Group: Member
Posts: 19
Type: Developer
RM Skill: Undisclosed
This is a pretty sick script. I've always wanted something like this, the old victory screen was just too bland. Oh wait, there wasn't even a victory screen back then. It was just a bunch of text.
Anyways, just wondering if you could add an option to truncate the EXP % decimal in the next update. A character with like 8 digits in the level % can get kind of ugly.
Other than that, great script, still can't wait for more by you!
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Current RPG Project(s): (VX) Legends of Ivalice [||------------------] 5% (not an average) Storyline, Plot, Character Development [||||||||||||||||||----] 71% Database Completion [||||||---------------] 23% Maps and Events [||----------------------] 4% Scripts [|||||||||||------------] 42% Optional Quests and Extras [-------------] 0% ~~~~ Explore the history of Ivalice's shady past, uncovering truths and stories that no one has found before. Reveal the mystery of a missing princess, shed light on an unjust invasion, and stop the Akari from taking over Ivalice. Do you have what it takes to become a legend? Est Release Date: Don't hold your breath! If I'm not lazy, I'll make a blog/advertising site for LoI soon. ------------------
Group: Member
Posts: 6
Type: Event Designer
RM Skill: Beginner
This script is amazing! It fits so well with what I'm toying around with.
I have one question, when the level up detail window pops up, is it possible to remove an attribute? I tried playing around with the script, but I could never remove one.
For example, I'm contemplating using the Magic Charge script by 332211 which means I won't be using contemporary MP, so I wanted to remove that all together and put "ATK" one field higher so it's right under "Max HP" and then respectively move each of the other stats up one space too.
Right now all I can do is take out the "Max MP" name, but the values still show and it looks kind of dumb.
If this takes too much effort, don't worry about it because I'm not even sure I'm going to go with that other script for other reasons.
Those problems aren't generated by my scripts. If you're using any kind of custom dress-up character script or face graphic script, do not expect compatibility with this script.
Group: Member
Posts: 49
Type: None
RM Skill: Undisclosed
QUOTE (Yanfly @ May 25 2009, 04:18 PM)
Those problems aren't generated by my scripts. If you're using any kind of custom dress-up character script or face graphic script, do not expect compatibility with this script.
Actually, I had the face graphics working until I added the On Screen Status script. And I wasn't talking about the character graphics being naked, but the way the left one is arranged halfway between the bottom walk set and walk right set. Even with custom armor scripts turned off I get that weird glitch.
Those problems aren't generated by my scripts. If you're using any kind of custom dress-up character script or face graphic script, do not expect compatibility with this script.
Actually, I had the face graphics working until I added the On Screen Status script. And I wasn't talking about the character graphics being naked, but the way the left one is arranged halfway between the bottom walk set and walk right set. Even with custom armor scripts turned off I get that weird glitch.
Group: Member
Posts: 21
Type: Developer
RM Skill: Beginner
Hey Yanfly, I have a question for you. Is there a way to make this incorporate the KGC EquipLearnSkill script so it would display the amount of TP you earned? I have no RGSS2 experience, so I wasnt going to tamper with it. Amazing script though, nice work!
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What do you mean I only have one hand?! I dont in my RPG!
Anyways, just wondering if you could add an option to truncate the EXP % decimal in the next update. A character with like 8 digits in the level % can get kind of ugly.
I totally agree. Or is there a command I can throw in/mod in the script itself to do this? I know most languages include a "trunc" code to do that, but I don't know RGSS2 well enough.
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RRR 2006 Awards: Best Topic Starter, Ultimate Debater, Most Likely To Bail You Out of Jail, and Most Likely To Become Ruler of the World. RRR 2007 Awards: Master Debater, Elite Gamer, and Uber-Nerd RRR 2008 Awards: Former staff member - VG Hub & General maker discussion
# Taken from Enu's Tankentai BS as a request # # # I got this from www.gameclover.com I posted this because there are multiple errors that # would have to be corrected if this code was taken directly from their site. # #------------------------------------------------------------------ # I did NOT make this. #------------------------------------------------------------------
module GameBaker EpicBattleMonsters = [1, 2, 3] end
class Sprite_Battler alias gb_nonepic_collapse update_collapse alias gb_epic_setupeffect setup_new_effect
def setup_new_effect sg = @battler.collapse gb_epic_setupeffect if sg if @battler.is_a?(Game_Enemy) && GameBaker::EpicBattleMonsters.include?(@battler.enemy_id) @effect_duration = 330 @gb_epic_collapse = true end end end
def update_collapse if !@gb_epic_collapse gb_nonepic_collapse return end if @effect_duration == 320 Audio.se_play("Audio/SE/Absorb1") self.flash(Color.new(255,255,255),60) viewport.flash(Color.new(255,255,255),20) end if @effect_duration == 280 Audio.se_play("Audio/SE/Absorb1") self.flash(Color.new(255,255,255),60) viewport.flash(Color.new(255,255,255),20) end if @effect_duration == 220 Audio.se_play("Audio/SE/Earth4") #reset self.blend_type = 1 self.color.set(255,128,128,128) self.wave_amp = 6 end if @effect_duration < 220 self.src_rect.set(0,@effect_duration/2 - 110,@width,@height) self.x += 8 if @effect_duration % 4 == 0 self.x -= 8 if @effect_duration % 4 == 2 self.wave_amp += 1 if @effect_duration % 10 == 0 self.opacity = @effect_duration return if @effect_duration < 0 Audio.se_play("Audio/SE/Earth4") if @effect_duration % 50 == 0 end end end
No matter what I do it will either wait the whole 330 frames for every monster or it will simply not wait at all. I know this is a simple fix, but I am at a total loss.
It's actually not a simple fix, but one thing you can do is set specific battles to have a longer wait time before displaying the victory aftermath screen.
CODE
Search for wait(YE::BATTLE::DISPLAY::VA_WAIT)
replace it with
if $game_switches[100] wait(330, true) else wait(YE::BATTLE::DISPLAY::VA_WAIT) end
and just set game switch 100 on every time you want to have an epic battle
It's actually not a simple fix, but one thing you can do is set specific battles to have a longer wait time before displaying the victory aftermath screen.
CODE
Search for wait(YE::BATTLE::DISPLAY::VA_WAIT)
replace it with
if $game_switches[100] wait(330, true) else wait(YE::BATTLE::DISPLAY::VA_WAIT) end
and just set game switch 100 on every time you want to have an epic battle
Thank you it works great.
But I really thought that it would be a pretty simple fix...
Group: Member
Posts: 7
Type: None
RM Skill: Undisclosed
Hi, Yanfly.
I'm using this awesome script and also, the Materia Script made by atoa. I wonder how can I add another page to the victory aftermath like the JP System pages showing the AP obtained.
Could you give me some indications, please?
Thank you for this awesome scripts!
Regards,
This post has been edited by Jhin: Jun 15 2009, 07:24 AM
Do you know how to script? That would be the only way to do it. If you do, I can provide the template to add on your own extra Victory Aftermath Extension Pages.
Yanfly, just to inform for this script especially Tankentai users, that if you want the victory poses to be executed, place this Victory Aftermath script above Tankentai. That's all. I don't want other users to complain why the victory poses aren't running.
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Come on, I really need to revive this site: Script Haven: Go!!! Aren't good at making sigs though T-T
Group: Member
Posts: 21
Type: Developer
RM Skill: Beginner
Sorry Yanfly, but this is a very noobish repeat of an earlier request, but is there a way to create a compatibility between this and the KGC EquipLearnSkill and Uresk's Overkill script? I dont fully understand Ruby/RGSS2, so I couldnt use the expansion provided earlier...
Sorry if this is a little demanding...
This post has been edited by OHM2010: Jun 19 2009, 02:22 PM
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What do you mean I only have one hand?! I dont in my RPG!