Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

I need help editing this Battle Result script to display how much EXP earned

This is the script, done by AD3, and I'm editing to try to display how much EXP you earned in battle like the gold already in the script. All I did some far was move the Battle Result windows around a bit, adjusted the length of the Total Gold window to display the Earned EXP from battle (which I added), and added the text to display the "Earned EXP: and where they position.

All that's left is to display the "Total Earned EXP" from Battle. Here's the script:

#=================================================================
# ? Battle Result by A3D Ver. 1.02
# Useful                       : show battle result in a different way
# Effect to default script : this code will replace methode "start_phase5" & "update_phase5"  in Scene_Battle
# How to install             : in script editor, insert all the code above main
# Note                          : this script is for non-commercial use only, give credit if use
# Contact                      : A3D (hyper_s@hotmail.com)
#=================================================================

module A3D
  WAIT_WINDOW_APPEAR = 60
  WAIT_RUNNING_NUMBER = 20
  STEP_EXP = 1
  STEP_GOLD = 1
  SE_LEVELUP = ["007-System07", 100, 100]
  SE_NEWSKILL = ["007-System07", 100, 100]
  FONT_SIZE = 18
end

#==============================================================================
# ? Scene_Battle
#==============================================================================

class Scene_Battle
 
  #--------------------------------------------------------------------------
  # ? After battle phase start
  #--------------------------------------------------------------------------
  def start_phase5
    # It moves to phase 5
    @phase = 5
    # Performing battle end ME
    $game_system.me_play($game_system.battle_end_me)
    # You reset to BGM before the battle starting
    $game_system.bgm_play($game_temp.map_bgm)
    # Initializing EXP, the gold and the treasure
    exp = 0
    gold = 0
    treasures = []
    # Loop
    for enemy in $game_troop.enemies
      # When the enemy hides and it is not state
      unless enemy.hidden
        # Adding acquisition EXP and the gold
        exp += enemy.exp
        gold += enemy.gold
        # Treasure appearance decision
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($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
    # Treasure acquisition
    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
        $game_party.gain_armor(item.id, 1)
      end
    end
    # Create Variable & Window
    @phase5_step = 1
    @wait_window_appear = A3D::WAIT_WINDOW_APPEAR
    @wait_running_number = A3D::WAIT_RUNNING_NUMBER
    @resultreceive_window = Window_ResultReceive.new(exp, gold, treasures)
    @resultgold_window = Window_ResultGold.new
    @resultparty_window = Window_ResultParty.new
    @actor_level_before = []
    @resultlevel_window = []
    @resultskill_window = []
    for i in 0...$game_party.actors.size
      actor = $game_party.actors
      @actor_level_before = actor.level
      @resultlevel_window = Window_ResultLevel.new(i)
      @resultskill_window = Window_ResultSkill.new(i)
    end
  end
  #--------------------------------------------------------------------------
  # ? Update Phase 5
  #--------------------------------------------------------------------------
  def update_phase5
    case @phase5_step
    when 1  # EXP & Gold Phase
      update_phase5_step1
    when 2  # Skill Phase
      update_phase5_step2
    when 3  # Delete Window Phase
      update_phase5_step3
    end
  end
  #--------------------------------------------------------------------------
  # ? Update Phase 5 Step 1
  #--------------------------------------------------------------------------
  def update_phase5_step1
    # Wait Count Before Window Appear
    if @wait_window_appear > 0
      @wait_window_appear -= 1
      if @wait_window_appear == 0
        @resultreceive_window.visible = true
        @resultgold_window.visible = true
        @resultparty_window.visible = true
        $game_temp.battle_main_phase = false
      end
      return
    end
    # Wait Count Before Running Number
    if @wait_running_number > 0
      @wait_running_number -= 1
      return
    end
    # Change Item Page
    if Input.trigger?(Input::RIGHT)
      if @resultreceive_window.max_page != 1
        $game_system.se_play($data_system.cursor_se)
        @resultreceive_window.page = @resultreceive_window.page == 1 ? 2 : 1
        @resultreceive_window.refresh
      end
    end
    # EXP & Gold Rolling
    if (@resultreceive_window.exp != 0 || @resultreceive_window.gold != 0)
      # Input C to Shortcut Calculation
      if Input.trigger?(Input::C)
        for i in 0...$game_party.actors.size
          actor = $game_party.actors
          level_before = actor.level
          actor.exp += @resultreceive_window.exp
          if actor.level > level_before
            @resultlevel_window.visible = true
            Audio.se_play("Audio/SE/" + A3D::SE_LEVELUP[0], A3D::SE_LEVELUP[1], A3D::SE_LEVELUP[2])
          end
        end
        $game_party.gain_gold(@resultreceive_window.gold)
        @resultreceive_window.exp = 0
        @resultreceive_window.gold = 0
        @resultreceive_window.refresh
        @resultgold_window.refresh
        @resultparty_window.refresh
      end
      # EXP
      if @resultreceive_window.exp != 0
        step_exp = @resultreceive_window.exp >= A3D::STEP_EXP.abs ? A3D::STEP_EXP.abs : @resultreceive_window.exp
        for i in 0...$game_party.actors.size
          actor = $game_party.actors
          if actor.next_rest_exp <= step_exp && actor.next_rest_exp != 0
            @resultlevel_window.visible = true
            Audio.se_play("Audio/SE/" + A3D::SE_LEVELUP[0], A3D::SE_LEVELUP[1], A3D::SE_LEVELUP[2])
          end
          actor.exp += step_exp
        end
        @resultreceive_window.exp -= step_exp
        @resultreceive_window.refresh
        @resultparty_window.refresh
      end
      # Gold
      if @resultreceive_window.gold != 0
        step_gold = @resultreceive_window.gold >= A3D::STEP_GOLD.abs ? A3D::STEP_GOLD.abs : @resultreceive_window.gold
        $game_party.gain_gold(step_gold)
        @resultreceive_window.gold -= step_gold
        @resultreceive_window.refresh
        @resultgold_window.refresh
      end
      return
    end
    # Input C to Bypass Step
    if Input.trigger?(Input::C)
      @phase5_step = 2
      return
    end
  end
  #--------------------------------------------------------------------------
  # ? Update Phase 5 Step 2
  #--------------------------------------------------------------------------
  def update_phase5_step2
    # Change Item Page
    if Input.trigger?(Input::RIGHT)
      if @resultreceive_window.max_page != 1
        $game_system.se_play($data_system.cursor_se)
        @resultreceive_window.page = @resultreceive_window.page == 1 ? 2 : 1
        @resultreceive_window.refresh
      end
    end
    # Initialize Skill Phase
    if @initialized_skill_phase == nil
      for i in 0...$game_party.actors.size
        actor = $game_party.actors
        for skill in $data_classes[actor.class_id].learnings
          if skill.level > @actor_level_before && skill.level <= actor.level
            Audio.se_play("Audio/SE/" + A3D::SE_NEWSKILL[0], A3D::SE_NEWSKILL[1], A3D::SE_NEWSKILL[2])
            @resultskill_window.skill_id = skill.skill_id
            @resultskill_window.visible = true
            @resultskill_window.refresh
            @skill_phase_active = true
          end
        end
      end
      @initialized_skill_phase = true
    end
    # If Skill Phase Active, Show Window
    if @skill_phase_active != nil
      if @resultskill_window[0].x != 456
        for i in 0...$game_party.actors.size
          @resultskill_window.x -= 23
        end
        return
      end
    else
      @phase5_step = 3
      return
    end
    # Input C to Bypass Step
    if Input.trigger?(Input::C)
      @phase5_step = 3
      return
    end
  end
  #--------------------------------------------------------------------------
  # ? Update Phase 5 Step 3
  #--------------------------------------------------------------------------
  def update_phase5_step3
    # Delete All Result-Window
    @resultreceive_window.dispose
    @resultgold_window.dispose
    @resultparty_window.dispose
    for i in 0...$game_party.actors.size
      @resultlevel_window.dispose
      @resultskill_window.dispose
    end
    battle_end(0)
  end
 
end

#==============================================================================
# ? Game_Actor
#==============================================================================

class Game_Actor
 
  def next_rest_exp
    return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp) : 0
  end

end

#==============================================================================
# ? Window_ResultReceive
#==============================================================================

class Window_ResultReceive < Window_Base
  #--------------------------------------------------------------------------
  # ? Attr
  #--------------------------------------------------------------------------
  attr_accessor         :exp
  attr_accessor         :gold
  attr_accessor         :page
  attr_reader            :max_page
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize(exp, gold, treasures)
    super(40, 0, 224, 212)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 255
    self.visible = false
    @exp = exp
    @gold = gold
    @treasures = treasures
    @page = 1
    @max_page = treasures.size > 4 ? 2 : 1
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, -8, self.width - 32, 32, "Exp")
    self.contents.draw_text(0, 16, self.width - 32, 32, $data_system.words.gold)
    self.contents.draw_text(0, 40, self.width - 32, 32, $data_system.words.item + " [" + @page.to_s + "/" + @max_page.to_s + "]" )
    self.contents.font.color = normal_color
    self.contents.draw_text(0, -8, self.width - 32, 32, @exp.to_s, 2)
    self.contents.draw_text(0, 16, self.width - 32, 32, @gold.to_s, 2)
    if @treasures.size == 0
      self.contents.draw_text(0, 68, self.width - 32, 32, "[Nothing]")
    elsif @treasures.size > 4
      bitmap = RPG::Cache.windowskin($game_system.windowskin_name)
      self.contents.blt(184, 116, bitmap, Rect.new(168, 24, 16, 16), 255)
    end
    y = 68
    item_start_index = @page == 1 ? 0 : 4
    for i in item_start_index...@treasures.size
      item = @treasures
      draw_item_name(item, 0, y)
      y += 28
    end
  end
 
end

#==============================================================================
# ? Window_ResultGold
#==============================================================================

class Window_ResultGold < Window_Base
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(40, 200, 224, 68)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 255
    self.visible = false
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, -8, self.width - 32, 32, "Total " + $data_system.words.gold)
    self.contents.font.color = normal_color
    self.contents.draw_text(0, -8, self.width - 32, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(0, -8, self.width - 32, 72, "Earned EXP ")
    self.contents.font.color = normal_color
    self.contents.draw_text(0, -8, self.width - 32, 72, $game_party.gold.to_s, 2)
  end
 
end

#==============================================================================
# ? Window_ResultParty
#==============================================================================

class Window_ResultParty < Window_Base
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize
    super(264, 0, 336, 264)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 255
    self.visible = false
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      actor = $game_party.actors
      y = 60 * i + 22
      draw_actor_graphic(actor, 24, y + 28 )
      draw_actor_name(actor, 64, y - 28)
      self.contents.font.color = system_color
      self.contents.draw_text(116, y, (self.width - 32), 32, "Lv.")
      self.contents.draw_text(188, y, (self.width - 32), 32, "Next")
      self.contents.font.color = normal_color
      self.contents.draw_text(-140, y, (self.width - 32), 32, actor.level.to_s ,2)
      self.contents.draw_text(0     , y, (self.width - 32), 32, actor.next_rest_exp_s ,2)
    end
  end
 
end

#==============================================================================
# ? Window_ResultLevel
#==============================================================================

class Window_ResultLevel < Window_Base
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize(id)
    super(332, 60 * id + 40, 124, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 160
    self.visible = false
    self.z = 200
    refresh
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(0, -2, self.width - 32, 32, "Level-Up !!", 1)
  end
 
end

#==============================================================================
# ? Window_ResultSkill
#==============================================================================

class Window_ResultSkill < Window_Base
  #--------------------------------------------------------------------------
  # ? Attr
  #--------------------------------------------------------------------------
  attr_accessor         :skill_id
  #--------------------------------------------------------------------------
  # ? Initialize
  #--------------------------------------------------------------------------
  def initialize(id)
    super(640, 60 * id + 40, 200, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size = A3D::FONT_SIZE
    self.back_opacity = 160
    self.visible = false
    self.z = 200
    @skill_id = nil
  end
  #--------------------------------------------------------------------------
  # ? Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    if @skill_id == nil
      return
    end
    skill = $data_skills[@skill_id]
    bitmap = RPG::Cache.icon(skill.icon_name)
    self.contents.blt(0, 2, bitmap, Rect.new(0, 0, 24, 24), 255)
    self.contents.font.color = normal_color
    self.contents.draw_text(32, -2, self.width - 64, 32, skill.name)
  end
 
end


These is the lines I added to display the text:

    self.contents.font.color = system_color
    self.contents.draw_text(0, -8, self.width - 32, 72, "Earned EXP ")
    self.contents.font.color = normal_color
    self.contents.draw_text(0, -8, self.width - 32, 72, $game_party.gold.to_s, 2)

I used the "$game_party.gold.to_s" code line as a template until I get the right code. Can someone help me here? I've never scripted before but I did take Programming class at school as I got an idea how codes work a bit as I was able to edit the script since I undestand it a bit but I study Java and not RGSS.

Please and thank you, I need help here.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top