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Yanfly
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:
Click to view attachment

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:
Click to view attachment

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
mortigneous
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) ?
Yanfly
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. =]
mortigneous
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)
Azuaya
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.
Yanfly
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
mortigneous
Thanks, that fixed it biggrin.gif

now to go back to integration!
Kurtz
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.
Yanfly
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
mortigneous
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.
Yanfly
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

Lockheart
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?
Yanfly
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.
mortigneous
what you said to do popped up with an error >.>
Click to view attachment

maybe I misinterpreted lol, or took you too literally


Hold on... found out what happened, but now there's another issue
Yanfly
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
mortigneous
lol yeah, I had litterally just copy/pasted that, but I fixed that and it did this:
Click to view attachment
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
Yanfly
Hmmmm, give it a day. I'll provide a new version soon enough with the option to change the display types to icons.
mortigneous
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?
Kurtz
Thanks Yanfly. It's working perfectly now with the new version. x3
Yanfly


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.
mortigneous
Alright, thanks, wasn't expecting that so early lol.
Lurking
Hey, found a problem and posted it on yer blog but it looks like you're more active here (arrgh, and just signed off it looks like? :[ )

Two problems:

1.) For some reason the after-battle messages are displayed twice, once with their character portraits and once without, and the sprites don’t show up even when the option to display them is set to true.

2.) I have Lomexi’s Battle Theme Adjuster as well, which hasn’t caused any crash errors, but the script still plays the victory music when it shouldn’t. Even removing the "play victory music" parameters or changing the "play victory music" setting to volume 0 isn't working (obviously). I'm assuming there's a part of the script that overrides the playing victory music controls and I'm trying to find it.

EDIT: One more thing, causes errors when you gain exp outside of combat.
Yanfly

Added an option to hide the skill window if no skills are learned.

I fixed the error I could with gaining EXP outside of combat and added an option to play victory music or not.
http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txt

I couldn't reproduce the error you mentioned to me about for number 1. If you could, can you list the scripts you're using in order from top to bottom?
Blackmorning
Hey nice script, except for one thing. No items! It says that you get the item, but it does not get added to the inventory.
Yanfly
QUOTE (Blackmorning @ Apr 26 2009, 08:44 AM) *
Hey nice script, except for one thing. No items! It says that you get the item, but it does not get added to the inventory.

Wow, I'm so embarrassed. Fixed right away. Sorry for the trouble.
http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txt
Xeyla
Is there any chance of you uploading a game with all the scripts you made? Kinda like a Script collection, for people who are fans of your scripts? I would definitly download it, i'm really liking your scripts. You seem to think "outside the box" biggrin.gif
Lurking
QUOTE (Yanfly @ Apr 26 2009, 03:31 AM) *
I fixed the error I could with gaining EXP outside of combat and added an option to play victory music or not.

I couldn't reproduce the error you mentioned to me about for number 1. If you could, can you list the scripts you're using in order from top to bottom?


The gaining exp outside of combat fix worked! Not so much for the victory theme.

I think the problem is with Lomexi's Battle Theme Adjuster, in that it also tries to control the victory screen. When I would set your system to play victory music to false it would still play the basic victory ME no matter what. When I set it to true it would play the victory ME and then the victory BGM I set. Even when I manually went in and tinkered with the overwrite process victory section to not bother trying anything related to sound I found the game wouldn't play any victory theme regardless. I'm going to scrap Lomexi's script and just go with yours for now, but if you can make a call script to change whether victory music plays or not I would be forever grateful.

As for the error, I think it's because I'm using ATS ver.2 along with the paragraph formatter since they're the only scripts that affect message windows. Though, here's the rest of the scripts (the sheer number of them makes me feel newbish. :/)

Tilemap runtime fix
Yeyinde's game interpreter fix
Animation bug fix

Random Battle Transitions
Pathfinding
Weapon Level Script
Encounter Level Script
Monster Book
Change Party Order
Lock Screen

Multiple Fogs
Battleback
Light System
Teleport Fade Options
Splash Screen
Particle Engine
Transitions in Menu

Visual Equipment

Special Skills
Regen HP/MP on Defense
Blue Mage Skills

Display Scanned Enemy
Display Skill Query
Custom Skill Effects
Victory Script

Scene Title Screen
Dynamic Sound System
Anti-Lag

ATS 2
Paragraph Formatter 1.1

Extra Title Screen Button
Icon Preview Window
Auto Backup
Skip Title
Auto-Repeat Animation
Yanfly
QUOTE (xeyla @ Apr 26 2009, 09:19 AM) *
Is there any chance of you uploading a game with all the scripts you made? Kinda like a Script collection, for people who are fans of your scripts? I would definitly download it, i'm really liking your scripts. You seem to think "outside the box" biggrin.gif

I've considering doing that, but at the moment, there's still too many scripts I need to make. It probably won't be until a while.

QUOTE (Lurking @ Apr 26 2009, 10:25 AM) *
The gaining exp outside of combat fix worked! Not so much for the victory theme.

I think the problem is with Lomexi's Battle Theme Adjuster, in that it also tries to control the victory screen. When I would set your system to play victory music to false it would still play the basic victory ME no matter what. When I set it to true it would play the victory ME and then the victory BGM I set. Even when I manually went in and tinkered with the overwrite process victory section to not bother trying anything related to sound I found the game wouldn't play any victory theme regardless. I'm going to scrap Lomexi's script and just go with yours for now, but if you can make a call script to change whether victory music plays or not I would be forever grateful.

As for the error, I think it's because I'm using ATS ver.2 along with the paragraph formatter since they're the only scripts that affect message windows. Though, here's the rest of the scripts (the sheer number of them makes me feel newbish. :/)

Hmmm, have you tried rearrange the Display Victory Aftermath script to under ATS and Paragraph Format? If it doesn't work, try using the Victory Aftermath Compatibility extension I provided.
Dyrnwyn
This is an AWESOME mod. I already have installed it and will be using it in the RPG i'm writing. One small bug that I'm having with, though, is that I can't get the custom actor messages to go after the battle. Anything you know of right off that would cause that? I have so many mods, there's no telling what could cause it, so I was wondering if you might have stumbled across it somewhere. I do use a lot of KGC mods, as well, in case that helps.

If not, not to worry, I'll just use the base functions. smile.gif
Yanfly
QUOTE (Dyrnwyn @ Apr 26 2009, 11:41 AM) *
This is an AWESOME mod. I already have installed it and will be using it in the RPG i'm writing. One small bug that I'm having with, though, is that I can't get the custom actor messages to go after the battle. Anything you know of right off that would cause that? I have so many mods, there's no telling what could cause it, so I was wondering if you might have stumbled across it somewhere. I do use a lot of KGC mods, as well, in case that helps.

If not, not to worry, I'll just use the base functions. smile.gif

Did you remember to set VA_DISPLAY_ACTOR_PERSONAL_MSG to true? Otherwise, it may be any of the custom message system scripts that may be affecting it. However, I've tested with Woratana's NeoMessage 3 script and there's no conflict thusfar.
Lurking
Sorry to be a pain, but I'm still getting the same error after using the compatibility fix and trying out every combination of scripts placing ATS higher/lower, the script higher/lower and compatibility. I've included an image to help show what's going on if it helps at all.

It shows the first message, then I hit the X or enter button and the portrait disappears, then I have to hit the X or enter button again for the next message to show up.

Yanfly
QUOTE (Lurking @ Apr 26 2009, 12:23 PM) *
Sorry to be a pain, but I'm still getting the same error after using the compatibility fix and trying out every combination of scripts placing ATS higher/lower, the script higher/lower and compatibility. I've included an image to help show what's going on if it helps at all.

It shows the first message, then I hit the X or enter button and the portrait disappears, then I have to hit the X or enter button again for the next message to show up.[/img]

Odd. It looks to me like it might be an issue with ATS itself. Try disabling ATS and running the game. If it shows the messages only once, then it's something with ATS.
Lurking
Myep, that fixed the problem! Thanks!

Now I have to grind into the ATS and figure out why it's acting up. lol
Dyrnwyn
Yep! enabled it to true, but no go. And like I said, I have TONS of mods in place. Here's a list thus far:

Tanaki SBS with ATB addon
6-digit mod for Tanaki SBS
KGC Scripts -
Interface for Win32 API
File Encryption 2
Compress Save File
Screen Capture
Help Extension
Draw Format Text
Maplighting
Math reinforce
Limit break
Custom Menu command
Enemy Guide
Enemy Guide patch
Distribute parameter
Add equipment options
Extended equip scene
Equip Extension
SkillCPsystem
Largeparty
Forcestop victoryME
Passiveskill
--end KGC mods--
Advance crafting system

I think that's it. But, I don't know if any of those would mess with yours other than the KGC end of battle stuff or the large party, but I know you checked those out, too.
Dyrnwyn
OH! I just noticed something! The taunts at the end of battle that i thought were missing aren't! They are popping up at the top instead of down at the bottom, if that helps out.
Yanfly
If that's the case, that's probably because one of the scripts altered the position of the message box. Try using the Victory Aftermath Compatibility extension I provided.
Dyrnwyn
You, are rapidly on your way to being a legend of the VX community. Awesome! This fixed it and is working beautifully!
wltr3565
Sorry about before. Since I'm using Lomexi's battle theme adjuster and playing the victory music is better from the BGM, Do you know how to set the victory BGM play in the game? Like in the script, it should be true. But because of the event of the game, I want to make it false so it won't play the victory BGM. How to change it, Yanfly? Thanks for telling me.
Lockheart
QUOTE (Yanfly @ Apr 26 2009, 12:09 AM) *
Here's the updated script with the two new options.


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.


Right on! Thank you, works wonders, and I love it.
louistoba
Hi, I really love your script but I have this problem with it. (See Attachment)
Any help please?

Yanfly
That's probably because you're using large facemaps.

-------------

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

MAJOR BUGFIX to prevent save corruption. Update your scripts folks. I apologize for the problems.
louistoba
well can it be fixed?
Is there a way to have no face set in the message box after we win a battle?
It's appreciated thank you.
mortigneous
QUOTE (Yanfly @ Apr 27 2009, 06:44 PM) *
http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txt

MAJOR BUGFIX to prevent save corruption. Update your scripts folks. I apologize for the problems.


yay! more re-editing! lol

oh well, doesn't really bother me too much biggrin.gif

*begins to wonder why he doesn't just wait for a final version*

*remembers to look for bugs*
Yanfly
QUOTE (mortigneous @ Apr 27 2009, 05:50 PM) *
yay! more re-editing! lol

You can always put the actor quotes in a script slot under Victory Aftermath. That way, you don't have to re-edit the quotes every single time it gets updated. Here's a quick and easy template while retaining all of the proper information.

http://www.pockethouse.com/rpgvx/scripts/actorquotes.txt

I suppose with that said, I'll update it once again.


There is now an option you can choose in the module to turn off faces. Do a search inside the script for VA_USE_FACES and set it to false if you want to disable it.


To bypass battle BGM music without any interruption for your battle, I've binded a switch to do it. By default, it's switch number 63. If you want to bind it to another switch, do a search inside the script for VA_BYPASS_BGM_SWITCH and change it to whatever switch ID you want.
louistoba
Thanks alot it works fine now.
You're awesome hehe
Lurking
OMG I LOVE you for the latest updates!!

But there's a new bug showing up :<

At first I had setup combat so that only my BGM would play (no victory song, no battle music), this worked perfectly except that when a party member gained a new skill the new skill window wouldn't go away.

Then I setup two combats, one with victory music and one without and in both instances the skill window wouldn't go away (even when in field mode.)

Then I turned on VA_DISPLAY_ACTOR_PERSONAL_MSG and got the following error: Script 'Victory Aftermath' line 695: NoMethodError occurred. undefined method 'refresh' for nil:Class.

Turning off the "VA_DISPLAY_ACTOR...make characters say funny things" hash causes the new skill window problem to come back.
Yanfly
QUOTE (Lurking @ Apr 28 2009, 01:24 PM) *
OMG I LOVE you for the latest updates!!

But there's a new bug showing up :<

At first I had setup combat so that only my BGM would play (no victory song, no battle music), this worked perfectly except that when a party member gained a new skill the new skill window wouldn't go away.

Then I setup two combats, one with victory music and one without and in both instances the skill window wouldn't go away (even when in field mode.)

Then I turned on VA_DISPLAY_ACTOR_PERSONAL_MSG and got the following error: Script 'Victory Aftermath' line 695: NoMethodError occurred. undefined method 'refresh' for nil:Class.

Turning off the "VA_DISPLAY_ACTOR...make characters say funny things" hash causes the new skill window problem to come back.

I fixed the skill window not disappearing along with another error I found last night. Refresh error also fixed. Thanks for letting me know. Seems like there's always bound to be more errors popping up whenever I add new stuff. =/

http://www.pockethouse.com/rpgvx/scripts/d...ryaftermath.txt
Here's the updated version (yet again)
Lurking
Thanks, works like a charm!

Now I'm going to check out your properties script and ruin that for you! biggrin.gif
Xeyla
QUOTE
I've considering doing that, but at the moment, there's still too many scripts I need to make. It probably won't be until a while.


OOoooo! I can't wait till that time comes! woot.gif And thanks for letting us know that. smile.gif I now have something to look forward too.
madwithstaples
I seem to be having an issue with the text displaying when a character levels.

Example

I'm pretty positive it's in conflict with another script, but I really don't have one that would effect a victory screen like this.
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