09-06-2025, 06:07 AM 
(This post was last modified: 09-09-2025, 10:18 PM by kyonides.
 Edit Reason: Script Updated
)
	
	
	KursedVictory XP
by Kyonides
Introduction
You will either love this scriptlet or just hate it.

Sometimes the heroes cannot simply obtain a flawless victory. That would be inconceivable!
 
 Thus, they need some final punishment to make sure they learn their lesson!
 
 Just add enemy ID's to the ENEMY_IDS constant to make this happen!
 
  Screenshots
  			
		The Script
Code:
# * KursedVictory XP * #
#   Scripter : Kyonides
#   v1.2.0 - 2025-09-09
# Sometimes the heroes cannot simply obtain a flawless victory. Thus, they need
# some final punishment to make sure they learn their lesson!
# Just add enemy ID's to the ENEMY_IDS constant to make this happen!
# Warning: If you refuse to comply, you might have to fight another troop...
module KursedVictory
  BGS = "Darkness"
  CURSOR = "sword0132"
  CURSOR_OY = 4
  OPTION_BACKDROP = "box240"
  MESSAGE = ["Flawless Victory!", "Now choose a curse victim!"]
  OPTIONS = ["Comply", "Refuse"]
  OUTCOME = ["You complied with the %s's demand.",
             "You refused to listen to %s."]
  CURSE_CHANCE = 100
  WAIT_FRAMES = 40
  ENEMY_IDS = [1]
  ROUND2_ENEMY_IDS = {}
  ROUND2_ENEMY_IDS[1] = { :name => "Basilisk", :troop_id => 3 }
end
class Game_Enemy
  def curse_victory?
    KursedVictory::ENEMY_IDS.include?(@enemy_id)
  end
end
class Game_Party
  def dead_members
    @actors.select {|actor| actor.dead? }
  end
  def all_dead_now?
    dead_members.size == @actors.size
  end
end
class Game_Troop
  def curse_flawless_victory?
    enemy = @enemies.find {|enemy| enemy.curse_victory? }
    enemy != nil
  end
end
class CursedMessageWindow < Window_Base
  def initialize(wx, wy)
    super(wx, wy, 280, 80)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    line1, line2 = KursedVictory::MESSAGE
    font = self.contents.font
    font.bold = true
    font.color.set(220, 80, 0)
    self.contents.draw_text(0, 0, width - 32, 24, line1, 1)
    font.bold = false
    font.color.set(255, 255, 255)
    self.contents.draw_text(0, 24, width - 32, 24, line2, 1)
  end
end
module KursedVictory
  class TextBox
    def initialize(pos, total, vp=nil)
      @index = pos
      @max = total
      @row_max = 2
      @col_max = 1
      @viewport = vp
      @backdrop = Sprite.new(vp)
      @label = Sprite.new(vp)
      @label.z = 50
    end
    def set_image(filename)
      @filename = filename
      set_bitmap
      set_text_bitmap
      reset_alignment
    end
    def set_bitmap
      bitmap = RPG::Cache.picture(@filename)
      @width = bitmap.width
      @height = bitmap.height
      @rect = bitmap.rect
      @col_width = 640
      @center_x = (@col_width - @width) / 2
      @backdrop.bitmap = bitmap
    end
    def set_text_bitmap
      @align_x = 1
      @label.bitmap = Bitmap.new(@width, @height)
    end
    def set_align_xy
      h = @height + 24
      @backdrop.x = @center_x
      @backdrop.y = 140 + @index * h
    end
    def reset_alignment
      set_align_xy
      @label.x = @backdrop.x
      @label.y = @backdrop.y
    end
    def x
      @backdrop.x
    end
    def y
      @backdrop.y
    end
    def set_text(text)
      @text = text
      bit = @label.bitmap
      bit.clear
      bit.draw_text(@rect, text, @align_x)
    end
    def dispose
      @label.bitmap.dispose
      @label.dispose
      @backdrop.bitmap.dispose
      @backdrop.dispose
    end
    attr_reader :text
  end
  class Spriteset
    def initialize
      @curse_viewport = Viewport.new(0, 0, 640, 480)
      @curse_viewport.z = 500
      @curse_boxes = []
      @curse_x = []
      @curse_y = []
      filename = KursedVictory::OPTION_BACKDROP
      options = KursedVictory::OPTIONS
      options.each_with_index do |choice, n|
        box = KursedVictory::TextBox.new(n, options.size, @curse_viewport)
        box.set_image(filename)
        box.set_text(choice)
        @curse_x << box.x
        @curse_y << box.y + KursedVictory::CURSOR_OY
        @curse_boxes << box
      end
      @cursed_cursor = Sprite.new(@curse_viewport)
      @cursed_cursor.x = @curse_x[0]
      @cursed_cursor.y = @curse_y[0]
      @cursed_cursor.bitmap = RPG::Cache.icon(KursedVictory::CURSOR)
    end
    def move_cursor(index)
      @cursed_cursor.y = @curse_y[index]
    end
    def dispose
      @curse_boxes.each {|box| box.dispose }
      @cursed_cursor.bitmap.dispose
      @cursed_cursor.dispose
      @curse_viewport.dispose
    end
  end
end
class Scene_Battle
  alias :kyon_kurvic_scn_btl_st_ph5 :start_phase5
  alias :kyon_kurvic_scn_btl_up_ph5 :update_phase5
  def start_phase5
    process_cursed_victory
    if @cursed_victory and $game_party.all_dead_now?
      process_defeat
      return
    end
    kyon_kurvic_scn_btl_st_ph5
  end
  def update_phase5
    if @curse_lifted and Input.trigger?(Input::C)
      start_anti_curse_battle
      return
    end
    kyon_kurvic_scn_btl_up_ph5
  end
  def start_anti_curse_battle
    Audio.bgm_stop
    Audio.bgs_stop
    $game_party.clear_actions
    $game_troop.enemies.clear
    $game_temp.battle_troop_id = @round2_data[:troop_id]
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
    $scene = Scene_Battle.new
  end
  def process_cursed_victory
    return if KursedVictory::CURSE_CHANCE < rand(100)
    return unless $game_troop.curse_flawless_victory?
    return if $game_party.dead_members.size > 0
    Audio.bgm_stop
    @bgs = RPG::AudioFile.new(KursedVictory::BGS)
    $game_system.bgs_play(@bgs)
    wx = (Graphics.width - 280) / 2
    @cursed_message = CursedMessageWindow.new(wx, 32)
    @round2_data = KursedVictory::ROUND2_ENEMY_IDS[@troop_id]
    if @round2_data
      process_cursed_victory_options
      return if @curse_lifted
    end
    process_cursed_victory_execution
  end
  def process_cursed_victory_options
    @cursed_spriteset = KursedVictory::Spriteset.new
    @curse_stage = 0
    @curse_index = 0
    @cursed_options = true
    while @cursed_options
      Graphics.update
      Input.update
      update_cursed_victory
    end
  end
  def update_cursed_victory
    case @curse_stage
    when 0
      update_cursed_victory_options
    when 1
      update_cursed_victory_decision
    end
  end
  def update_cursed_victory_options
    if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      $game_system.se_play($data_system.cursor_se)
      @curse_index = (@curse_index + 1) % 2
      @cursed_spriteset.move_cursor(@curse_index)
      return
    elsif Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      name = @round2_data[:name]
      if name
        @curse_text = KursedVictory::OUTCOME[@curse_index]
        @curse_text = sprintf(@curse_text, name)
      end
      @cursed_spriteset.dispose
      if @curse_index == 1
        Audio.bgs_stop
        @cursed_message.dispose
        @curse_lifted = true
      end
      if name
        ow = 480
        bitmap = Bitmap.new(ow - 32, 32)
        bitmap.draw_text(0, 0, bitmap.width, 32, @curse_text, 1)
        @outcome_window = Window_Base.new(80, 160, ow, 64)
        @outcome_window.contents = bitmap
        @outcome_window.pause = true
        @curse_stage = 1
      else
        @cursed_options = @curse_stage = nil
      end
    end
  end
  def update_cursed_victory_decision
    @outcome_window.update
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      @outcome_window.dispose
      @cursed_options = @curse_stage = nil
    end
  end
  def process_cursed_victory_execution
    @cursed_cursor = Arrow_Actor.new(nil)
    @cursed_cursor.index = 0
    @cursed_victory = true
    while @cursed_victory
      Graphics.update
      Input.update
      update_cursed_victory_execution
    end
    KursedVictory::WAIT_FRAMES.times { Graphics.update }
    @cursed_message.dispose
    @cursed_cursor.bitmap.dispose
    @cursed_cursor.dispose
    Audio.bgs_stop
    @cursed_victory = true
  end
  def update_cursed_victory_execution
    @cursed_cursor.update
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      actor = $game_party.actors[@cursed_cursor.index]
      actor.add_state(1)
      @status_window.refresh
      @cursed_victory = nil
    end
  end
  def process_defeat
    $game_system.bgm_play($game_temp.map_bgm)
    battle_end(2)
  end
endTerms & Conditions
Free as in
 beer for non commercial games.
 beer for non commercial games. 
Include my nickname in your game credits.
That's it!
 
	
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
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My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!
Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
	
	
Maranatha!
The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.
![[Image: SP1-Scripter.png]](https://www.save-point.org/images/userbars/SP1-Scripter.png)
![[Image: SP1-Writer.png]](https://www.save-point.org/images/userbars/SP1-Writer.png)
![[Image: SP1-Poet.png]](https://www.save-point.org/images/userbars/SP1-Poet.png)
![[Image: SP1-PixelArtist.png]](https://www.save-point.org/images/userbars/SP1-PixelArtist.png)
![[Image: SP1-Reporter.png]](https://i.postimg.cc/GmxWbHyL/SP1-Reporter.png)
My Original Stories (available in English and Spanish)
List of Compiled Binary Executables I have published...
HiddenChest & Roole
Give me a free copy of your completed game if you include at least 3 of my scripts!

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE

 
 
 KursedVictory XP
 KursedVictory XP
 

 
![[Image: kursedvictory-xp001.jpg]](https://i.postimg.cc/8Pn9ZYCD/kursedvictory-xp001.jpg)
![[Image: kursedvictory-xp002.jpg]](https://i.postimg.cc/4x7Mq1Kc/kursedvictory-xp002.jpg)
![[Image: kursedvictory-xp003.jpg]](https://i.postimg.cc/Y9rqbdjF/kursedvictory-xp003.jpg)
![[Image: kursedvictory-xp004.jpg]](https://i.postimg.cc/VkkFH7Y8/kursedvictory-xp004.jpg)
![[Image: kursedvictory-xp005.jpg]](https://i.postimg.cc/RZpTrcFn/kursedvictory-xp005.jpg)
 evil lord's commands after obtaining a flawless victory.
 evil lord's commands after obtaining a flawless victory. 
 I guess you already know what that means: a second battle
 I guess you already know what that means: a second battle  will ensure if you're stubborn enough to pick the second option!
 will ensure if you're stubborn enough to pick the second option! 
 dark lord!
 dark lord!