Victory Spoils Script Request

Tw0Face

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Ok, guys. I'm looking for a Victory Spoils Script which displays EXP and Loot after each battle automatically.

I found some scripts on the internet which do that (for example yanfly) but they either don't fit my needs or they force me to use their whole battle system or core engine which I don't want. That's why I'm looking for an independent script.

Maybe someone can spare some time and write it for me? I'd make sure to name you in the credits.

Here's the layout and what I want to display. Thanks in advantage. :LZSwink:

Victory Spoils.png
 

TheoAllen

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I found some scripts on the internet which do that (for example yanfly) but they either don't fit my needs or they force me to use their whole battle system or core engine which I don't want.
While I do understand that you want a custom victory spoil, giving yanfly's script as an example and you also mentioned that it needs its core script and/or their battle engine is wrong. Yanfly's VA does not require any of these. Just don't want ppl to get misinformed.
 

Tw0Face

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Just don't want ppl to get misinformed.
I checked it and you're right. It's independent. Didn't expect that. :)

Still, it shows way too much information that I don't need. The layout I showed above is actually all I need. No Face Graphics or anything else.
 

Tw0Face

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Tw0Face

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A-Moonless-Night

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Let me know if this is what you're looking for:
Ruby:
=begin
#==============================================================================#
#   AMN Simple Battle Result Screen
#   Version   1.01
#   Author:   AMoonlessNight
#   Date:     01 Feb 2020
#   Latest:   01 Feb 2020
#==============================================================================#
#   UPDATE LOG
#------------------------------------------------------------------------------#
# 01 Feb 2020 - created the script
#==============================================================================#
#   TERMS OF USE
#------------------------------------------------------------------------------#
# - Please credit AMoonlessNight or A-Moonless-Night
# - Free for non-commercial use; contact for commercial use
# - If you would like to edit/adjust this script, please make edits as a new
#   script (do not edit this script directly) and provide proper credit
# - I'd love to see your game if you end up using one of my scripts
#==============================================================================#

Requested by Tw0Face

This script makes a simple results screen at the end of battle that shows how
much EXP, items and gold you've gained.
 
It's a single actor screen, but you can set up a button to toggle actors.

=end
module AMN_BattleResult

#==============================================================================
# ** EDITABLE REGION BELOW
#------------------------------------------------------------------------------
#  Change the values in the area below to suit your needs.
#==============================================================================

  # Text for the Battle Result window
  WIN_TEXT = "%s has won the battle" # ([actor] has won the battle)
 
  # Text for the Experience title window
  EXP_TEXT = "Experience"
 
  # Text for EXP gained
  NEW_EXP_TEXT = "New EXP"
 
  # set to true to draw EXP on same line as title, false to draw one line below
  EXP_SAME_LINE = true
 
  # Text for item drops
  SPOILS_TEXT = "Spoils"
 
  # Symbol for item amount
  ITEM_AMOUNT = "×%s"
 
  # Button to toggle actors in the Result Window. Set to nil to not use.
  ACTOR_TOGGLE = :A
 
#==============================================================================
# ** END OF EDITABLE REGION
#------------------------------------------------------------------------------
#  Please do not edit below this point unless you know what you are doing.
#==============================================================================
end
$imported ||= {}
$imported[:AMN_BattleResult] = true

module BattleManager

  # OVERWRITE - BattleManager.process_victory
  def self.process_victory
    play_battle_end_me
    process_battle_result
    replay_bgm_and_bgs
    SceneManager.return
    battle_end(0)
    return true
  end

  def self.process_battle_result
    setup_battle_result
    setup_dummy_message_window
    post_battle_result
  end
 
  def self.setup_battle_result
    $game_temp.setup_battle_result
    SceneManager.scene.show_battle_result
  end
 
  def self.setup_dummy_message_window
    $game_message.background = 2
    $game_message.add(" ")
    wait_for_message
  end
 
  def self.post_battle_result
    Sound.play_ok
    $game_temp.process_battle_result
    $game_message.clear
    SceneManager.scene.close_battle_result_windows
    $game_temp.reset_battle_result
  end

end

class Game_Temp
  attr_reader :battle_result
 
  alias amn_bresult_gametemp_init initialize
  def initialize
    amn_bresult_gametemp_init
    reset_battle_result
  end
 
  def reset_battle_result
    @battle_result = { items: Hash.new(0), exp: 0, gold: 0 }
  end
 
  def setup_battle_result
    $game_troop.make_drop_items.each_with_object(@battle_result[:items]) { |o,h| h[o] += 1 }
    @battle_result[:exp] = $game_troop.exp_total
    @battle_result[:gold] = $game_troop.gold_total
  end
 
  def process_battle_result
    exp = @battle_result[:exp]
    $game_party.all_members.each { |a| a.gain_exp(exp) } if exp > 0
    @battle_result[:items].each { |i, amt| $game_party.gain_item(i, amt) }
    $game_party.gain_gold(@battle_result[:gold])
  end
 
end

class Window_BattleResultTitle < Window_Base
 
  def initialize(x, y, width, height)
    @text = ""
    super(x, y, width, height)
    hide
  end
 
  def text=(text)
    return if @text == text
    @text = text
    refresh
  end
 
  def refresh
    contents.clear
    draw_items
  end
 
  def draw_items
    dy = (contents_height - line_height) / 2
    draw_text(0, dy, contents_width, line_height, @text, 1)
  end
 
end

class Window_BattleResultExp < Window_Base
  attr_accessor :actor
 
  def initialize(x, y, width, height)
    @actor = nil
    super(x, y, width, height)
    hide
  end
 
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  def br_exp
    exp = $game_temp.battle_result[:exp]
    @actor ? (exp * @actor.final_exp_rate).to_i : exp
  end
 
  def refresh
    contents.clear
    draw_exp_titles(0, 0)
    dy = AMN_BattleResult::EXP_SAME_LINE ? 0 : line_height
    draw_exp_info(0, 0) if @actor
  end
 
  def draw_exp_titles(x, y)
    change_color(system_color)
    draw_text(x, y + line_height * 0, contents_width, line_height, Vocab::ExpTotal)
    draw_text(x, y + line_height * 2, contents_width, line_height, AMN_BattleResult::NEW_EXP_TEXT)
    draw_text(x, y + line_height * 4, contents_width, line_height, sprintf(Vocab::ExpNext, Vocab::level))
    reset_font_settings
  end
 
  def draw_exp_info(x, y)
    s1 = @actor.max_level? ? "-------" : @actor.exp
    s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
    s3 = @actor.max_level? ? "-------" : "+#{br_exp}"
    change_color(normal_color)
    draw_text(x, y + line_height * 0, contents_width, line_height, s1, 2)
    draw_text(x, y + line_height * 2, contents_width, line_height, s3, 2)
    draw_text(x, y + line_height * 4, contents_width, line_height, s2, 2)
    reset_font_settings
  end
 
end

class Window_BattleResultItems < Window_Base
 
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
    hide
  end
 
  def gold
    $game_temp.battle_result[:gold]
  end
 
  def items
    $game_temp.battle_result[:items]
  end

  def refresh
    contents.clear
    draw_items
  end
 
  def draw_items
    draw_gold(0, 0)
    dy = gold > 0 ? line_height : 0
    draw_item_drops(0, dy)
  end
 
  def draw_gold(x, y)
    return unless gold > 0
    draw_text(x, y, contents_width, line_height, Vocab.currency_unit.capitalize)
    draw_text(x, y, contents_width, line_height, gold, 2)
  end
 
  def draw_item_drops(x, y)
    items.keys.each_with_index do |item, i|
      draw_item_name(item, x, y + line_height * i)
      draw_text(x, y + line_height * i, contents_width, line_height,
        sprintf(AMN_BattleResult::ITEM_AMOUNT, items[item]), 2)
    end
  end
 
end

class Scene_Battle < Scene_Base

  alias amn_bresult_scenebattle_createallwinds create_all_windows
  def create_all_windows
    amn_bresult_scenebattle_createallwinds
    create_battle_result_windows
  end
 
  def create_battle_result_windows
    create_br_title_windows
    width = Graphics.width / 2
    dy = @br_exp_title_window.height + @br_exp_title_window.height
    height = Graphics.height - dy
    @br_exp_window = Window_BattleResultExp.new(0,dy,width,height)
    @br_items_window = Window_BattleResultItems.new(width,dy,width,height)
  end

  def create_br_title_windows
    height = @help_window.fitting_height(2)
    @br_party_title_window = Window_BattleResultTitle.new(0,0,Graphics.width,height)
    width = Graphics.width / 2
    dy = @br_party_title_window.y + @br_party_title_window.height
    @br_exp_title_window = Window_BattleResultTitle.new(0,dy,width,height)
    @br_exp_title_window.text = AMN_BattleResult::EXP_TEXT
    @br_items_title_window = Window_BattleResultTitle.new(width,dy,width,height)
    @br_items_title_window.text = AMN_BattleResult::SPOILS_TEXT
  end
 
  def show_battle_result
    setup_battle_result_data
    open_battle_result_windows
  end
 
  def setup_battle_result_data
    actor = $game_party.alive_members[0]
    @message_window.z = 0
    @br_party_title_window.text = sprintf(AMN_BattleResult::WIN_TEXT, actor.name)
    @br_exp_window.actor = actor
    [@br_party_title_window, @br_items_window]. each { |window| window.refresh }
  end
 
  def open_battle_result_windows
    [@br_party_title_window, @br_exp_title_window, @br_items_title_window,
    @br_exp_window, @br_items_window]. each { |window| window.show }
  end
 
  def close_battle_result_windows
    [@br_party_title_window, @br_exp_title_window, @br_items_title_window,
    @br_exp_window, @br_items_window]. each { |window| window.close }
    wait(15)
  end
 
  alias amn_bresult_scenebattle_updatebasic update_basic
  def update_basic
    amn_bresult_scenebattle_updatebasic
    update_battle_result_windows if AMN_BattleResult::ACTOR_TOGGLE
  end
 
  def update_battle_result_windows
    if Input.trigger?(AMN_BattleResult::ACTOR_TOGGLE) && @br_exp_window.visible
      actor = @br_exp_window.actor
      index = $game_party.alive_members.index(actor) || -1
      index = (index + 1) % $game_party.alive_members.size
      actor = $game_party.alive_members[index]
      @br_exp_window.actor = actor
      @br_party_title_window.text = sprintf(AMN_BattleResult::WIN_TEXT, actor.name)
    end
  end
 
end
 

Tw0Face

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@A-Moonless-Night This works perfectly! Thank you very much! :LZSjoy: I'll try to add an icon for Gold as well if I'm allowed to edit your script. Also, I may want to use it for commercial purposes if that's fine with you.
 

A-Moonless-Night

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No worries; I haven't tested it extensively, so let me know if you find any bugs.

If you want to add an icon for the gold, no worries. You can change the draw_gold method under Window_BattleResultItems to this:
Code:
  def draw_gold(x, y)
    return unless gold > 0
    draw_icon(361, x, y) # or whatever your gold icon index is
    draw_text(x + 24, y, contents_width - 24, line_height, Vocab.currency_unit.capitalize)
    draw_text(x + 24, y, contents_width - 24, line_height, gold, 2)
  end
If you do decide to use it for commercial purposes, that's no worries, just PM me.
 

Tw0Face

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@A-Moonless-Night Thanks a lot. :LZSjoy: Would you mind helping me add an Level Up line below the Experience stuff? When my Actor gets a new Level, I want a simple "Actor reaches Lv. X". If he learns a new skill while doing so, I want a text that says "Skill X learned".
 

Tw0Face

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A-Moonless-Night

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Here you go:
Ruby:
=begin
#==============================================================================#
#   AMN Simple Battle Result Screen
#   Version   1.03
#   Author:   AMoonlessNight
#   Date:     01 Feb 2020
#   Latest:   11 Feb 2020
#==============================================================================#
#   UPDATE LOG
#------------------------------------------------------------------------------#
# 01 Feb 2020 - created the script
# 09 Feb 2020 - added more information to the results screen
# 11 Feb 2020 - fixed issue with exp not calculating correctly
#==============================================================================#
#   TERMS OF USE
#------------------------------------------------------------------------------#
# - Please credit AMoonlessNight or A-Moonless-Night
# - Free for non-commercial use; contact for commercial use
# - If you would like to edit/adjust this script, please make edits as a new
#   script (do not edit this script directly) and provide proper credit
# - I'd love to see your game if you end up using one of my scripts
#==============================================================================#

Requested by Tw0Face

This script makes a simple results screen at the end of battle that shows how
much EXP, items and gold you've gained.
 
It's a single actor screen, but you can set up a button to toggle actors.

=end
module AMN_BattleResult

#==============================================================================
# ** EDITABLE REGION BELOW
#------------------------------------------------------------------------------
#  Change the values in the area below to suit your needs.
#==============================================================================

  # Text for the Battle Result window
  WIN_TEXT = "%s has won the battle" # ([actor] has won the battle)
  
  # Text for the Experience title window
  EXP_TEXT = "Experience"
  
  # Text for EXP gained
  NEW_EXP_TEXT = "New EXP"
  
  # set to true to draw EXP on same line as title, false to draw one line below
  EXP_SAME_LINE = true
  
  # Text for item drops
  SPOILS_TEXT = "Spoils"
  
  # Symbol for item amount
  ITEM_AMOUNT = "×%s"
  
  # Button to toggle actors in the Result Window. Set to nil to not use.
  ACTOR_TOGGLE = :A
  
#==============================================================================
# ** END OF EDITABLE REGION
#------------------------------------------------------------------------------
#  Please do not edit below this point unless you know what you are doing.
#==============================================================================
end
$imported ||= {}
$imported[:AMN_BattleResult] = true

module BattleManager

  # OVERWRITE - BattleManager.process_victory
  def self.process_victory
    play_battle_end_me
    process_battle_result
    replay_bgm_and_bgs
    SceneManager.return
    battle_end(0)
    return true
  end

  def self.process_battle_result
    setup_battle_result
    setup_dummy_message_window
    post_battle_result
  end
  
  def self.setup_battle_result
    $game_temp.setup_battle_result
    SceneManager.scene.show_battle_result
  end
  
  def self.setup_dummy_message_window
    $game_message.background = 2
    $game_message.add(" ")
    wait_for_message
  end
  
  def self.post_battle_result
    Sound.play_ok
    SceneManager.scene.close_battle_result_windows
    $game_temp.process_battle_result
    $game_message.clear
    $game_temp.reset_battle_result
  end

end

class Game_Temp
  attr_reader :battle_result
  
  alias amn_bresult_gametemp_init initialize
  def initialize
    amn_bresult_gametemp_init
    reset_battle_result
  end
  
  def reset_battle_result
    @battle_result = { items: Hash.new(0), exp: 0, gold: 0 }
  end
  
  def setup_battle_result
    $game_troop.make_drop_items.each_with_object(@battle_result[:items]) { |o,h| h[o] += 1 }
    @battle_result[:exp] = $game_troop.exp_total
    @battle_result[:gold] = $game_troop.gold_total
  end
  
  def process_battle_result
    exp = @battle_result[:exp]
    $game_party.all_members.each { |a| a.gain_exp(exp) } if exp > 0
    @battle_result[:items].each { |i, amt| $game_party.gain_item(i, amt) }
    $game_party.gain_gold(@battle_result[:gold])
  end
  
end

class Window_BattleResultTitle < Window_Base
  
  def initialize(x, y, width, height)
    @text = ""
    super(x, y, width, height)
    hide
  end
  
  def text=(text)
    return if @text == text
    @text = text
    refresh
  end
  
  def refresh
    contents.clear
    draw_items
  end
  
  def draw_items
    dy = (contents_height - line_height) / 2
    draw_text(0, dy, contents_width, line_height, @text, 1)
  end
  
end

class Window_BattleResultExp < Window_Base
  attr_accessor :actor
  
  def initialize(x, y, width, height)
    @actor = nil
    super(x, y, width, height)
    hide
  end
  
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    load_temp_actor
    refresh
  end
  
  def load_temp_actor
    @temp_actor = Marshal.load(Marshal.dump(@actor))
    @temp_actor.change_exp(@temp_actor.exp + br_exp, false)
  end
  
  def br_exp
    exp = $game_temp.battle_result[:exp]
    @actor ? (exp * @actor.final_exp_rate).to_i : exp
  end
  
  def refresh
    contents.clear
    draw_exp_titles(0, 0)
    draw_exp_info(0, 0) if @actor
  end

  def draw_exp_titles(x, y)
    change_color(system_color)
    lh = AMN_BattleResult::EXP_SAME_LINE ? 1 : 2
    draw_text(x, y + line_height * 0, contents_width, line_height, Vocab::ExpTotal)
    draw_text(x, y + line_height * (1 * lh), contents_width, line_height, AMN_BattleResult::NEW_EXP_TEXT)
    draw_text(x, y + line_height * (2 * lh), contents_width, line_height, sprintf(Vocab::ExpNext, Vocab::level))
    reset_font_settings
  end
  
  def draw_exp_info(x, y)
    s1 = @actor.max_level? ? "-------" : @actor.exp
    s2 = @actor.max_level? ? "-------" : @actor.next_level_exp - @actor.exp
    s3 = @actor.max_level? ? "-------" : "+#{br_exp}"
    same = AMN_BattleResult::EXP_SAME_LINE
    change_color(normal_color)
    draw_text(x, y + line_height * (same ? 0 : 1), contents_width, line_height, s1, 2)
    draw_text(x, y + line_height * (same ? 1 : 3), contents_width, line_height, s3, 2)
    draw_text(x, y + line_height * (same ? 2 : 5), contents_width, line_height, s2, 2)
    draw_level_info(x, y + line_height * (same ? 4 : 7)) if @actor.level != @temp_actor.level
    reset_font_settings
  end
  
  def draw_level_info(x, y)
    text = sprintf(Vocab::LevelUp, @actor.name, Vocab::level, @temp_actor.level)
    draw_text(x, y, contents_width, line_height, text, 1)
    draw_skills(x, y + line_height)
  end
  
  def draw_skills(x, y)
    new_skills = @temp_actor.skills - @actor.skills
    new_skills.each_with_index do |skill, i|
      draw_icon(skill.icon_index, x, y + line_height * i)
      text = sprintf(Vocab::ObtainSkill, skill.name)
      draw_text(x + 24, y + line_height * i, contents_width - 24, line_height, text)
    end
  end
  
end

class Window_BattleResultItems < Window_Base
  
  def initialize(x, y, width, height)
    super(x, y, width, height)
    refresh
    hide
  end
  
  def gold
    $game_temp.battle_result[:gold]
  end
  
  def items
    $game_temp.battle_result[:items]
  end

  def refresh
    contents.clear
    draw_items
  end
  
  def draw_items
    draw_gold(0, 0)
    dy = gold > 0 ? line_height : 0
    draw_item_drops(0, dy)
  end
  
  def draw_gold(x, y)
    return unless gold > 0
    draw_text(x, y, contents_width, line_height, Vocab.currency_unit.capitalize)
    draw_text(x, y, contents_width, line_height, gold, 2)
  end
  
  def draw_gold(x, y)
    return unless gold > 0
    draw_icon(361, x, y)
    draw_text(x + 24, y, contents_width - 24, line_height, Vocab.currency_unit.capitalize)
    draw_text(x + 24, y, contents_width - 24, line_height, gold, 2)
  end
  
  def draw_item_drops(x, y)
    items.keys.each_with_index do |item, i|
      draw_item_name(item, x, y + line_height * i)
      draw_text(x, y + line_height * i, contents_width, line_height, 
        sprintf(AMN_BattleResult::ITEM_AMOUNT, items[item]), 2)
    end
  end
  
end

class Scene_Battle < Scene_Base

  alias amn_bresult_scenebattle_createallwinds create_all_windows
  def create_all_windows
    amn_bresult_scenebattle_createallwinds
    create_battle_result_windows
  end
  
  def create_battle_result_windows
    create_br_title_windows
    width = Graphics.width / 2
    dy = @br_exp_title_window.height + @br_exp_title_window.height
    height = Graphics.height - dy
    @br_exp_window = Window_BattleResultExp.new(0,dy,width,height)
    @br_items_window = Window_BattleResultItems.new(width,dy,width,height)
  end

  def create_br_title_windows
    height = @help_window.fitting_height(2)
    @br_party_title_window = Window_BattleResultTitle.new(0,0,Graphics.width,height)
    width = Graphics.width / 2
    dy = @br_party_title_window.y + @br_party_title_window.height
    @br_exp_title_window = Window_BattleResultTitle.new(0,dy,width,height)
    @br_exp_title_window.text = AMN_BattleResult::EXP_TEXT
    @br_items_title_window = Window_BattleResultTitle.new(width,dy,width,height)
    @br_items_title_window.text = AMN_BattleResult::SPOILS_TEXT
  end
  
  def show_battle_result
    setup_battle_result_data
    open_battle_result_windows
  end
  
  def setup_battle_result_data
    actor = $game_party.alive_members[0]
    @message_window.z = 0
    @br_party_title_window.text = sprintf(AMN_BattleResult::WIN_TEXT, actor.name)
    @br_exp_window.actor = actor
    [@br_party_title_window, @br_items_window]. each { |window| window.refresh }
  end
  
  def open_battle_result_windows
    [@br_party_title_window, @br_exp_title_window, @br_items_title_window,
    @br_exp_window, @br_items_window]. each { |window| window.show }
  end
  
  def close_battle_result_windows
    [@br_party_title_window, @br_exp_title_window, @br_items_title_window,
    @br_exp_window, @br_items_window]. each { |window| window.close }
    wait(15)
  end
  
  alias amn_bresult_scenebattle_updatebasic update_basic
  def update_basic
    amn_bresult_scenebattle_updatebasic
    update_battle_result_windows if AMN_BattleResult::ACTOR_TOGGLE
  end
  
  def update_battle_result_windows
    if Input.trigger?(AMN_BattleResult::ACTOR_TOGGLE) && @br_exp_window.visible
      actor = @br_exp_window.actor
      index = $game_party.alive_members.index(actor) || -1
      index = (index + 1) % $game_party.alive_members.size
      actor = $game_party.alive_members[index]
      @br_exp_window.actor = actor
      @br_party_title_window.text = sprintf(AMN_BattleResult::WIN_TEXT, actor.name)
    end
  end
  
end
 
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Tw0Face

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@A-Moonless-Night For some reason, there's no difference to before. I can't figure out why.
 

A-Moonless-Night

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Have you tested it with an actor gaining a level in battle?
 

Tw0Face

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@A-Moonless-Night Yes, of course. First battle on the left. Second battle, when Actor gets a level in battle, on the right. No level up or skill display.

Unbenannt.png
 

Roninator2

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I also tested the script and got the same results.
 

A-Moonless-Night

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It works fine for me for the first level and then seems to not work for other levels. I'll do some more testing and see what the issue is.

EDIT: Okay, I've fixed the issue and updated the code above. I had forgotten to factor in the actor's existing EXP for one script call.
 
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