpg. Why? Because rather than being a terribly good game (it isn't, though it's not bad either), it's basically a massive tutorial on things to try. Check under Party Experience, copy and tweak the code for your own game, and add a display message. You'll probably want it to turn on with battle completion, and off after running, and have it a switch-based parallel process.

Monster Party should have about three variables (experience amount, money amount, and Item ID which decides what item is stored) at the beginning of battle. Ditch the hp left/ sp left ones, it adds too many lines (otherwise you can just have a simple display and not have to fiddle with custom screens) and you can probably look it up. After the battle the Party Experience, being ON, activates and displays the variables. Then you just add each of these to your characters.

I wanted to show something like this.
showing characters. and such.
+I'm not so smart on the variables showing pictues.
i'm assuming is something like. saving certain variables on other ones. and show up
whenever is on. the thing that annoys me is how do I show numbers.and stuff without a Message display...
which I could trick it out that would endup with the message.... but... is hard, ya kno?
problem, how can I save a variable that shows experience?
+Time

This post has been edited by Renkai141: Feb 7 2012, 08:52 PM
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Attached File  Example.png ( 7.39K ) Number of downloads: 3
 
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Renkai141
post Feb 9 2012, 07:49 PM
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Turns out...
it is possible to actually add everything.
ok question answered is already been tested. thanks!
[Exp party obtain] was a HUGE help.
Bonus EXP for time xD
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Renkai141
post Mar 2 2012, 10:16 AM
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Level 6
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QUOTE (bulmabriefs144 @ Feb 5 2012, 06:50 AM) *
I frequently refer people back to my rpg. Why? Because rather than being a terribly good game (it isn't, though it's not bad either), it's basically a massive tutorial on things to try. Check under Party Experience, copy and tweak the code for your own game, and add a display message. You'll probably want it to turn on with battle completion, and off after running, and have it a switch-based parallel process.

Monster Party should have about three variables (experience amount, money amount, and Item ID which decides what item is stored) at the beginning of battle. Ditch the hp left/ sp left ones, it adds too many lines (otherwise you can just have a simple display and not have to fiddle with custom screens) and you can probably look it up. After the battle the Party Experience, being ON, activates and displays the variables. Then you just add each of these to your characters.

You mentioned "Item ID" that got me confused and gave me a mental break down, I
I'm looking for a tutorial or anything that would regard for item ID.
this is the last thing I need, and I can at least create a downadable project or tutorial for the community
for any of the things like this. THANKS!
I am having a problem with setting a varaible to an item in the "Item" database.

This post has been edited by Renkai141: Mar 2 2012, 10:18 AM
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Milton Monday
post Mar 2 2012, 07:38 PM
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Item ID is the number to the left of the item's name in the database.



You store the item in a variable by setting that variable equal to the Item's ID number, and you can give the party that item by selecting the variable instead of a specific item in the Item Management command.


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Renkai141
post May 21 2012, 03:35 AM
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QUOTE (Milton Monday @ Mar 2 2012, 08:38 PM) *
Item ID is the number to the left of the item's name in the database.



You store the item in a variable by setting that variable equal to the Item's ID number, and you can give the party that item by selecting the variable instead of a specific item in the Item Management command.

Hey thanks, thats how I tought it worked at first, there was a problem with my coding.
ur awesome!
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