Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

9 Pages V  « < 7 8 9  
Reply to this topicStart new topic
> [YERD] Display Victory Aftermath (UPDATED), 2009.05.12 - Tick sound now stops after all actors are at 100% bar.
krains123
post Jul 30 2010, 04:38 AM
Post #161


Level 3
Group Icon

Group: Member
Posts: 43
Type: Developer
RM Skill: Beginner




i keep getting a syntas error line 61
Go to the top of the page
 
+Quote Post
   
Paper PokéMaste...
post Jul 30 2010, 06:16 AM
Post #162


Gotta catch 'em all!
Group Icon

Group: Revolutionary
Posts: 633
Type: Event Designer
RM Skill: Skilled




No, but switching to Melody is easy, it has a sideview and it's really easy to customize. Also its compatability is way higher than Behemoth because of how it is. I have used 0 scripts that were incompatible with Melody. Too many incompatibilities to count with other battle systems.

I just saw your post, Krains.
It would be more helpful to say whats on line 61, but you probably don't have the latest version. Just click Yanfly Engine Melody Demo. It will download the newest version of YEM. It includes the newest version of the victory aftermath.


__________________________
CONGRATULATIONS!
You have been selected out of OVER 9000 for a -FREE- spamwich!!
Just click this link to claim your prize!
Go to the top of the page
 
+Quote Post
   
LordHeinrich
post Jul 31 2010, 06:52 AM
Post #163


Level 14
Group Icon

Group: Revolutionary
Posts: 267
Type: Artist
RM Skill: Beginner




@krains123,

Make sure you did not delete the comma at the end of the line.

@darshia,

I don't use Behemoth, but I can look into it... No guarantees though.

EDIT: Use this script and YEM Victory Aftermath should work.

Compatibility Patch for Behemoth
http://www.megaupload.com/?d=DCRGC50Q


Install it right below YEM Victory Aftermath or right below YEM Victory Compatibility if used.

I am pretty sure that YEM Victory Aftermath is not meant to be compatible with Behemoth however, because Behemoth rewrites practically all of Scene_Battle. I didn't look through the script too much as I just made it so Victory Aftermath works with the script.
Go to the top of the page
 
+Quote Post
   
KeybladeSeeker
post Sep 9 2010, 01:08 AM
Post #164



Group Icon

Group: Member
Posts: 1
Type: Event Designer
RM Skill: Intermediate




QUOTE (Yanfly @ Apr 25 2009, 05:06 PM) *
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.

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

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
Nice script but I have a problem.When I have this script in the script editor,the KGC_Training_Points script doesn't work.Can you tell me how to make the KGC_Training_Points script work with this script?

This post has been edited by KeybladeSeeker: Sep 9 2010, 01:09 AM
Go to the top of the page
 
+Quote Post
   
LordHeinrich
post Sep 9 2010, 07:59 AM
Post #165


Level 14
Group Icon

Group: Revolutionary
Posts: 267
Type: Artist
RM Skill: Beginner




QUOTE (LordHeinrich @ Jul 29 2010, 08:25 AM) *
QUOTE (redyugi @ Jun 30 2010, 03:21 PM) *
New version at here
This goes for all Yanfly's scripts


Use the link from the above post for the newest Yanfly Scripts. YERD (Yanfly Engine ReDux) is 2nd generation Yanfly engine. YEM (Yanfly Engine Melody) is 4th generation, therefore the old scripts are not available and many have been updated for YEM including victory aftermath.

Here's the direct link to YEM Victory Aftermath's page:

http://wiki.pockethouse.com/index.php?titl...ctory_Aftermath


Maybe the newer script solves the KGC compatibility issue.
Go to the top of the page
 
+Quote Post
   
maxcloud
post Jul 5 2011, 07:07 AM
Post #166


Level 2
Group Icon

Group: Member
Posts: 21
Type: Writer
RM Skill: Undisclosed





Heeeeeey
sorry for necropost but i really need this version!!
I cant acess that site Pockethouse
Dont work =(

Put some SS and script here!!
Pretty pleaase? ;D
Go to the top of the page
 
+Quote Post
   
dotsonface
post Aug 12 2011, 05:53 PM
Post #167



Group Icon

Group: Banned
Posts: 0
Type: None
RM Skill: Undisclosed




Does anyone have a copy of the script?
I can't connect to Pockethouse for some reason.


__________________________
Banned for evading previous ban (second ban evasion attempt).
Go to the top of the page
 
+Quote Post
   
luigi400000
post Oct 2 2011, 07:16 PM
Post #168


Level 2
Group Icon

Group: Member
Posts: 27
Type: Mapper
RM Skill: Intermediate




Got a problem! And someone please reply fast!



No idea what happend, I tested it before and it worked, so I edited what they say, and this happend.
What did I do? and yeah I named it Fanfair.
Go to the top of the page
 
+Quote Post
   
RubyCrystal
post Oct 23 2011, 11:30 PM
Post #169


Level 3
Group Icon

Group: Member
Posts: 42
Type: Artist
RM Skill: Beginner




I've come to find that Yanfly actually had a compatibility script with Wortana's Neo Gauge script. But it seems the link is lost. Does anyone who still has it willing to upload it?
Go to the top of the page
 
+Quote Post
   
Anon4907
post Nov 2 2011, 12:54 PM
Post #170


Level 1
Group Icon

Group: Member
Posts: 6
Type: Developer
RM Skill: Intermediate




I'm having a slight issue with the Victory Aftermath script as well. This is what it looks like:

Click to see


I haven't altered the size of any of the windows, and I'm not sure as to what exactly is going on. As you can see, the Actor Icons [turn gauge] are still visible, and the Actor Personal Messages has appeared in the wrong place, causing it to block out the gold/exp windows. Now, the latter happens with all of the Actor Messages. I don't know what to change in the script, or even which script to change, in order to move it back to the bottom where it originally was before I started using the Yanfly Battle Engine Melody.

Any help would be greatly appreciated :3
Go to the top of the page
 
+Quote Post
   
Shaddow
post Dec 12 2011, 11:21 PM
Post #171


The Eventer Inventor
Group Icon

Group: Local Mod
Posts: 1,250
Type: Event Designer
RM Skill: Masterful
Rev Points: 90




This script is exactly what I was looking for and it works well with other scripts I am using! thank you so much for this! laugh.gif


__________________________




I support these projects! -------------





Go to the top of the page
 
+Quote Post
   

9 Pages V  « < 7 8 9
Reply to this topicStart new topic
2 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
1 Members: Omiekins

 

Lo-Fi Version Time is now: 18th June 2013 - 11:28 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker