@Souloux- I don't quite understand what you are saying. I didn't create the original materia script, seph did so you will have to ask him. Are you saying like, you don't want the ap under exp earned or something else? Because I have the orginal, unedited script. By the way, if you don't want the materia or ap stuff in the script, paste it to wordpad and search for anything saying materia or ap, and delete it.
@Kylebot2000- Websites often crash so if you want the script post here letting me know and I will pm you the script. That way, you don't have to worry about bad download links and such. I will post the script here if it fits.
The script-
#==============================================================================
# ** Battle Report v 1.6 by Illustrationism
# * Posted & Edited by Raziel
# * Further edited and then reposted by Alphaao
#==============================================================================
# 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
def ap
return @ap == nil ? 0 : @ap
end
#--------------------------------------------------------------------------
def ap=(ap)
@ap = ap
for materia in @weapon_materia + @armor1_materia + @armor2_materia + @armor3_materia + @armor4_materia
unless materia.nil?
initial_level = materia.level
materia.experience += @ap
final_level = materia.level
if initial_level < (materia.exp_levels.size + 1) and final_level == (materia.exp_levels.size + 1)
$game_party.gain_materia(materia.id)
end
end
end
@ap = 0
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)
self.contents.draw_text(70, 24, 300, 32, "AP:#{@actor.ap}")
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, 180, 32, "Exp Earned:")
self.contents.font.color = normal_color
self.contents.draw_text(150, 0, 70, 32, exp.to_s)
end
def update
super
end
end # of Window_EXP
class Window_AP < Window_Base
def initialize(ap)
super(0, 0, 280, 90)
self.contents = Bitmap.new(width - 32, height - 32)
self.back_opacity = 255
refresh(ap)
end
def dispose
super
end
def refresh(ap)
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, 230, 70, "AP Earned:")
self.contents.font.color = normal_color
self.contents.draw_text(150, 0, 70, 64, ap.to_s)
end
def update
super
end
end # of Window_AP
#=================================
#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 Game_Enemy < Game_Battler
#------------------------------------------------------------------------------
attr_accessor :ap
#------------------------------------------------------------------------------
alias old_initialize initialize
def initialize(troop_id, member_index)
old_initialize(troop_id, member_index)
@enemy = $data_enemies[@enemy_id]
@ap = get_ap
end
#------------------------------------------------------------------------------
def get_ap
for i in 0...Materia_Config::ENEMY_AP.size
ap = Materia_Config::ENEMY_AP if @enemy_id == i
end
return ap == nil ? (@enemy.exp / 10).to_i : ap
end
#------------------------------------------------------------------------------
def ap
return @ap == nil ? (@enemy.exp / 10).to_i : @ap
end
#------------------------------------------------------------------------------
def critrateplus
return 0
end
#--------------------------------------------------------------------------
def critdmgplus
return 0
end
end
class Scene_Battle
alias raz_battle_report_main main
alias raz_battle_report_be battle_end
def main
# NEW - David
#$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
@actor_command_window.dispose
# Added for RTAB Patch version
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
# End of RTAB Patch Version
Graphics.transition
if result == 0
display_lv_up(@exp, @gold, @treasures, @ap)
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)
ap = 0
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
ap += enemy.ap
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($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
@ap = ap
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, ap)
$d_dum = false
d_extra = 0
i = 0
for actor in $game_party.actors
# Fill up the Lv up windows
@lvup_window = Window_LevelUp.new($game_party.actors, 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)
@ap_window = Window_AP.new(ap)
@press_enter = nil
gainedexp = exp
gainedap = ap
@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
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.refresh
@exp_window.refresh(exp)
@ap_window.refresh(ap)
end
if actor.level > last_level
@level_up = 5
Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
if $d_new_skill
@d_new_skill = $d_new_skill
end
end
if @level_up == 0
@d_new_skill = ""
end
if @level_up > 0
@lvup_window.level_up
if @d_new_skill != ""
@lvup_window.learn_skill(@d_new_skill)
end
end
if Input.trigger?(Input::C) or exp <= 0
@d_breakout = true
end
end
if @d_breakout == false
if @level_up >0
@level_up -= 1
end
Graphics.update
end
end
if @d_breakout == true
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor.cant_get_exp? == false
actor.exp += exp
actor.ap += ap
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.refresh
end
@exp_window.refresh(exp)
Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
@ap_window.refresh(ap)
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.visible = false
end
@exp_window.visible = false
@ap_window.visible = false
@m_i_window.visible = false
@lvup_window = nil
@exp_window = nil
@ap_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
I'm not sure if you guys are talking to me but i have a small understanding of the materia script, so I'll try to help if I can.