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It was recommended to me to post this in the request thread rather than asking about it in the corresponding script's thread.
I'm going to be using the Battle Report script. This is the version I am using:
Note that this is NOT the SDK version (the version that is currently posted in the script's thread).
My request is for there the script to be edited in some way so that you can control which characters will be displayed in the Battle Report. The reason is that I sometimes have characters that truly aren't part of the main party, and only join the party temporarily. Showing them gaining exp and leveling up seems really unnecessary for these characters, and unprofessional.
I hope someone can edit the script some way so that this is possible, or that someone can come up with a method to achieve the same goal.
I'm going to be using the Battle Report script. This is the version I am using:
Code:
#==============================================================================
# ** Battle Report v 1.6 by Illustrationism
# * Posted & Edited by Raziel
#==============================================================================
# A script that shows the battle result like in the Final Fantasy games.
#
# Features
# * Scrolling down Exp
#
# Edits:
# * Exp Bars filling up
# * Possible displaying of Facesets instead of Charactersets
# * Exp scrolling down faster, depending on how much exp you gain after battle.
# * Play a ME as long as you want in the result window.
#==============================================================================
class Game_Actor < Game_Battler
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
# NEW - David
$d_new_skill = nil
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
# NEW - David
skill = $data_skills[j.skill_id]
$d_new_skill = skill.name
end
end
end
while @exp < @exp_list[@level]
@level -= 1
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
class Window_LevelUp < Window_Base
#----------------------------------------------------------------
def initialize(actor, pos)
#change this to false to show the actor's graphic
@face = false
@actor = actor
y = (pos * 120)
super(280, y, 360, 120)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
if $d_dum == false
refresh
end
end
#----------------------------------------------------------------
def dispose
super
end
#----------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.size = 18
if @face == true
draw_actor_face(@actor, 4, 0)
else
draw_actor_graphic(@actor, 50, 80)
end
draw_actor_name(@actor, 111, 0)
draw_actor_level(@actor, 186, 0)
show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
min_bar = @actor.level == 99 ? 1 : @actor.now_exp
max_bar = @actor.level == 99 ? 1 : @actor.next_exp
draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}")
self.contents.draw_text(115, 48, 300, 32, "Level Up:" + show_next_exp)
end
#----------------------------------------------------------------
def level_up
self.contents.font.color = system_color
self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!")
end
#-----------------------------------------------------------------
def learn_skill(skill)
self.contents.font.color = normal_color
unless $d_new_skill == nil
Audio.se_play("Audio/SE/105-Heal01")
self.contents.draw_text(186, 24, 80, 32, "Learned:")
self.contents.font.color = system_color
self.contents.draw_text(261, 24, 90, 32, skill)
end
end
#----------------------------------------------------------------
def update
super
end
end # of Window_LevelUp
#=================================
#Window_EXP
# Written by: David Schooley
#=================================
class Window_EXP < Window_Base
#----------------------------------------------------------------
def initialize(exp)
super(0, 0, 280, 60)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(exp)
end
#----------------------------------------------------------------
def dispose
super
end
#----------------------------------------------------------------
def refresh(exp)
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 150, 32, "Exp Earned:")
self.contents.font.color = normal_color
self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
end
#----------------------------------------------------------------
def update
super
end
end # of Window_EXP
#=================================
#Window_Money_Items
# Written by: David Schooley
#=================================
class Window_Money_Items < Window_Base
#----------------------------------------------------------------
def initialize(money, treasures)
@treasures = treasures
super(0, 60, 280, 420)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(money)
end
#----------------------------------------------------------------
def dispose
super
end
#----------------------------------------------------------------
def refresh(money)
@money = money
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(4, 4, 100, 32, "Items Found:")
self.contents.font.color = normal_color
y = 32
for item in @treasures
draw_item_name(item, 4, y)
y += 32
end
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = normal_color
self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
end
def update
super
end
end # of Window_Money_Items
class Scene_Battle
alias raz_battle_report_main main
alias raz_battle_report_be battle_end
def main
# NEW - David
#$battle_end = false
@lvup_window = []
@show_dummies = true # Show dummy windows or not?
raz_battle_report_main
# NEW - David
@lvup_window = nil
@level_up = nil
@ch_stats = nil
@ch_compare_stats = nil
Audio.me_stop
end
def battle_end(result)
raz_battle_report_be(result)
# NEW - David
@status_window.visible = false
@spriteset.dispose
=begin
# Added for RTAB Patch version
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
# End of RTAB Patch Version
=end
Graphics.transition
if result == 0
display_lv_up(@exp, @gold, @treasures)
loop do
Graphics.update
Input.update
if Input.trigger?(Input::C)
break
end
end
trash_lv_up
end
end
def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
treasures = treasures[0..5]
# NEW - David
@treasures = treasures
@exp = exp
@gold = gold
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
@phase5_wait_count = 10
end
def update_phase5
if @phase5_wait_count > 0
@phase5_wait_count -= 1
if @phase5_wait_count == 0
# NEW - David
$game_temp.battle_main_phase = false
end
return
end
# NEW - David
battle_end(0)
end
def display_lv_up(exp, gold, treasures)
$d_dum = false
d_extra = 0
i = 0
for actor in $game_party.actors
# Fill up the Lv up windows
@lvup_window[i] = Window_LevelUp.new($game_party.actors[i], i)
i += 1
end
# Make Dummies
if @show_dummies == true
$d_dum = true
for m in i..3
@lvup_window[m] = Window_LevelUp.new(m, m)
end
end
@exp_window = Window_EXP.new(exp)
@m_i_window = Window_Money_Items.new(gold, treasures)
@press_enter = nil
gainedexp = exp
@level_up = [0, 0, 0, 0]
@d_new_skill = ["", "", "", ""]
@d_breakout = false
@m_i_window.refresh(gold)
wait_for_OK
@d_remember = $game_system.bgs_memorize
Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)
# NEW - David
max_exp = exp
value = 28
if exp < value
value = exp
end
if value == 0
value = 1
end
for n in 0..gainedexp - (max_exp / value)
exp -= (max_exp / value)
if @d_breakout == false
Input.update
end
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += (max_exp / value)
# Fill up the Lv up windows
if @d_breakout == false
@lvup_window[i].refresh
@exp_window.refresh(exp)
end
if actor.level > last_level
@level_up[i] = 5
Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
if $d_new_skill
@d_new_skill[i] = $d_new_skill
end
end
if @level_up[i] == 0
@d_new_skill[i] = ""
end
if @level_up[i] > 0
@lvup_window[i].level_up
if @d_new_skill[i] != ""
@lvup_window[i].learn_skill(@d_new_skill[i])
end
end
if Input.trigger?(Input::C) or exp <= 0
@d_breakout = true
end
end
if @d_breakout == false
if @level_up[i] >0
@level_up[i] -= 1
end
Graphics.update
end
end
if @d_breakout == true
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
actor.exp += exp
end
end
exp = 0
break
end
end
Audio.bgs_stop
@d_remember = $game_system.bgs_restore
for i in 0...$game_party.actors.size
@lvup_window[i].refresh
end
@exp_window.refresh(exp)
Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
$game_party.gain_gold(gold)
@m_i_window.refresh(0)
Graphics.update
end
def trash_lv_up
# NEW - David
i=0
for i in 0 ... 4
@lvup_window[i].visible = false
end
@exp_window.visible = false
@m_i_window.visible = false
@lvup_window = nil
@exp_window = nil
@m_i_window = nil
end
# Wait until OK key is pressed
def wait_for_OK
loop do
Input.update
Graphics.update
if Input.trigger?(Input::C)
break
end
end
end
end
class Window_Base < Window
def draw_actor_face(actor, x, y)
bitmap = RPG::Cache.picture("Faces/" + actor.character_name)
self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96))
end
#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
Note that this is NOT the SDK version (the version that is currently posted in the script's thread).
My request is for there the script to be edited in some way so that you can control which characters will be displayed in the Battle Report. The reason is that I sometimes have characters that truly aren't part of the main party, and only join the party temporarily. Showing them gaining exp and leveling up seems really unnecessary for these characters, and unprofessional.
I hope someone can edit the script some way so that this is possible, or that someone can come up with a method to achieve the same goal.