TheDrifter

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Greetings,

I have been using Yanfly Engine Ace - Victory Aftermath v1.04 and I would like to change the order of parameters (actor stats) listed whenever a character levels up.

Right now, stats are listed in following order:

Level, HP, MP, Attack, Defense, Magic, Magic Defense, Agility, Luck

I would like to have the order changed to:

Level, HP, MP, Defense, Attack, Agility, Luck, Magic, Magic Defense

Does anyone know how?

Thank you very much!

Yanfly Engine Ace - Victory Aftermath v1.04

Code:
#==============================================================================# # �� Yanfly Engine Ace - Victory Aftermath v1.04# -- Last Updated: 2014.03.019# -- Level: Easy, Normal, Hard# -- Requires: n/a# -- Special Thanks: Yami for Bug Fixes.# #==============================================================================$imported = {} if $imported.nil?$imported["YEA-VictoryAftermath"] = true#==============================================================================# �� Updates# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=# 2014.03.19 - Fixed a bug where if the battle ends with a stat buff/debuff and#              it will display the wrong parameters.# 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/�f�� 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  = "New Skills"                        # 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         = "%s's team"           # Team name used.    TOP_VICTORY_TEXT = "%s is victorious!"   # Text used to display victory.    TOP_LEVEL_UP     = "%s has leveled up!"  # Text used to display level up.    TOP_SPOILS       = "Victory Spoils!"     # 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 = "LEVEL UP!"   # Text to replace percentage when leveled.    MAX_LVL_TEXT = "MAX LEVEL"   # 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.                   '"We won! What an exciting fight!"',                   '"I didn\'t even break a sweat."',                   '"That wasn\'t so tough."',                   '"Let\'s fight something harder!"',                 ],# Do not remove this.      #------------------------------------------------------------------------      :level  => [ # Occurs as initial victory quote.                   '"Yes! Level up!"',                   '"I\'ve gotten stronger!"',                   '"Try to keep up with me!"',                   '"I\'ve grown again!"',                 ],# Do not remove this.      #------------------------------------------------------------------------      :drops  => [ # Occurs as initial victory quote.                   '"I\'ll be taking these."',                   '"To the victor goes the spoils."',                   '"The enemies dropped something!"',                   '"Hey, what\'s this?"',                 ],# Do not remove this.      #------------------------------------------------------------------------    } # Do not remove this.      end # VICTORY_AFTERMATHend # 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 # REGEXPend # 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_base(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_base(i) - temp_actor.param_base(i)))      draw_text(dx, dy, dw, line_height, actor.param_base(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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In the 'Window_VictoryLevelUp' class in the script, you can find 3 methods named 'draw_param_names', 'draw_former_stats' and 'draw_newer_stats'.


In all of these methods, you will see a line like this:

Code:
for i in 0...8
Change that one to this in all methods:
Code:
[0,1,3,2,6,7,4,5].each do |i|
The numbers in the arrays are param IDs. I have set the exact order you wanted, but if you want to change the order, just re-order the numbers in the array how you like.
 

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