DreamX's Victory Aftermath Extension

DreamX

Veteran
Veteran
Joined
May 30, 2015
Messages
816
Reaction score
820
First Language
English
Primarily Uses
DreamX's Victory Aftermath Extension
By DreamX

 
Introduction/Features
This is an extension for Yanfly's Victory Aftermath. It also extends Aftermath Level Up. The overall goal was to allow for victory quotes to be displayed during Victory Aftermath like the VX Ace version. But since you can use custom script calls, you can do other things too.


Here's a video example of what can be done with the plugin.










Script


Patch Notes


1.3a - In victory action effects for level up, you can now reference the actor by using the "actor" variable, i.e.


console.log(actor.actorId());


1.3 - Adds compatibility with Yanfly's Job Points. You can define actions specific to the job point window during the victory aftermath.


1.1 - Adds parameters for window opacity. Adds compatibility with my Choice Help plugin. Adds random victory themes. Simply put multiple bgm file names in the parameter in Yanfly's Victory Aftermath separated by a space. Example: Town1 Theme2


How to Use


Place under Yanfly plugins.
Right click the script link and select save link as a .js file.


Requires Yanfly's Victory Aftermath and Aftermath Level Up (if you are going to do level up actions).


/*:
* @plugindesc v1.3 Perform actions like messages during Victory Aftermath
* @author DreamX
*
* @param Always Use VX-Ace Style EXP Window
* @desc Always use the VX-Ace style exp window even if there is no message to display. Default: false
* @default false
*
* @param VX-Ace Style EXP Text
* @desc When VX-Ace Style EXP window is used, this is used for the exp gained label. Default: EXP
* @default EXP
*
* @param Victory EXP Opacity
* @desc The opacity of the Victory EXP window. Default: 255
* @default 255
*
* @param Victory Drop Opacity
* @desc The opacity of the Victory Drop window. Default: 255
* @default 255
*
* @param Victory Level Up Opacity
* @desc The opacity of the Victory Level Up window. Default: 255
* @default 255
*
* @param Victory Title Opacity
* @desc The opacity of the Victory Title window that appears at the top. Default: 255
* @default 255
*
* @help
* //===========================================================================
* // Notetags
* //===========================================================================
* You must use notetags in order to have actions during the victory aftermath
* windows. Victory actions for the exp and drop windows may be put in any
* actor's notebox, but actions for the level up windows (that Yanfly's
* Aftermath Level Up extension provides) must be put into the notebox of the
* actor associated. For example, if you want an action to occur when Harold
* levels up, you must put that action in his notebox.
*
* <VICTORY ACTION TYPE: x>
* This notetag is required. Replace x with the type of window where this action
* will be performed. There are three options: exp, level, and drop. You can
* also use jp if you are using Yanfly's Job Points plugin.
* Example:
* <VICTORY ACTION TYPE: drop>
*
* <VICTORY ACTION CONDITION>
* x
* </VICTORY ACTION CONDITION>
* This notetag set is optional, but you need it if you want to set special
* conditions for an action to occur. Replace x with a script condition.
* Example:
* <VICTORY ACTION CONDITION>
* $gameSwitches.value(1)
* </VICTORY ACTION CONDITION>
* The condition in this example is that the switch 1 is on.
*
* <VICTORY ACTION PRIORITY>
* x
* </VICTORY ACTION PRIORITY>
* This notetag set is optional. Replace x with a script. This is the priority
* for the action. If there is more than one action that passes its condition,
* this plugin will test the action's priority and choose the one with the
* highest priority if possible. If there is more than one action with the
* highest condition, a random one of those actions will be selected. By
* default, every action's priority is 0, but you can override it with this
* notetag set.
* Example:
* <VICTORY ACTION PRIORITY>
* $gameVariables.value(1)
* </VICTORY ACTION PRIORITY>
* This script will set the priority of the action to be the value of variable
* 1.
*
* <VICTORY ACTION NO MESSAGE>
* This notetag is optional. If you use this for an action, it will not shorten
* the Victory Aftermath windows in order to accomodate a message window. This
* is useful for any action that does not cause a message to appear. Note that
* if at least one level up action that will occur during the level up window
* is not set with this notetag, the level up window will still be shortened to
* accomodate for a message.
*
* <VICTORY ACTION EFFECT>
* x
* </VICTORY ACTION EFFECT>
* This notetag set is required. Replace x with a script. This is the effect
* performed when the action occurs. This notetag set also closes parsing for
* this action, meaning this needs to be the last notetag for the action. After
* this, you can start defining more actions in the same notebox.
* Example:
* <VICTORY ACTION EFFECT>
* console.log("Hello World");
* </VICTORY ACTION EFFECT>
*
* //===========================================================================
* // Script calls provided by this plugin
* //===========================================================================
* To assist people in creating conditions or effects for an action, a couple
* functions are provided by this plugin for that purpose. This should be
* especially useful for people without much javascript experience.
*
* this.DXVACommonEvent("x") - Replace x with a common event id(s). This will
* cause a common event to occur. You can use commas (for separate ids) or
* dashes (for ranges) for multiple ids. A random common event of the ones
* passed to this function will be chosen.
* Example:
* this.DXVACommonEvent("1-3, 7");
* In this example, common event 1, 2, 3 or 7 will be chosen to occur.
*
* this.DXVADropsHasTag("x") - Replace with a notetag name. This function
* returns whether one of the battle drops has a notetag. In other words, it
* can be used as a condition.
* Example:
* this.DXVADropsHasTag("IsPotion");
* In this example, the condition is that one of the battle drops has a notetag
* named IsPotion, for example, <IsPotion:1>
*
* this.DXVAEnemiesHasTag("x") - Replace with a notetag name. This function
* returns whether one of the enemies had a notetag. In other words, it
* can be used as a condition.
* Example:
* this.DXVAEnemiesHasTag("IsImp");
* In this example, the condition is that one of the battle drops has a notetag
* named IsImp, for example, <IsImp:1>
*
* If you require javascript assistance, I recommend either asking in the
* thread for this plugin or in the javascript help section.
* ===========================================================================
* Terms Of Use
* ===========================================================================
* Free to use and modify for commercial and noncommercial games, with credit.
* ===========================================================================
* Compatibility
* ===========================================================================
* Set under Yanfly plugins.
* ===========================================================================
* Credits
* ===========================================================================
* DreamX
* Thanks to Yanfly for the original plugin which this is an extension of.
*/


Here is an example of notetags.

Code:
// when the exp window appears, execute 
// common event 1
-----
<VICTORY ACTION TYPE: exp>
<VICTORY ACTION EFFECT>
this.DXVACommonEvent("1");
</VICTORY ACTION EFFECT>

// when the exp window appears, execute 
// common event 11 if one of the enemies 
// had a notetag name IsImp
-----
<VICTORY ACTION TYPE: exp>
<VICTORY ACTION CONDITION>
this.DXVAEnemiesHasTag("IsImp");
</VICTORY ACTION CONDITION>
<VICTORY ACTION PRIORITY>
1
</VICTORY ACTION PRIORITY>
<VICTORY ACTION EFFECT>
this.DXVACommonEvent("11");
</VICTORY ACTION EFFECT>

// when a potion is dropped, execute 
// common event 8
-------------------
<VICTORY ACTION TYPE: drop>

<VICTORY ACTION CONDITION>
this.DXVADropsHasTag("IsPotion");
</VICTORY ACTION CONDITION>

<VICTORY ACTION EFFECT>
this.DXVACommonEvent("8");
</VICTORY ACTION EFFECT>

// When Harold levels up, execute common 
// event 12
-------------------
<VICTORY ACTION TYPE: level>
<VICTORY ACTION EFFECT>
this.DXVACommonEvent("12");
</VICTORY ACTION EFFECT>

// if there was 3 or more unique items 
// dropped execute common event 10
-----------
<VICTORY ACTION TYPE: drop>
<VICTORY ACTION CONDITION>
BattleManager._rewards.items.length >= 3
</VICTORY ACTION CONDITION>
<VICTORY ACTION EFFECT>
this.DXVACommonEvent("10");
</VICTORY ACTION EFFECT>
 
Last edited by a moderator:

Ghost of Christmas Kloe

Ghost of a Princess Seagull
Veteran
Joined
Nov 15, 2015
Messages
1,504
Reaction score
914
First Language
English
Primarily Uses
N/A
This is a really cool, really awesome plugin! Lots of people wanted a feature like this, and you've made it really customizable!  :cutesmile: Thank you!
 

Chaos17

Dreamer
Veteran
Joined
Mar 13, 2012
Messages
1,254
Reaction score
421
First Language
French
Really nice but how the player could know which skill to choose if he can't read the description of it ? XD


My suggestion is : when the player select a skill show a window description then if he wants to really choose that skill he has to click again and make a confirmatin window.


Last suggestion : allow player to disable window skin and put their own background image, please.
 
Last edited by a moderator:

Henryetha

Veteran
Veteran
Joined
Jan 14, 2016
Messages
387
Reaction score
206
First Language
german
Primarily Uses
What I really would like is to be able, to have random SEs played for victory, so when you are fighting various battles in short time, you won't always listen to the same sound.


Is this possible with this plugin in any way? 
 

Ilan14

Veteran
Veteran
Joined
Nov 28, 2015
Messages
220
Reaction score
69
First Language
Spanish
This plugin is AMAZING! Just thinking of the posibilities... Thank you so much for this! :D

Really nice but how the player could know which skill to choose if he can't read the description of it ? XD


My suggestion is : when the player select a skill show a window description then if he wants to really choose that skill he has to click again and make a confirmation window.


You know, the whole "select which skill to learn" is made with common events called through the plugin scriptcalls, so if you wish, you could just edit whatever common event you use for that in order to have a confirmation window. :)
 
Last edited by a moderator:

DreamX

Veteran
Veteran
Joined
May 30, 2015
Messages
816
Reaction score
820
First Language
English
Primarily Uses
This plugin is AMAZING! Just thinking of the posibilities... Thank you so much for this! :D


You know, the whole "select which skill to learn" through common events called through the plugin scriptcalls, so if you wish, you could just edit whatever common event you use for that in order to have a confirmation window. :)


That's exactly right :)


@Henryetha @Chaos17


1.1 - Adds parameters for window opacity. Adds compatibility with my Choice Help plugin. Adds random victory themes. Simply put multiple bgm file names in the parameter in Yanfly's Victory Aftermath separated by a space. Example: Town1 Theme2


If you want to change window image backgrounds I suggest you use something like this plugin. If that's not sufficient let me know.
 
Last edited by a moderator:

Henryetha

Veteran
Veteran
Joined
Jan 14, 2016
Messages
387
Reaction score
206
First Language
german
Primarily Uses
Woa I really didn't expect that now, you're unbelieveable!! Thank you! 
 

kovak

Silverguard
Veteran
Joined
Apr 3, 2016
Messages
1,256
Reaction score
1,558
First Language
PT - EN
Primarily Uses
RMMV
Could you release a demo for study purpose plz?

Ah, my screen gets weird when the Job Points appears.

 
Last edited by a moderator:

Ghost of Christmas Kloe

Ghost of a Princess Seagull
Veteran
Joined
Nov 15, 2015
Messages
1,504
Reaction score
914
First Language
English
Primarily Uses
N/A
Ah, my screen gets weird when the Job Points appears
Wow, yeah, the actor's faces being horrifically split in two isn't meant to happen. I guess it's a cool feature for actors who die in battle, but not really.
 

DreamX

Veteran
Veteran
Joined
May 30, 2015
Messages
816
Reaction score
820
First Language
English
Primarily Uses
Could you release a demo for study purpose plz?

Ah, my screen gets weird when the Job Points appears.

Ah, I wasn't even aware of the job point window. I uploaded a new version that always uses the default JP style window, but later on I'll make it so you can configure messages specific for the JP window as well.


As for a demo, have you tried using the examples yet?
 

kovak

Silverguard
Veteran
Joined
Apr 3, 2016
Messages
1,256
Reaction score
1,558
First Language
PT - EN
Primarily Uses
RMMV
Sorry, kinda of dumb, i can't understand them yet...i need to test it a bit more.

Is it possible to use a random common event call?
 

DreamX

Veteran
Veteran
Joined
May 30, 2015
Messages
816
Reaction score
820
First Language
English
Primarily Uses
Sorry, kinda of dumb, i can't understand them yet...i need to test it a bit more.

Is it possible to use a random common event call?
Use this example


this.DXVACommonEvent("1-3, 7");




This randomly selects common event 1, 2, 3, or 7.
 

kovak

Silverguard
Veteran
Joined
Apr 3, 2016
Messages
1,256
Reaction score
1,558
First Language
PT - EN
Primarily Uses
RMMV
so this is to call the 1,2 and 3 and the 7, right?


i really need to understand how to programm soon, i aways get lost.
 
Last edited by a moderator:

kovak

Silverguard
Veteran
Joined
Apr 3, 2016
Messages
1,256
Reaction score
1,558
First Language
PT - EN
Primarily Uses
RMMV
uh, i've done as you've said and i got no message, i couldn't see the other screens either.
 

 
Last edited by a moderator:

DreamX

Veteran
Veteran
Joined
May 30, 2015
Messages
816
Reaction score
820
First Language
English
Primarily Uses
You must be doing something wrong. Here is a very simple example.


<VICTORY ACTION TYPE: exp>
<VICTORY ACTION EFFECT>
this.DXVACommonEvent("1");
</VICTORY ACTION EFFECT>




Put this in an actor's note box and make sure that your common event with id 1 displays a message.


I have tested this and can confirm it works.
 

kovak

Silverguard
Veteran
Joined
Apr 3, 2016
Messages
1,256
Reaction score
1,558
First Language
PT - EN
Primarily Uses
RMMV
i've tried this too and i got the same issue, maybe i'm having a conflict cuz of another plugin.
 

DreamX

Veteran
Veteran
Joined
May 30, 2015
Messages
816
Reaction score
820
First Language
English
Primarily Uses
i've tried this too and i got the same issue, maybe i'm having a conflict cuz of another plugin.
That seems very possible. I suggest turning off other plugins until you find out which is conflicting with it. Then, you can let me know which one is it and I'll try to make it compatible if possible.
 

Radis3D

Just a Devilz
Veteran
Joined
Nov 1, 2015
Messages
172
Reaction score
33
First Language
Indonesian
Primarily Uses
RMVXA
Anoo.. 


Excuse me.. 


I have tried this plugin.. 


When i make aftermath common event 


For 2 actor.. 


(call them,  A and C) 


Then, I just bring/use 1 actor (C) 


When aftermath show up, why A's words show up instead C's words. 


Sankyu.. 
 
Last edited by a moderator:

DreamX

Veteran
Veteran
Joined
May 30, 2015
Messages
816
Reaction score
820
First Language
English
Primarily Uses
Anoo.. 


Excuse me.. 


I have tried this plugin.. 


When i make aftermath common event 


For 2 actor.. 


(call them,  A and C) 


Then, I just bring/use 1 actor (C) 


When aftermath show up, why A's words show up instead C's words. 


Sankyu.. 
Please copy and paste the notetags you are using.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

On the plus side, if all this rioting sparks another Covid outbreak... I will have a whole lot of time to work on my game. Not exactly how I wanted to get that time, but hey I'm a glass is half full... of RM kind of guy. :LZSwink:
A video once in a while won't hurt.
Have a craving for a Nesquik milkshake. No idea why. Haven't had one since I was a kid. lol. I remember them kinda tasting nice, but also leaving a lot of nasty powder at the bottom of the cup.
The more I think about it, the weirdest part of going to work post-virus will probably be getting used to seeing my coworkers' mouths again. :LZYshock:

Forum statistics

Threads
98,068
Messages
949,006
Members
129,340
Latest member
guangdi
Top