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xhin12
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Résolu [Résolu] Emplacement fenêtres (combat)

le Dim 30 Mar 2014 - 17:25
Bonjour,

J'ai installé le script SBS de Jet (ici) que je trouve excellent mais un problème, c'est que les personnages "marchent sur le mur", le background de la zone de combat.
J'aimerais bien une modification de script ou un script pour déplacer la fenêtre (attaque, défense, pseudo, PV, etc.) en haut de l'écran UNIQUEMENT lors des combats.
Une image pour que cela soit plus explicite :


J'en profite aussi pour demander si il est possible de réduire la taille des sprites facilement, parce que vous pouvez constater que les Slimes sont assez grands par rapport aux personnages.

Merci d'avance


Dernière édition par xhin12 le Lun 28 Avr 2014 - 19:26, édité 1 fois
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vincent26
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Résolu Re: [Résolu] Emplacement fenêtres (combat)

le Mar 8 Avr 2014 - 20:22
Petit up car je suis en train de regarder Wink
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xhin12
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Résolu Re: [Résolu] Emplacement fenêtres (combat)

le Mar 8 Avr 2014 - 20:34
Smile
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vincent26
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Résolu Re: [Résolu] Emplacement fenêtres (combat)

le Mar 8 Avr 2014 - 21:02
Code:

class Scene_Battle < Scene_Base
  def create_info_viewport
    @info_viewport = Viewport.new
    @info_viewport.rect.y = 0
    @info_viewport.rect.height = @status_window.height
    @info_viewport.z = 100
    @info_viewport.ox = 64
    @status_window.viewport = @info_viewport
  end
  alias wait_for_message_2 wait_for_message
  def wait_for_message
    @message_window.update
    $game_message.position = 0
    update_for_wait while $game_message.visible
  end
  alias create_message_window_2 create_message_window
  def create_message_window
    create_message_window_2
    $game_message.position = 0
  end
  alias create_help_window_2 create_help_window
  def create_help_window
    create_help_window_2
    @help_window.y = @status_window.height
  end
  alias create_log_window_2 create_log_window
end
class Window_BattleSkill < Window_SkillList
  def initialize(help_window, info_viewport)
    y = help_window.height+help_window.y
    super(0, y, Graphics.width, Graphics.height - y)
    self.visible = false
    @help_window = help_window
    @info_viewport = info_viewport
  end
end
class Window_BattleItem < Window_ItemList
  def initialize(help_window, info_viewport)
    y = help_window.height+help_window.y
    super(0, y, Graphics.width, Graphics.height - y)
    self.visible = false
    @help_window = help_window
    @info_viewport = info_viewport
  end
end
class Window_BattleLog < Window_Selectable
  def initialize
    super(0, 110, window_width, window_height)
    self.z = 200
    self.opacity = 0
    @lines = []
    @num_wait = 0
    create_back_bitmap
    create_back_sprite
    refresh
  end
end
class Game_Actor
  def screen_y
    if [6, 4].include?(BattleManager.player_dir)
      if Jet::VBS::CENTER_ACTORS
        y = Graphics.height / 2
        y -= 16 - 90
        y += Jet::VBS::SPACE_DIFFERENCE / 2 if $game_party.members.size.even?
        y -= ($game_party.members.size / 2 - index) * Jet::VBS::SPACE_DIFFERENCE
        return y
      else
        return Jet::VBS::START_POINT[1] + Jet::VBS::SPACE_DIFFERENCE * index
      end
    end
    return Jet::VBS::START_POINT[1]
  end
end

voici a mettre sous le script de jet
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xhin12
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Résolu Re: [Résolu] Emplacement fenêtres (combat)

le Mer 9 Avr 2014 - 14:54
c'est bien pour vx ace en fait ? j'ai oublié de préciser Sad et je dois le mettre en dessous dans le script ou faire un autre script ?
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vincent26
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Résolu Re: [Résolu] Emplacement fenêtres (combat)

le Mer 9 Avr 2014 - 15:16
tu le met dans un nouvelle emplacement de script sous celui de jet (oui c'est pour vx ace ^^)
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xhin12
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Résolu Re: [Résolu] Emplacement fenêtres (combat)

le Mer 9 Avr 2014 - 19:49
Ah merci ça marche, mais je n'avais pas pensé au script de Yanfly "Aftermatch", du coup les textes des personnages après le combat sont aussi en haut et sont donc confondus avec ceux des récompenses, xp,...

Code:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Victory Aftermath v1.03
# -- Last Updated: 2012.01.07
# -- Level: Easy, Normal, Hard
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-VictoryAftermath"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.07 - Compatibility Update: JP Manager
# 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
# 2011.12.26 - Compatibility Update: Command Autobattle
# 2011.12.16 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# At the end of each battle, RPG Maker VX Ace by default shows text saying that
# the party has gained so-and-so EXP while this person leveled up and your
# party happened to find these drops. This script changes that text into
# something more visual for your players to see. Active battle members will be
# seen gaining EXP, any kind of level up changes, and a list of the items
# obtained through drops.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <win quotes>
#  string
#  string
# </win quotes>
# Sets the win quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <level quotes>
#  string
#  string
# </level quotes>
# Sets the level up quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <drops quotes>
#  string
#  string
# </drops quotes>
# Sets the drops quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <win quotes>
#  string
#  string
# </win quotes>
# Sets the win quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <level quotes>
#  string
#  string
# </level quotes>
# Sets the level up quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <drops quotes>
#  string
#  string
# </drops quotes>
# Sets the drops quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module VICTORY_AFTERMATH
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are various settings that are used throughout the Victory Aftermath
    # portion of a battle. Adjust them as you see fit.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    VICTORY_BGM  = RPG::BGM.new("Field1", 100, 100)    # Victory BGM
    VICTORY_TICK = RPG::SE.new("Decision1", 100, 150)  # EXP ticking SFX
    LEVEL_SOUND  = RPG::SE.new("Up4", 80, 150)        # Level Up SFX
    SKILLS_TEXT  = "Nouvelles compétences"                        # New skills text title.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Important Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are some important settings so please set them up properly. This
    # section includes a switch that allows you to skip the victory aftermath
    # phase (for those back to back battles and making them seamless) and it
    # also allows you to declare a common event to run after each battle. If
    # you do not wish to use either of these features, set them to 0. The
    # common event will run regardless of win or escape.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    SKIP_AFTERMATH_SWITCH  = 0  # If switch on, skip aftermath. 0 to disable.
    SKIP_MUSIC_SWITCH      = 0  # If switch on, skip music. 0 to disable.
    AFTERMATH_COMMON_EVENT = 0  # Runs common event after battle. 0 to disable.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Top Text Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Here, you can adjust the various text that appears in the window that
    # appears at the top of the screen.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    TOP_TEAM        = "Victoire !"          # Team name used.
    TOP_VICTORY_TEXT = "Victoire !"  # Text used to display victory.
    TOP_LEVEL_UP    = "%s a gagné un niveau !"  # Text used to display level up.
    TOP_SPOILS      = "Récompenses"    # Text used for spoils.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - EXP Gauge Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Adjust how the EXP Gauge appears for the Victory Aftermath here. This
    # includes the text display, the font size, the colour of the gauges, and
    # more. Adjust it all here.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    VICTORY_EXP  = "+%sEXP"      # Text used to display EXP.
    EXP_PERCENT  = "%1.2f%%"    # The way EXP percentage will be displayed.
    LEVELUP_TEXT = "NIVEAU SUP !"  # Text to replace percentage when leveled.
    MAX_LVL_TEXT = "NIVEAU MAX"  # Text to replace percentage when max level.
    FONTSIZE_EXP = 20            # Font size used for EXP.
    EXP_TICKS    = 15            # Ticks to full EXP
    EXP_GAUGE1  = 12            # "Window" skin text colour for gauge.
    EXP_GAUGE2  = 4            # "Window" skin text colour for gauge.
    LEVEL_GAUGE1 = 13            # "Window" skin text colour for leveling.
    LEVEL_GAUGE2 = 5            # "Window" skin text colour for leveling.
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Victory Messages -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # In the Victory Aftermath, actors can say unique things. This is the pool
    # of quotes used for actors without any custom victory quotes. Note that
    # actors with custom quotes will take priority over classes with custom
    # quotes, which will take priority over these default quotes. Use \n for
    # a line break in the quotes.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.
    FOOTER_TEXT = ""                        # Always at end of messages.
    
    # Win Quotes are what the actors say when a battle is won.
    VICTORY_QUOTES ={
    # :type  => Quotes
      #------------------------------------------------------------------------
      :win    => [ # Occurs as initial victory quote.
                  '"C\'était plus simple que ce que j\'espérais."',
                  '"Je n\'ai même pas pu perdre mon temps."',
                  '"Assez simple en somme."',
                  '"Allons combattre des ennemis plus forts !"',
                ],# Do not remove this.
      #------------------------------------------------------------------------
      :level  => [ # Occurs as initial victory quote.
                  '"Yes! Level up !"',
                  '"Je m\'améliore !"',
                  '"Quelqu\'un veut essayer ?"',
                  '"Je sens que je progresse !"',
                ],# Do not remove this.
      #------------------------------------------------------------------------
      :drops  => [ # Occurs as initial victory quote.
                  '"Je prends ça !"',
                  '"La récompense vient après la victoire !"',
                  '"Les ennemis ont laissé ça !"',
                  '"Mais qu\'est-ce ?"',
                ],# Do not remove this.
      #------------------------------------------------------------------------
    } # Do not remove this.
    
  end # VICTORY_AFTERMATH
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

module YEA
  module REGEXP
  module BASEITEM
    
    NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
    
    WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
    WIN_QUOTE_OFF  = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
    LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
    LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
    DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
    DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
    
  end # BASEITEM
  end # REGEXP
end # YEA

#==============================================================================
# ■ Switch
#==============================================================================

module Switch
  
  #--------------------------------------------------------------------------
  # self.skip_aftermath
  #--------------------------------------------------------------------------
  def self.skip_aftermath
    return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
    return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
  end
  
  #--------------------------------------------------------------------------
  # self.skip_aftermath_music
  #--------------------------------------------------------------------------
  def self.skip_aftermath_music
    return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0
    return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]
  end
    
end # Switch

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric
  
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
    
end # Numeric

#==============================================================================
# ■ DataManager
#==============================================================================

module DataManager
  
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_va load_database; end
  def self.load_database
    load_database_va
    load_notetags_va
  end
  
  #--------------------------------------------------------------------------
  # new method: load_notetags_va
  #--------------------------------------------------------------------------
  def self.load_notetags_va
    groups = [$data_actors, $data_classes]
    for group in groups
      for obj in group
        next if obj.nil?
        obj.load_notetags_va
      end
    end
  end
  
end # DataManager

#==============================================================================
# ■ RPG::BaseItem
#==============================================================================

class RPG::BaseItem
  
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :win_quotes
  attr_accessor :level_quotes
  attr_accessor :drops_quotes
  
  #--------------------------------------------------------------------------
  # common cache: load_notetags_va
  #--------------------------------------------------------------------------
  def load_notetags_va
    @win_quotes = [""]
    @level_quotes = [""]
    @drops_quotes = [""]
    @victory_quote_type = nil
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
        @victory_quote_type = :win_quote
      when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
        @victory_quote_type = nil
      when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
        @victory_quote_type = :level_quote
      when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
        @victory_quote_type = nil
      when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
        @victory_quote_type = :drops_quote
      when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
        @victory_quote_type = nil
      #---
      when YEA::REGEXP::BASEITEM::NEW_QUOTE
        case @victory_quote_type
        when nil; next
        when :win_quote;  @win_quotes.push("")
        when :level_quote; @level_quotes.push("")
        when :drops_quote; @drops_quotes.push("")
        end
      #---
      else
        case @victory_quote_type
        when nil; next
        when :win_quote;  @win_quotes[@win_quotes.size-1] += line.to_s
        when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
        when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
        end
      end
    } # self.note.split
    #---
    return unless self.is_a?(RPG::Class)
    quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
    @win_quotes = quotes[:win].clone if @win_quotes == [""]
    @level_quotes = quotes[:level].clone if @level_quotes == [""]
    @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
  end
  
end # RPG::BaseItem

#==============================================================================
# ■ BattleManager
#==============================================================================

module BattleManager
  
  #--------------------------------------------------------------------------
  # overwrite method: self.process_victory
  #--------------------------------------------------------------------------
  def self.process_victory
    if $imported["YEA-CommandAutobattle"]
      SceneManager.scene.close_disable_autobattle_window
    end
    return skip_aftermath if Switch.skip_aftermath
    play_battle_end_me
    gain_jp if $imported["YEA-JPManager"]
    display_exp
    gain_exp
    gain_gold
    gain_drop_items
    close_windows
    SceneManager.return
    replay_bgm_and_bgs
    battle_end(0)
    return true
  end
  
  #--------------------------------------------------------------------------
  # new method: self.skip_aftermath
  #--------------------------------------------------------------------------
  def self.skip_aftermath
    $game_party.all_members.each do |actor|
      actor.gain_exp($game_troop.exp_total)
    end
    $game_party.gain_gold($game_troop.gold_total)
    $game_troop.make_drop_items.each do |item|
      $game_party.gain_item(item, 1)
    end
    close_windows
    SceneManager.return
    replay_bgm_and_bgs
    battle_end(0)
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: self.play_battle_end_me
  #--------------------------------------------------------------------------
  def self.play_battle_end_me
    return if Switch.skip_aftermath_music
    $game_system.battle_end_me.play
    YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
  end
  
  #--------------------------------------------------------------------------
  # new method: self.set_victory_text
  #--------------------------------------------------------------------------
  def self.set_victory_text(actor, type)
    text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
    text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
    text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
    $game_message.face_name = actor.face_name
    $game_message.face_index = actor.face_index
    $game_message.add(text)
    wait_for_message
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: self.display_exp
  #--------------------------------------------------------------------------
  def self.display_exp
    SceneManager.scene.show_victory_display_exp
    actor = $game_party.random_target
    @victory_actor = actor
    set_victory_text(@victory_actor, :win)
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: self.gain_exp
  #--------------------------------------------------------------------------
  def self.gain_exp
    $game_party.all_members.each do |actor|
      temp_actor = Marshal.load(Marshal.dump(actor))
      actor.gain_exp($game_troop.exp_total)
      next if actor.level == temp_actor.level
      SceneManager.scene.show_victory_level_up(actor, temp_actor)
      set_victory_text(actor, :level)
      wait_for_message
    end
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: self.gain_gold
  #--------------------------------------------------------------------------
  def self.gain_gold
    $game_party.gain_gold($game_troop.gold_total)
  end
  
  #--------------------------------------------------------------------------
  # overwrite method: self.gain_drop_items
  #--------------------------------------------------------------------------
  def self.gain_drop_items
    drops = []
    $game_troop.make_drop_items.each do |item|
      $game_party.gain_item(item, 1)
      drops.push(item)
    end
    SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
    set_victory_text(@victory_actor, :drops)
    wait_for_message
  end
  
  #--------------------------------------------------------------------------
  # new method: self.close_windows
  #--------------------------------------------------------------------------
  def self.close_windows
    SceneManager.scene.close_victory_windows
  end
  
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias battle_end_va battle_end; end
  def self.battle_end(result)
    battle_end_va(result)
    return if result == 2
    return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
    event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
    $game_temp.reserve_common_event(event_id)
  end
  
end # BattleManager

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
  
  #--------------------------------------------------------------------------
  # overwrite method: gain_exp
  #--------------------------------------------------------------------------
  def gain_exp(exp)
    enabled = !SceneManager.scene_is?(Scene_Battle)
    change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
  end
  
  #--------------------------------------------------------------------------
  # new method: victory_quotes
  #--------------------------------------------------------------------------
  def victory_quotes(type)
    case type
    when :win
      return self.actor.win_quotes if self.actor.win_quotes != [""]
      return self.class.win_quotes
    when :level
      return self.actor.level_quotes if self.actor.level_quotes != [""]
      return self.class.level_quotes
    when :drops
      return self.actor.drops_quotes if self.actor.drops_quotes != [""]
      return self.class.drops_quotes
    else
      return ["NOTEXT"]
    end
  end
  
end # Game_Actor

#==============================================================================
# ■ Window_VictoryTitle
#==============================================================================

class Window_VictoryTitle < Window_Base
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, Graphics.width, fitting_height(1))
    self.z = 200
    self.openness = 0
  end
  
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(message = "")
    contents.clear
    draw_text(0, 0, contents.width, line_height, message, 1)
  end
  
end # Window_VictoryTitle

#==============================================================================
# ■ Window_VictoryEXP_Back
#==============================================================================

class Window_VictoryEXP_Back < Window_Selectable
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    self.openness = 0
  end
  
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
  end
  
  #--------------------------------------------------------------------------
  # col_max
  #--------------------------------------------------------------------------
  def col_max; return item_max; end
  
  #--------------------------------------------------------------------------
  # spacing
  #--------------------------------------------------------------------------
  def spacing; return 8; end
  
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return $game_party.battle_members.size; end
  
  #--------------------------------------------------------------------------
  # open
  #--------------------------------------------------------------------------
  def open
    @exp_total = $game_troop.exp_total
    super
  end
  
  #--------------------------------------------------------------------------
  # item_rect
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = contents.height
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    return rect
  end
  
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    reset_font_settings
    draw_actor_name(actor, rect)
    draw_exp_gain(actor, rect)
    draw_jp_gain(actor, rect)
    draw_actor_face(actor, rect)
  end
  
  #--------------------------------------------------------------------------
  # draw_actor_name
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, rect)
    name = actor.name
    draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
  end
  
  #--------------------------------------------------------------------------
  # draw_actor_face
  #--------------------------------------------------------------------------
  def draw_actor_face(actor, rect)
    face_name = actor.face_name
    face_index = actor.face_index
    bitmap = Cache.face(face_name)
    rw = [rect.width, 96].min
    face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
    rx = (rect.width - rw) / 2 + rect.x
    contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
  end
  
  #--------------------------------------------------------------------------
  # draw_exp_gain
  #--------------------------------------------------------------------------
  def draw_exp_gain(actor, rect)
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 3 + 96
    fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
    text = sprintf(fmt, actor_exp_gain(actor).group)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
  end
  
  #--------------------------------------------------------------------------
  # actor_exp_gain
  #--------------------------------------------------------------------------
  def actor_exp_gain(actor)
    n = @exp_total * actor.final_exp_rate
    return n.to_i
  end
  
  #--------------------------------------------------------------------------
  # draw_jp_gain
  #--------------------------------------------------------------------------
  def draw_jp_gain(actor, rect)
    return unless $imported["YEA-JPManager"]
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 4 + 96
    fmt = YEA::JP::VICTORY_AFTERMATH
    text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
  end
  
  #--------------------------------------------------------------------------
  # actor_jp_gain
  #--------------------------------------------------------------------------
  def actor_jp_gain(actor)
    n = actor.battle_jp_earned
    if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
      n += YEA::JP::LEVEL_UP unless actor.max_level?
    end
    return n
  end
  
end # Window_VictoryEXP_Back

#==============================================================================
# ■ Window_VictoryEXP_Front
#==============================================================================

class Window_VictoryEXP_Front < Window_VictoryEXP_Back
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super
    self.back_opacity = 0
    @ticks = 0
    @counter = 30
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  end
  
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_tick
  end
  
  #--------------------------------------------------------------------------
  # update_tick
  #--------------------------------------------------------------------------
  def update_tick
    return unless self.openness >= 255
    return unless self.visible
    return if complete_ticks?
    @counter -= 1
    return unless @counter <= 0
    return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
    YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
    @counter = 4
    @ticks += 1
    refresh
  end
  
  #--------------------------------------------------------------------------
  # complete_ticks?
  #--------------------------------------------------------------------------
  def complete_ticks?
    for actor in $game_party.battle_members
      total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
      bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
      now_exp = actor.exp - actor.current_level_exp + bonus_exp
      next_exp = actor.next_level_exp - actor.current_level_exp
      rate = now_exp * 1.0 / next_exp
      return false if rate < 1.0
    end
    return true
  end
  
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    draw_actor_exp(actor, rect)
  end
  
  #--------------------------------------------------------------------------
  # exp_gauge1
  #--------------------------------------------------------------------------
  def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
  
  #--------------------------------------------------------------------------
  # exp_gauge2
  #--------------------------------------------------------------------------
  def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
  
  #--------------------------------------------------------------------------
  # lvl_gauge1
  #--------------------------------------------------------------------------
  def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
  
  #--------------------------------------------------------------------------
  # lvl_gauge2
  #--------------------------------------------------------------------------
  def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
  
  #--------------------------------------------------------------------------
  # draw_actor_exp
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, rect)
    if actor.max_level?
      draw_exp_gauge(actor, rect, 1.0)
      return
    end
    total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
    bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
    now_exp = actor.exp - actor.current_level_exp + bonus_exp
    next_exp = actor.next_level_exp - actor.current_level_exp
    rate = now_exp * 1.0 / next_exp
    draw_exp_gauge(actor, rect, rate)
  end
  
  #--------------------------------------------------------------------------
  # draw_exp_gauge
  #--------------------------------------------------------------------------
  def draw_exp_gauge(actor, rect, rate)
    rate = [[rate, 1.0].min, 0.0].max
    dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
    dy = rect.y + line_height * 2 + 96
    dw = [rect.width, 96].min
    colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
    colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
    draw_gauge(dx, dy, dw, rate, colour1, colour2)
    fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
    text = sprintf(fmt, [rate * 100, 100.00].min)
    if [rate * 100, 100.00].min == 100.00
      text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
      text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
    end
    draw_text(dx, dy, dw, line_height, text, 1)
  end
  
end # Window_VictoryEXP_Front

#==============================================================================
# ■ Window_VictoryLevelUp
#==============================================================================

class Window_VictoryLevelUp < Window_Base
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    hide
  end
  
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
  end
  
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(actor, temp_actor)
    contents.clear
    reset_font_settings
    YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
    draw_actor_changes(actor, temp_actor)
  end
  
  #--------------------------------------------------------------------------
  # draw_actor_changes
  #--------------------------------------------------------------------------
  def draw_actor_changes(actor, temp_actor)
    dx = contents.width / 16
    draw_actor_image(actor, temp_actor, dx)
    draw_param_names(actor, dx)
    draw_former_stats(temp_actor)
    draw_arrows
    draw_newer_stats(actor, temp_actor)
    draw_new_skills(actor, temp_actor)
  end
  
  #--------------------------------------------------------------------------
  # draw_actor_image
  #--------------------------------------------------------------------------
  def draw_actor_image(actor, temp_actor, dx)
    draw_text(dx, line_height, 96, line_height, actor.name, 1)
    draw_actor_face(actor, dx, line_height * 2)
    exp = actor.exp - temp_actor.exp
    text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
    change_color(power_up_color)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
    reset_font_settings
  end
  
  #--------------------------------------------------------------------------
  # draw_param_names
  #--------------------------------------------------------------------------
  def draw_param_names(actor, dx)
    dx += 108
    change_color(system_color)
    text = Vocab.level
    draw_text(dx, 0, contents.width - dx, line_height, text)
    dy = 0
    for i in 0...8
      dy += line_height
      text = Vocab.param(i)
      draw_text(dx, dy, contents.width - dx, line_height, text)
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_former_stats
  #--------------------------------------------------------------------------
  def draw_former_stats(actor)
    dw = contents.width / 2 - 12
    dy = 0
    change_color(normal_color)
    draw_text(0, dy, dw, line_height, actor.level.group, 2)
    for i in 0...8
      dy += line_height
      draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_arrows
  #--------------------------------------------------------------------------
  def draw_arrows
    dx = contents.width / 2 - 12
    dy = 0
    change_color(system_color)
    for i in 0..8
      draw_text(dx, dy, 24, line_height, "→", 1)
      dy += line_height
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_newer_stats
  #--------------------------------------------------------------------------
  def draw_newer_stats(actor, temp_actor)
    dx = contents.width / 2 + 12
    dw = contents.width - dx
    dy = 0
    change_color(param_change_color(actor.level - temp_actor.level))
    draw_text(dx, dy, dw, line_height, actor.level.group, 0)
    for i in 0...8
      dy += line_height
      change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
      draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
    end
  end
  
  #--------------------------------------------------------------------------
  # draw_new_skills
  #--------------------------------------------------------------------------
  def draw_new_skills(actor, temp_actor)
    return if temp_actor.skills.size == actor.skills.size
    dw = 172 + 24
    dx = contents.width - dw
    change_color(system_color)
    text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
    draw_text(dx, 0, dw, line_height, text, 0)
  end
  
end # Window_VictoryLevelUp

#==============================================================================
# ■ Window_VictorySkills
#==============================================================================

class Window_VictorySkills < Window_Selectable
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    dy = fitting_height(1) + 24
    dw = 172 + 24 + 24
    dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
    super(Graphics.width - dw, dy, dw, dh)
    self.opacity = 0
    self.z = 200
    hide
  end
  
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return @data.nil? ? 0 : @data.size; end
  
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(actor, temp_actor)
    contents.clear
    if actor.skills.size == temp_actor.skills.size
      unselect
      @data = []
      create_contents
      return
    end
    @data = actor.skills - temp_actor.skills
    if @data.size > 8
      select(0)
      activate
    else
      unselect
      deactivate
    end
    create_contents
    draw_all_items
  end
  
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    skill = @data[index]
    return if skill.nil?
    rect.width -= 4
    draw_item_name(skill, rect.x, rect.y, true)
  end
  
end # Window_VictorySkills

#==============================================================================
# ■ Window_VictorySpoils
#==============================================================================

class Window_VictorySpoils < Window_ItemList
  
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, fitting_height(1), Graphics.width, window_height)
    self.z = 200
    hide
  end
  
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
  end
  
  #--------------------------------------------------------------------------
  # spacing
  #--------------------------------------------------------------------------
  def spacing; return 32; end
  
  #--------------------------------------------------------------------------
  # make
  #--------------------------------------------------------------------------
  def make(gold, drops)
    @gold = gold
    @drops = drops
    refresh
    select(0)
    activate
  end
  
  #--------------------------------------------------------------------------
  # make_item_list
  #--------------------------------------------------------------------------
  def make_item_list
    @data = [nil]
    items = {}
    weapons = {}
    armours = {}
    @goods = {}
    for item in @drops
      case item
      when RPG::Item
        items[item] = 0 if items[item].nil?
        items[item] += 1
      when RPG::Weapon
        weapons[item] = 0 if weapons[item].nil?
        weapons[item] += 1
      when RPG::Armor
        armours[item] = 0 if armours[item].nil?
        armours[item] += 1
      end
    end
    items = items.sort { |a,b| a[0].id <=> b[0].id }
    weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
    armours = armours.sort { |a,b| a[0].id <=> b[0].id }
    for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
    for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
    for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
  end
  
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    rect = item_rect(index)
    reset_font_settings
    if item.nil?
      draw_gold(rect)
      return
    end
    rect.width -= 4
    draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
    draw_item_number(rect, item)
  end
  
  #--------------------------------------------------------------------------
  # draw_gold
  #--------------------------------------------------------------------------
  def draw_gold(rect)
    text = Vocab.currency_unit
    draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
  end
  
  #--------------------------------------------------------------------------
  # draw_item_number
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    number = @goods[item].group
    if $imported["YEA-AdjustLimits"]
      contents.font.size = YEA::LIMIT::ITEM_FONT
      text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
      draw_text(rect, text, 2)
    else
      draw_text(rect, sprintf(":%s", number), 2)
    end
  end
  
end # Window_VictorySpoils

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
  
  #--------------------------------------------------------------------------
  # alias method: create_all_windows
  #--------------------------------------------------------------------------
  alias scene_battle_create_all_windows_va create_all_windows
  def create_all_windows
    scene_battle_create_all_windows_va
    create_victory_aftermath_windows
  end
  
  #--------------------------------------------------------------------------
  # new method: create_victory_aftermath_windows
  #--------------------------------------------------------------------------
  def create_victory_aftermath_windows
    @victory_title_window = Window_VictoryTitle.new
    @victory_exp_window_back = Window_VictoryEXP_Back.new
    @victory_exp_window_front = Window_VictoryEXP_Front.new
    @victory_level_window = Window_VictoryLevelUp.new
    @victory_level_skills = Window_VictorySkills.new
    @victory_spoils_window = Window_VictorySpoils.new
  end
  
  #--------------------------------------------------------------------------
  # new method: show_victory_display_exp
  #--------------------------------------------------------------------------
  def show_victory_display_exp
    @victory_title_window.open
    name = $game_party.battle_members[0].name
    fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
    name = sprintf(fmt, name) if $game_party.battle_members.size > 1
    fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
    text = sprintf(fmt, name)
    @victory_title_window.refresh(text)
    #---
    @victory_exp_window_back.open
    @victory_exp_window_back.refresh
    @victory_exp_window_front.open
    @victory_exp_window_front.refresh
  end
  
  #--------------------------------------------------------------------------
  # new method: show_victory_level_up
  #--------------------------------------------------------------------------
  def show_victory_level_up(actor, temp_actor)
    @victory_exp_window_back.hide
    @victory_exp_window_front.hide
    #---
    fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
    text = sprintf(fmt, actor.name)
    @victory_title_window.refresh(text)
    #---
    @victory_level_window.show
    @victory_level_window.refresh(actor, temp_actor)
    @victory_level_skills.show
    @victory_level_skills.refresh(actor, temp_actor)
  end
  
  #--------------------------------------------------------------------------
  # new method: show_victory_spoils
  #--------------------------------------------------------------------------
  def show_victory_spoils(gold, drops)
    @victory_exp_window_back.hide
    @victory_exp_window_front.hide
    @victory_level_window.hide
    @victory_level_skills.hide
    #---
    text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
    @victory_title_window.refresh(text)
    #---
    @victory_spoils_window.show
    @victory_spoils_window.make(gold, drops)
  end
  
  #--------------------------------------------------------------------------
  # new method: close_victory_windows
  #--------------------------------------------------------------------------
  def close_victory_windows
    @victory_title_window.close
    @victory_exp_window_back.close
    @victory_exp_window_front.close
    @victory_level_window.close
    @victory_level_skills.close
    @victory_spoils_window.close
    wait(16)
  end
  
end # Scene_Battle

#==============================================================================
#
# ▼ End of File
#
#==============================================================================
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vincent26
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Date d'inscription : 17/08/2010

Résolu Re: [Résolu] Emplacement fenêtres (combat)

le Mer 9 Avr 2014 - 20:11
voila le code de yanfly modifier :
Code:

#==============================================================================
#
# ▼ Yanfly Engine Ace - Victory Aftermath v1.03
# -- Last Updated: 2012.01.07
# -- Level: Easy, Normal, Hard
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-VictoryAftermath"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.07 - Compatibility Update: JP Manager
# 2012.01.01 - Bug Fixed: Quote tags were mislabeled.
# 2011.12.26 - Compatibility Update: Command Autobattle
# 2011.12.16 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# At the end of each battle, RPG Maker VX Ace by default shows text saying that
# the party has gained so-and-so EXP while this person leveled up and your
# party happened to find these drops. This script changes that text into
# something more visual for your players to see. Active battle members will be
# seen gaining EXP, any kind of level up changes, and a list of the items
# obtained through drops.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <win quotes>
#  string
#  string
# </win quotes>
# Sets the win quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <level quotes>
#  string
#  string
# </level quotes>
# Sets the level up quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <drops quotes>
#  string
#  string
# </drops quotes>
# Sets the drops quote for the actor. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <win quotes>
#  string
#  string
# </win quotes>
# Sets the win quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <level quotes>
#  string
#  string
# </level quotes>
# Sets the level up quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
# <drops quotes>
#  string
#  string
# </drops quotes>
# Sets the drops quote for the class. The strings are continuous and can use
# text codes. Use \n for a line break. Type in what you want the actor to say
# for the particular win quote. Use [New Quote] in between the two tags to
# start up a new quote.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module VICTORY_AFTERMATH
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are various settings that are used throughout the Victory Aftermath
    # portion of a battle. Adjust them as you see fit.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    VICTORY_BGM  = RPG::BGM.new("Field1", 100, 100)    # Victory BGM
    VICTORY_TICK = RPG::SE.new("Decision1", 100, 150)  # EXP ticking SFX
    LEVEL_SOUND  = RPG::SE.new("Up4", 80, 150)        # Level Up SFX
    SKILLS_TEXT  = "Nouvelles compétences"                        # New skills text title.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Important Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are some important settings so please set them up properly. This
    # section includes a switch that allows you to skip the victory aftermath
    # phase (for those back to back battles and making them seamless) and it
    # also allows you to declare a common event to run after each battle. If
    # you do not wish to use either of these features, set them to 0. The
    # common event will run regardless of win or escape.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    SKIP_AFTERMATH_SWITCH  = 0  # If switch on, skip aftermath. 0 to disable.
    SKIP_MUSIC_SWITCH      = 0  # If switch on, skip music. 0 to disable.
    AFTERMATH_COMMON_EVENT = 0  # Runs common event after battle. 0 to disable.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Top Text Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Here, you can adjust the various text that appears in the window that
    # appears at the top of the screen.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    TOP_TEAM        = "Victoire !"          # Team name used.
    TOP_VICTORY_TEXT = "Victoire !"  # Text used to display victory.
    TOP_LEVEL_UP    = "%s a gagné un niveau !"  # Text used to display level up.
    TOP_SPOILS      = "Récompenses"    # Text used for spoils.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - EXP Gauge Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # Adjust how the EXP Gauge appears for the Victory Aftermath here. This
    # includes the text display, the font size, the colour of the gauges, and
    # more. Adjust it all here.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    VICTORY_EXP  = "+%sEXP"      # Text used to display EXP.
    EXP_PERCENT  = "%1.2f%%"    # The way EXP percentage will be displayed.
    LEVELUP_TEXT = "NIVEAU SUP !"  # Text to replace percentage when leveled.
    MAX_LVL_TEXT = "NIVEAU MAX"  # Text to replace percentage when max level.
    FONTSIZE_EXP = 20            # Font size used for EXP.
    EXP_TICKS    = 15            # Ticks to full EXP
    EXP_GAUGE1  = 12            # "Window" skin text colour for gauge.
    EXP_GAUGE2  = 4            # "Window" skin text colour for gauge.
    LEVEL_GAUGE1 = 13            # "Window" skin text colour for leveling.
    LEVEL_GAUGE2 = 5            # "Window" skin text colour for leveling.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Victory Messages -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # In the Victory Aftermath, actors can say unique things. This is the pool
    # of quotes used for actors without any custom victory quotes. Note that
    # actors with custom quotes will take priority over classes with custom
    # quotes, which will take priority over these default quotes. Use \n for
    # a line break in the quotes.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    HEADER_TEXT = "\e>\eC[6]%s\eC[0]\e<\n"  # Always at start of messages.
    FOOTER_TEXT = ""                        # Always at end of messages.
   
    # Win Quotes are what the actors say when a battle is won.
    VICTORY_QUOTES ={
    # :type  => Quotes
      #------------------------------------------------------------------------
      :win    => [ # Occurs as initial victory quote.
                  '"C\'était plus simple que ce que j\'espérais."',
                  '"Je n\'ai même pas pu perdre mon temps."',
                  '"Assez simple en somme."',
                  '"Allons combattre des ennemis plus forts !"',
                ],# Do not remove this.
      #------------------------------------------------------------------------
      :level  => [ # Occurs as initial victory quote.
                  '"Yes! Level up !"',
                  '"Je m\'améliore !"',
                  '"Quelqu\'un veut essayer ?"',
                  '"Je sens que je progresse !"',
                ],# Do not remove this.
      #------------------------------------------------------------------------
      :drops  => [ # Occurs as initial victory quote.
                  '"Je prends ça !"',
                  '"La récompense vient après la victoire !"',
                  '"Les ennemis ont laissé ça !"',
                  '"Mais qu\'est-ce ?"',
                ],# Do not remove this.
      #------------------------------------------------------------------------
    } # Do not remove this.
   
  end # VICTORY_AFTERMATH
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

module YEA
  module REGEXP
  module BASEITEM
   
    NEW_QUOTE = /\[(?:NEW_QUOTE|new quote)\]/i
   
    WIN_QUOTE_ON    = /<(?:WIN_QUOTES|win quote|win quotes)>/i
    WIN_QUOTE_OFF  = /<\/(?:WIN_QUOTES|win quote|win quotes)>/i
    LEVEL_QUOTE_ON  = /<(?:LEVEL_QUOTES|level quote|level quotes)>/i
    LEVEL_QUOTE_OFF = /<\/(?:LEVEL_QUOTES|level quote|level quotes)>/i
    DROPS_QUOTE_ON  = /<(?:DROPS_QUOTES|drops quote|drops quotes)>/i
    DROPS_QUOTE_OFF = /<\/(?:DROPS_QUOTES|drops quote|drops quotes)>/i
   
  end # BASEITEM
  end # REGEXP
end # YEA

#==============================================================================
# ■ Switch
#==============================================================================

module Switch
 
  #--------------------------------------------------------------------------
  # self.skip_aftermath
  #--------------------------------------------------------------------------
  def self.skip_aftermath
    return false if YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH <= 0
    return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_AFTERMATH_SWITCH]
  end
 
  #--------------------------------------------------------------------------
  # self.skip_aftermath_music
  #--------------------------------------------------------------------------
  def self.skip_aftermath_music
    return false if YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH <=0
    return $game_switches[YEA::VICTORY_AFTERMATH::SKIP_MUSIC_SWITCH]
  end
   
end # Switch

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
   
end # Numeric

#==============================================================================
# ■ DataManager
#==============================================================================

module DataManager
 
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_va load_database; end
  def self.load_database
    load_database_va
    load_notetags_va
  end
 
  #--------------------------------------------------------------------------
  # new method: load_notetags_va
  #--------------------------------------------------------------------------
  def self.load_notetags_va
    groups = [$data_actors, $data_classes]
    for group in groups
      for obj in group
        next if obj.nil?
        obj.load_notetags_va
      end
    end
  end
 
end # DataManager

#==============================================================================
# ■ RPG::BaseItem
#==============================================================================

class RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :win_quotes
  attr_accessor :level_quotes
  attr_accessor :drops_quotes
 
  #--------------------------------------------------------------------------
  # common cache: load_notetags_va
  #--------------------------------------------------------------------------
  def load_notetags_va
    @win_quotes = [""]
    @level_quotes = [""]
    @drops_quotes = [""]
    @victory_quote_type = nil
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::BASEITEM::WIN_QUOTE_ON
        @victory_quote_type = :win_quote
      when YEA::REGEXP::BASEITEM::WIN_QUOTE_OFF
        @victory_quote_type = nil
      when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_ON
        @victory_quote_type = :level_quote
      when YEA::REGEXP::BASEITEM::LEVEL_QUOTE_OFF
        @victory_quote_type = nil
      when YEA::REGEXP::BASEITEM::DROPS_QUOTE_ON
        @victory_quote_type = :drops_quote
      when YEA::REGEXP::BASEITEM::DROPS_QUOTE_OFF
        @victory_quote_type = nil
      #---
      when YEA::REGEXP::BASEITEM::NEW_QUOTE
        case @victory_quote_type
        when nil; next
        when :win_quote;  @win_quotes.push("")
        when :level_quote; @level_quotes.push("")
        when :drops_quote; @drops_quotes.push("")
        end
      #---
      else
        case @victory_quote_type
        when nil; next
        when :win_quote;  @win_quotes[@win_quotes.size-1] += line.to_s
        when :level_quote; @level_quotes[@level_quotes.size-1] += line.to_s
        when :drops_quote; @drops_quotes[@drops_quotes.size-1] += line.to_s
        end
      end
    } # self.note.split
    #---
    return unless self.is_a?(RPG::Class)
    quotes = YEA::VICTORY_AFTERMATH::VICTORY_QUOTES
    @win_quotes = quotes[:win].clone if @win_quotes == [""]
    @level_quotes = quotes[:level].clone if @level_quotes == [""]
    @drops_quotes = quotes[:drops].clone if @drops_quotes == [""]
  end
 
end # RPG::BaseItem

#==============================================================================
# ■ BattleManager
#==============================================================================

module BattleManager
 
  #--------------------------------------------------------------------------
  # overwrite method: self.process_victory
  #--------------------------------------------------------------------------
  def self.process_victory
    if $imported["YEA-CommandAutobattle"]
      SceneManager.scene.close_disable_autobattle_window
    end
    return skip_aftermath if Switch.skip_aftermath
    play_battle_end_me
    gain_jp if $imported["YEA-JPManager"]
    display_exp
    gain_exp
    gain_gold
    gain_drop_items
    close_windows
    SceneManager.return
    replay_bgm_and_bgs
    battle_end(0)
    return true
  end
 
  #--------------------------------------------------------------------------
  # new method: self.skip_aftermath
  #--------------------------------------------------------------------------
  def self.skip_aftermath
    $game_party.all_members.each do |actor|
      actor.gain_exp($game_troop.exp_total)
    end
    $game_party.gain_gold($game_troop.gold_total)
    $game_troop.make_drop_items.each do |item|
      $game_party.gain_item(item, 1)
    end
    close_windows
    SceneManager.return
    replay_bgm_and_bgs
    battle_end(0)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.play_battle_end_me
  #--------------------------------------------------------------------------
  def self.play_battle_end_me
    return if Switch.skip_aftermath_music
    $game_system.battle_end_me.play
    YEA::VICTORY_AFTERMATH::VICTORY_BGM.play
  end
 
  #--------------------------------------------------------------------------
  # new method: self.set_victory_text
  #--------------------------------------------------------------------------
  def self.set_victory_text(actor, type)
    text = "" + sprintf(YEA::VICTORY_AFTERMATH::HEADER_TEXT, actor.name)
    text += actor.victory_quotes(type)[rand(actor.victory_quotes(type).size)]
    text += YEA::VICTORY_AFTERMATH::FOOTER_TEXT
    $game_message.face_name = actor.face_name
    $game_message.face_index = actor.face_index
    $game_message.add(text)
    wait_for_message
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.display_exp
  #--------------------------------------------------------------------------
  def self.display_exp
    SceneManager.scene.show_victory_display_exp
    actor = $game_party.random_target
    @victory_actor = actor
    set_victory_text(@victory_actor, :win)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.gain_exp
  #--------------------------------------------------------------------------
  def self.gain_exp
    $game_party.all_members.each do |actor|
      temp_actor = Marshal.load(Marshal.dump(actor))
      actor.gain_exp($game_troop.exp_total)
      next if actor.level == temp_actor.level
      SceneManager.scene.show_victory_level_up(actor, temp_actor)
      set_victory_text(actor, :level)
      wait_for_message
    end
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.gain_gold
  #--------------------------------------------------------------------------
  def self.gain_gold
    $game_party.gain_gold($game_troop.gold_total)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: self.gain_drop_items
  #--------------------------------------------------------------------------
  def self.gain_drop_items
    drops = []
    $game_troop.make_drop_items.each do |item|
      $game_party.gain_item(item, 1)
      drops.push(item)
    end
    SceneManager.scene.show_victory_spoils($game_troop.gold_total, drops)
    set_victory_text(@victory_actor, :drops)
    wait_for_message
  end
 
  #--------------------------------------------------------------------------
  # new method: self.close_windows
  #--------------------------------------------------------------------------
  def self.close_windows
    SceneManager.scene.close_victory_windows
  end
 
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias battle_end_va battle_end; end
  def self.battle_end(result)
    battle_end_va(result)
    return if result == 2
    return if YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT <= 0
    event_id = YEA::VICTORY_AFTERMATH::AFTERMATH_COMMON_EVENT
    $game_temp.reserve_common_event(event_id)
  end
 
end # BattleManager

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # overwrite method: gain_exp
  #--------------------------------------------------------------------------
  def gain_exp(exp)
    enabled = !SceneManager.scene_is?(Scene_Battle)
    change_exp(self.exp + (exp * final_exp_rate).to_i, enabled)
  end
 
  #--------------------------------------------------------------------------
  # new method: victory_quotes
  #--------------------------------------------------------------------------
  def victory_quotes(type)
    case type
    when :win
      return self.actor.win_quotes if self.actor.win_quotes != [""]
      return self.class.win_quotes
    when :level
      return self.actor.level_quotes if self.actor.level_quotes != [""]
      return self.class.level_quotes
    when :drops
      return self.actor.drops_quotes if self.actor.drops_quotes != [""]
      return self.class.drops_quotes
    else
      return ["NOTEXT"]
    end
  end
 
end # Game_Actor

#==============================================================================
# ■ Window_VictoryTitle
#==============================================================================

class Window_VictoryTitle < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 128, Graphics.width, fitting_height(1))
    self.z = 200
    self.openness = 0
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(message = "")
    contents.clear
    draw_text(0, 0, contents.width, line_height, message, 1)
  end
 
end # Window_VictoryTitle

#==============================================================================
# ■ Window_VictoryEXP_Back
#==============================================================================

class Window_VictoryEXP_Back < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, 128+fitting_height(1), Graphics.width, window_height)
    self.z = 200
    self.openness = 0
  end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
  end
 
  #--------------------------------------------------------------------------
  # col_max
  #--------------------------------------------------------------------------
  def col_max; return item_max; end
 
  #--------------------------------------------------------------------------
  # spacing
  #--------------------------------------------------------------------------
  def spacing; return 8; end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return $game_party.battle_members.size; end
 
  #--------------------------------------------------------------------------
  # open
  #--------------------------------------------------------------------------
  def open
    @exp_total = $game_troop.exp_total
    super
  end
 
  #--------------------------------------------------------------------------
  # item_rect
  #--------------------------------------------------------------------------
  def item_rect(index)
    rect = Rect.new
    rect.width = item_width
    rect.height = contents.height
    rect.x = index % col_max * (item_width + spacing)
    rect.y = index / col_max * item_height
    return rect
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    reset_font_settings
    draw_actor_name(actor, rect)
    draw_exp_gain(actor, rect)
    draw_jp_gain(actor, rect)
    draw_actor_face(actor, rect)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_name
  #--------------------------------------------------------------------------
  def draw_actor_name(actor, rect)
    name = actor.name
    draw_text(rect.x, rect.y+line_height, rect.width, line_height, name, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_face
  #--------------------------------------------------------------------------
  def draw_actor_face(actor, rect)
    face_name = actor.face_name
    face_index = actor.face_index
    bitmap = Cache.face(face_name)
    rw = [rect.width, 96].min
    face_rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, rw, 96)
    rx = (rect.width - rw) / 2 + rect.x
    contents.blt(rx, rect.y + line_height * 2, bitmap, face_rect, 255)
  end
 
  #--------------------------------------------------------------------------
  # draw_exp_gain
  #--------------------------------------------------------------------------
  def draw_exp_gain(actor, rect)
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 3 + 96
    fmt = YEA::VICTORY_AFTERMATH::VICTORY_EXP
    text = sprintf(fmt, actor_exp_gain(actor).group)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
  end
 
  #--------------------------------------------------------------------------
  # actor_exp_gain
  #--------------------------------------------------------------------------
  def actor_exp_gain(actor)
    n = @exp_total * actor.final_exp_rate
    return n.to_i
  end
 
  #--------------------------------------------------------------------------
  # draw_jp_gain
  #--------------------------------------------------------------------------
  def draw_jp_gain(actor, rect)
    return unless $imported["YEA-JPManager"]
    dw = rect.width - (rect.width - [rect.width, 96].min) / 2
    dy = rect.y + line_height * 4 + 96
    fmt = YEA::JP::VICTORY_AFTERMATH
    text = sprintf(fmt, actor_jp_gain(actor).group, Vocab::jp)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    change_color(power_up_color)
    draw_text(rect.x, dy, dw, line_height, text, 2)
  end
 
  #--------------------------------------------------------------------------
  # actor_jp_gain
  #--------------------------------------------------------------------------
  def actor_jp_gain(actor)
    n = actor.battle_jp_earned
    if actor.exp + actor_exp_gain(actor) > actor.exp_for_level(actor.level + 1)
      n += YEA::JP::LEVEL_UP unless actor.max_level?
    end
    return n
  end
 
end # Window_VictoryEXP_Back

#==============================================================================
# ■ Window_VictoryEXP_Front
#==============================================================================

class Window_VictoryEXP_Front < Window_VictoryEXP_Back
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super
    self.back_opacity = 0
    @ticks = 0
    @counter = 30
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_tick
  end
 
  #--------------------------------------------------------------------------
  # update_tick
  #--------------------------------------------------------------------------
  def update_tick
    return unless self.openness >= 255
    return unless self.visible
    return if complete_ticks?
    @counter -= 1
    return unless @counter <= 0
    return if @ticks >= YEA::VICTORY_AFTERMATH::EXP_TICKS
    YEA::VICTORY_AFTERMATH::VICTORY_TICK.play
    @counter = 4
    @ticks += 1
    refresh
  end
 
  #--------------------------------------------------------------------------
  # complete_ticks?
  #--------------------------------------------------------------------------
  def complete_ticks?
    for actor in $game_party.battle_members
      total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
      bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
      now_exp = actor.exp - actor.current_level_exp + bonus_exp
      next_exp = actor.next_level_exp - actor.current_level_exp
      rate = now_exp * 1.0 / next_exp
      return false if rate < 1.0
    end
    return true
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    actor = $game_party.battle_members[index]
    return if actor.nil?
    rect = item_rect(index)
    draw_actor_exp(actor, rect)
  end
 
  #--------------------------------------------------------------------------
  # exp_gauge1
  #--------------------------------------------------------------------------
  def exp_gauge1; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE1); end
 
  #--------------------------------------------------------------------------
  # exp_gauge2
  #--------------------------------------------------------------------------
  def exp_gauge2; return text_color(YEA::VICTORY_AFTERMATH::EXP_GAUGE2); end
 
  #--------------------------------------------------------------------------
  # lvl_gauge1
  #--------------------------------------------------------------------------
  def lvl_gauge1; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE1); end
 
  #--------------------------------------------------------------------------
  # lvl_gauge2
  #--------------------------------------------------------------------------
  def lvl_gauge2; return text_color(YEA::VICTORY_AFTERMATH::LEVEL_GAUGE2); end
 
  #--------------------------------------------------------------------------
  # draw_actor_exp
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, rect)
    if actor.max_level?
      draw_exp_gauge(actor, rect, 1.0)
      return
    end
    total_ticks = YEA::VICTORY_AFTERMATH::EXP_TICKS
    bonus_exp = actor_exp_gain(actor) * @ticks / total_ticks
    now_exp = actor.exp - actor.current_level_exp + bonus_exp
    next_exp = actor.next_level_exp - actor.current_level_exp
    rate = now_exp * 1.0 / next_exp
    draw_exp_gauge(actor, rect, rate)
  end
 
  #--------------------------------------------------------------------------
  # draw_exp_gauge
  #--------------------------------------------------------------------------
  def draw_exp_gauge(actor, rect, rate)
    rate = [[rate, 1.0].min, 0.0].max
    dx = (rect.width - [rect.width, 96].min) / 2 + rect.x
    dy = rect.y + line_height * 2 + 96
    dw = [rect.width, 96].min
    colour1 = rate >= 1.0 ? lvl_gauge1 : exp_gauge1
    colour2 = rate >= 1.0 ? lvl_gauge2 : exp_gauge2
    draw_gauge(dx, dy, dw, rate, colour1, colour2)
    fmt = YEA::VICTORY_AFTERMATH::EXP_PERCENT
    text = sprintf(fmt, [rate * 100, 100.00].min)
    if [rate * 100, 100.00].min == 100.00
      text = YEA::VICTORY_AFTERMATH::LEVELUP_TEXT
      text = YEA::VICTORY_AFTERMATH::MAX_LVL_TEXT if actor.max_level?
    end
    draw_text(dx, dy, dw, line_height, text, 1)
  end
 
end # Window_VictoryEXP_Front

#==============================================================================
# ■ Window_VictoryLevelUp
#==============================================================================

class Window_VictoryLevelUp < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, fitting_height(1)+128, Graphics.width, window_height)
    self.z = 200
    hide
  end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(actor, temp_actor)
    contents.clear
    reset_font_settings
    YEA::VICTORY_AFTERMATH::LEVEL_SOUND.play
    draw_actor_changes(actor, temp_actor)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_changes
  #--------------------------------------------------------------------------
  def draw_actor_changes(actor, temp_actor)
    dx = contents.width / 16
    draw_actor_image(actor, temp_actor, dx)
    draw_param_names(actor, dx)
    draw_former_stats(temp_actor)
    draw_arrows
    draw_newer_stats(actor, temp_actor)
    draw_new_skills(actor, temp_actor)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_image
  #--------------------------------------------------------------------------
  def draw_actor_image(actor, temp_actor, dx)
    draw_text(dx, line_height, 96, line_height, actor.name, 1)
    draw_actor_face(actor, dx, line_height * 2)
    exp = actor.exp - temp_actor.exp
    text = sprintf(YEA::VICTORY_AFTERMATH::VICTORY_EXP, exp.group)
    change_color(power_up_color)
    contents.font.size = YEA::VICTORY_AFTERMATH::FONTSIZE_EXP
    draw_text(0, line_height * 2 + 96, dx + 96, line_height, text, 2)
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # draw_param_names
  #--------------------------------------------------------------------------
  def draw_param_names(actor, dx)
    dx += 108
    change_color(system_color)
    text = Vocab.level
    draw_text(dx, 0, contents.width - dx, line_height, text)
    dy = 0
    for i in 0...8
      dy += line_height
      text = Vocab.param(i)
      draw_text(dx, dy, contents.width - dx, line_height, text)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_former_stats
  #--------------------------------------------------------------------------
  def draw_former_stats(actor)
    dw = contents.width / 2 - 12
    dy = 0
    change_color(normal_color)
    draw_text(0, dy, dw, line_height, actor.level.group, 2)
    for i in 0...8
      dy += line_height
      draw_text(0, dy, dw, line_height, actor.param(i).group, 2)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_arrows
  #--------------------------------------------------------------------------
  def draw_arrows
    dx = contents.width / 2 - 12
    dy = 0
    change_color(system_color)
    for i in 0..8
      draw_text(dx, dy, 24, line_height, "→", 1)
      dy += line_height
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_newer_stats
  #--------------------------------------------------------------------------
  def draw_newer_stats(actor, temp_actor)
    dx = contents.width / 2 + 12
    dw = contents.width - dx
    dy = 0
    change_color(param_change_color(actor.level - temp_actor.level))
    draw_text(dx, dy, dw, line_height, actor.level.group, 0)
    for i in 0...8
      dy += line_height
      change_color(param_change_color(actor.param(i) - temp_actor.param(i)))
      draw_text(dx, dy, dw, line_height, actor.param(i).group, 0)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_new_skills
  #--------------------------------------------------------------------------
  def draw_new_skills(actor, temp_actor)
    return if temp_actor.skills.size == actor.skills.size
    dw = 172 + 24
    dx = contents.width - dw
    change_color(system_color)
    text = YEA::VICTORY_AFTERMATH::SKILLS_TEXT
    draw_text(dx, 0, dw, line_height, text, 0)
  end
 
end # Window_VictoryLevelUp

#==============================================================================
# ■ Window_VictorySkills
#==============================================================================

class Window_VictorySkills < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    dy = fitting_height(1) + 24+128
    dw = 172 + 24 + 24
    dh = Graphics.height - fitting_height(4) - fitting_height(1) - 24
    super(Graphics.width - dw, dy, dw, dh)
    self.opacity = 0
    self.z = 200
    hide
  end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return @data.nil? ? 0 : @data.size; end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh(actor, temp_actor)
    contents.clear
    if actor.skills.size == temp_actor.skills.size
      unselect
      @data = []
      create_contents
      return
    end
    @data = actor.skills - temp_actor.skills
    if @data.size > 8
      select(0)
      activate
    else
      unselect
      deactivate
    end
    create_contents
    draw_all_items
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    skill = @data[index]
    return if skill.nil?
    rect.width -= 4
    draw_item_name(skill, rect.x, rect.y, true)
  end
 
end # Window_VictorySkills

#==============================================================================
# ■ Window_VictorySpoils
#==============================================================================

class Window_VictorySpoils < Window_ItemList
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(0, fitting_height(1)+128, Graphics.width, window_height)
    self.z = 200
    hide
  end
 
  #--------------------------------------------------------------------------
  # window_height
  #--------------------------------------------------------------------------
  def window_height
    return Graphics.height - fitting_height(4) - fitting_height(1)
  end
 
  #--------------------------------------------------------------------------
  # spacing
  #--------------------------------------------------------------------------
  def spacing; return 32; end
 
  #--------------------------------------------------------------------------
  # make
  #--------------------------------------------------------------------------
  def make(gold, drops)
    @gold = gold
    @drops = drops
    refresh
    select(0)
    activate
  end
 
  #--------------------------------------------------------------------------
  # make_item_list
  #--------------------------------------------------------------------------
  def make_item_list
    @data = [nil]
    items = {}
    weapons = {}
    armours = {}
    @goods = {}
    for item in @drops
      case item
      when RPG::Item
        items[item] = 0 if items[item].nil?
        items[item] += 1
      when RPG::Weapon
        weapons[item] = 0 if weapons[item].nil?
        weapons[item] += 1
      when RPG::Armor
        armours[item] = 0 if armours[item].nil?
        armours[item] += 1
      end
    end
    items = items.sort { |a,b| a[0].id <=> b[0].id }
    weapons = weapons.sort { |a,b| a[0].id <=> b[0].id }
    armours = armours.sort { |a,b| a[0].id <=> b[0].id }
    for key in items; @goods[key[0]] = key[1]; @data.push(key[0]); end
    for key in weapons; @goods[key[0]] = key[1]; @data.push(key[0]); end
    for key in armours; @goods[key[0]] = key[1]; @data.push(key[0]); end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    rect = item_rect(index)
    reset_font_settings
    if item.nil?
      draw_gold(rect)
      return
    end
    rect.width -= 4
    draw_item_name(item, rect.x, rect.y, true, rect.width - 24)
    draw_item_number(rect, item)
  end
 
  #--------------------------------------------------------------------------
  # draw_gold
  #--------------------------------------------------------------------------
  def draw_gold(rect)
    text = Vocab.currency_unit
    draw_currency_value(@gold, text, rect.x, rect.y, rect.width)
  end
 
  #--------------------------------------------------------------------------
  # draw_item_number
  #--------------------------------------------------------------------------
  def draw_item_number(rect, item)
    number = @goods[item].group
    if $imported["YEA-AdjustLimits"]
      contents.font.size = YEA::LIMIT::ITEM_FONT
      text = sprintf(YEA::LIMIT::ITEM_PREFIX, number)
      draw_text(rect, text, 2)
    else
      draw_text(rect, sprintf(":%s", number), 2)
    end
  end
 
end # Window_VictorySpoils

#==============================================================================
# ■ Scene_Battle
#==============================================================================

class Scene_Battle < Scene_Base
 
  #--------------------------------------------------------------------------
  # alias method: create_all_windows
  #--------------------------------------------------------------------------
  alias scene_battle_create_all_windows_va create_all_windows
  def create_all_windows
    scene_battle_create_all_windows_va
    create_victory_aftermath_windows
  end
 
  #--------------------------------------------------------------------------
  # new method: create_victory_aftermath_windows
  #--------------------------------------------------------------------------
  def create_victory_aftermath_windows
    @victory_title_window = Window_VictoryTitle.new
    @victory_exp_window_back = Window_VictoryEXP_Back.new
    @victory_exp_window_front = Window_VictoryEXP_Front.new
    @victory_level_window = Window_VictoryLevelUp.new
    @victory_level_skills = Window_VictorySkills.new
    @victory_spoils_window = Window_VictorySpoils.new
  end
 
  #--------------------------------------------------------------------------
  # new method: show_victory_display_exp
  #--------------------------------------------------------------------------
  def show_victory_display_exp
    @victory_title_window.open
    name = $game_party.battle_members[0].name
    fmt = YEA::VICTORY_AFTERMATH::TOP_TEAM
    name = sprintf(fmt, name) if $game_party.battle_members.size > 1
    fmt = YEA::VICTORY_AFTERMATH::TOP_VICTORY_TEXT
    text = sprintf(fmt, name)
    @victory_title_window.refresh(text)
    #---
    @victory_exp_window_back.open
    @victory_exp_window_back.refresh
    @victory_exp_window_front.open
    @victory_exp_window_front.refresh
  end
 
  #--------------------------------------------------------------------------
  # new method: show_victory_level_up
  #--------------------------------------------------------------------------
  def show_victory_level_up(actor, temp_actor)
    @victory_exp_window_back.hide
    @victory_exp_window_front.hide
    #---
    fmt = YEA::VICTORY_AFTERMATH::TOP_LEVEL_UP
    text = sprintf(fmt, actor.name)
    @victory_title_window.refresh(text)
    wait_for_message
    #---
    @victory_level_window.show
    @victory_level_window.refresh(actor, temp_actor)
    @victory_level_skills.show
    @victory_level_skills.refresh(actor, temp_actor)
  end
 
  #--------------------------------------------------------------------------
  # new method: show_victory_spoils
  #--------------------------------------------------------------------------
  def show_victory_spoils(gold, drops)
    @victory_exp_window_back.hide
    @victory_exp_window_front.hide
    @victory_level_window.hide
    @victory_level_skills.hide
    #---
    text = YEA::VICTORY_AFTERMATH::TOP_SPOILS
    @victory_title_window.refresh(text)
    #---
    @victory_spoils_window.show
    @victory_spoils_window.make(gold, drops)
  end
 
  #--------------------------------------------------------------------------
  # new method: close_victory_windows
  #--------------------------------------------------------------------------
  def close_victory_windows
    @victory_title_window.close
    @victory_exp_window_back.close
    @victory_exp_window_front.close
    @victory_level_window.close
    @victory_level_skills.close
    @victory_spoils_window.close
    wait(16)
  end
 
end # Scene_Battle

#==============================================================================
#
# ▼ End of File
#
#==============================================================================

remplace tout le script par celui-ci
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xhin12
Membre

Nombre de messages : 18
Distinction : aucune
Date d'inscription : 22/03/2014

Résolu Re: [Résolu] Emplacement fenêtres (combat)

le Dim 13 Avr 2014 - 19:06
Ça marche ! Merci beaucoup Smile
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Spytje
Administrateur

Nombre de messages : 5899
Localisation : La terre
Distinction : Spiraliste [Korn']
Forestia : Projet du mois juillet 2014
Papy Pulkigrat [Yama']
Date d'inscription : 16/03/2008

Résolu Re: [Résolu] Emplacement fenêtres (combat)

le Dim 13 Avr 2014 - 19:34
Si ton problème est résolu merci de l'afficher en éditant le premier message de ton topic merci.
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Résolu Re: [Résolu] Emplacement fenêtres (combat)

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