crokey924 0 Report post Posted December 30, 2007 Has anyone made this before? If so may i use it? Share this post Link to post Share on other sites
Marked 197 Report post Posted December 30, 2007 Here is a script by XRXS, modified by Akxiv. Thanks to Trickster for the original author. Scripty #================================================ # Level Up Box #================================================ #V 2 #By XRXS #Modified Akxiv #Modified at 27. June 2006 #============================================================================== # ? Class Scene Battle #============================================================================== class Scene_Battle LEVEL_UP_SE = "" # Soundeffect for Level UP LEVEL_UP_ME = "Audio/ME/007-Fanfare01" # Audio Sound for Level UP end class Window_SkillLearning < Window_Base SKILLLEARN_SE = "Audio/SE/106-Heal02" # Soundeffect if Skill learning end #============================================================================== # Window_LevelUpWindow #------------------------------------------------------------------------------ #============================================================================== class Window_LevelUpWindow < Window_Base #-------------------------------------------------------------------------- def initialize(x, y, actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) # super(x, y, 160, 192) super(x-x, y-64, 160, 192+64) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.back_opacity = 160 refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) end #-------------------------------------------------------------------------- def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int) self.contents.clear self.contents.font.color = system_color self.contents.font.size = 20 self.contents.font.name = "Arial" self.contents.draw_text( 20, 0, 160, 24, "LEVEL UP!!") self.contents.font.size = 20 self.contents.font.name = "Arial" self.contents.draw_text( 0, 28+64, 160, 24, $data_system.words.hp) self.contents.draw_text( 0, 50+64, 160, 24, $data_system.words.sp) self.contents.font.size = 20 self.contents.font.name = "Arial" self.contents.draw_text( 0, 0+64, 80, 24, "Level") self.contents.draw_text( 0, 72+64, 80, 24, $data_system.words.str[0,3]) self.contents.draw_text( 0, 94+64, 80, 24, $data_system.words.dex[0,3]) self.contents.draw_text( 0, 116+64, 80, 24, $data_system.words.agi[0,3]) self.contents.draw_text( 0, 138+64, 80, 24, $data_system.words.int[0,3]) self.contents.draw_text(76, 0+64, 128, 24, "=") self.contents.draw_text(76, 28+64, 128, 24, "=") self.contents.draw_text(76, 50+64, 128, 24, "=") self.contents.draw_text(76, 72+64, 128, 24, "=") self.contents.draw_text(76, 94+64, 128, 24, "=") self.contents.draw_text(76, 116+64, 128, 24, "=") self.contents.draw_text(76, 138+64, 128, 24, "=") self.contents.font.size = 20 self.contents.font.color = normal_color self.contents.draw_text( 0, 0+64, 72, 24, "+" + (actor.level-last_lv).to_s, 2) self.contents.draw_text( 0, 28+64, 72, 24, "+" + up_hp.to_s, 2) self.contents.draw_text( 0, 50+64, 72, 24, "+" + up_sp.to_s, 2) self.contents.draw_text( 0, 72+64, 72, 24, "+" + up_str.to_s, 2) self.contents.draw_text( 0, 94+64, 72, 24, "+" + up_dex.to_s, 2) self.contents.draw_text( 0, 116+64, 72, 24, "+" + up_agi.to_s, 2) self.contents.draw_text( 0, 138+64, 72, 24, "+" + up_int.to_s, 2) self.contents.font.size = 20 self.contents.font.name = "Arial" self.contents.draw_text( 0, 0+64, 128, 24, actor.level.to_s, 2) self.contents.draw_text( 0, 26+64, 128, 24, actor.maxhp.to_s, 2) self.contents.draw_text( -40, 26, 128, 24, actor.name, 2) self.contents.draw_text( 0, 48+64, 128, 24, actor.maxsp.to_s, 2) self.contents.draw_text( 0, 70+64, 128, 24, actor.str.to_s, 2) self.contents.draw_text( 0, 92+64, 128, 24, actor.dex.to_s, 2) self.contents.draw_text( 0, 114+64, 128, 24, actor.agi.to_s, 2) self.contents.draw_text( 0, 136+64, 128, 24, actor.int.to_s, 2) end end #============================================================================== # ?? Window_SkillLearning #============================================================================== class Window_SkillLearning < Window_Base #-------------------------------------------------------------------------- attr_reader :learned #-------------------------------------------------------------------------- def initialize(class_id, last_lv, now_lv) super(160, 64-32, 320, 64) self.contents = Bitmap.new(width - 32, height - 28) self.visible = false self.back_opacity = 160 @learned = false refresh(class_id, last_lv, now_lv) end #-------------------------------------------------------------------------- def refresh(class_id, last_lv, now_lv) for i in 0...$data_classes[class_id].learnings.size learn_lv = $data_classes[class_id].learnings[i].level if learn_lv > last_lv and learn_lv <= now_lv @learned = true if SKILLLEARN_SE != "" #SE for Skilllearning Audio.se_play(SKILLLEARN_SE) end skill_name = $data_skills[$data_classes[class_id].learnings[i].skill_id].name self.contents.clear self.contents.font.name = "Arial" self.contents.draw_text(0,0,448,32, skill_name + " learned !!") #Skillname and then your text (here is for example Cut learned !!) self.visible = true loop do Graphics.update Input.update update if @learned == false break end end end end end #-------------------------------------------------------------------------- def update if Input.trigger?(Input::C) @learned = false self.visible = false end end end #============================================================================== # Window_BattleStatus #============================================================================== class Window_BattleStatus < Window_Base #-------------------------------------------------------------------------- attr_accessor :level_up_flags # LEVEL UP! end #============================================================================== # Scene_Battle #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- alias xrxs_bp10_start_phase5 start_phase5 def start_phase5 xrxs_bp10_start_phase5 @exp_gained = battle_exp 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 -= @exp_gained if actor.level < last_level @status_window.level_up_flags[i] = false end end end @exp_gain_actor = -1 @result_window.visible = true end #-------------------------------------------------------------------------- alias xrxs_bp10_update_phase5 update_phase5 def update_phase5 @level_up_phase_done = false if @level_up_phase_done != true if Input.trigger?(Input::C) @levelup_window.visible = false if @levelup_window != nil @status_window.level_up_flags[@exp_gain_actor] = false @level_up_phase_done = phase5_next_levelup end if @level_up_phase_done if @phase5_wait_count < 2 @result_window.opacity = 0 @result_window.back_opacity = 0 @result_window.contents_opacity = 0 end xrxs_bp10_update_phase5 battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0 end end #-------------------------------------------------------------------------- def phase5_next_levelup begin @exp_gain_actor += 1 if @exp_gain_actor >= $game_party.actors.size return true end actor = $game_party.actors[@exp_gain_actor] if actor.cant_get_exp? == false last_level = actor.level last_maxhp = actor.maxhp last_maxsp = actor.maxsp last_str = actor.str last_dex = actor.dex last_agi = actor.agi last_int = actor.int actor.exp += @exp_gained if actor.level > last_level @status_window.level_up(@exp_gain_actor) @result_window.visible = false if LEVEL_UP_SE != "" Audio.se_play(LEVEL_UP_SE) end if LEVEL_UP_ME != "" Audio.me_stop Audio.me_play(LEVEL_UP_ME) end actors_size = [$game_party.actors.size, 4].max x_shift = 160 + (640 - 160*actors_size)/(actors_size - 1) x = x_shift * @exp_gain_actor y = 128 @levelup_window = Window_LevelUpWindow.new(x, y, actor, last_level, actor.maxhp - last_maxhp, actor.maxsp - last_maxsp, actor.str - last_str, actor.dex - last_dex, actor.agi - last_agi, actor.int - last_int) @levelup_window.visible = true @status_window.refresh @skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level) @phase5_wait_count = 40 return false end end end until false end def battle_exp bexp = 0 for enemy in $game_troop.enemies unless enemy.hidden bexp += enemy.exp end end return bexp end end Just add that above the "Main" script. Please in the future make your request in the post, and not in the title ;) Also, this topic is in the wrong section, we have a Script Request forum. Although this is my fault, the forum title is misleading and i changed it from "Script Submissions & Requests" to "RGSS Scripts". Share this post Link to post Share on other sites
Trickster 1 Report post Posted December 30, 2007 Actually that script is by XRXS (this may be the exact author) "Akxiv" just stole the script and took all of the credit (I don't see credit to the original author, and I don't see any significant changes in that script). Meh I quess I could also link to my own http://trickster.wg2140.com/Script%20Demos...Up%20Notice.rar Just add above main. I may have an updated version of this but It isn't ready Share this post Link to post Share on other sites
crokey924 0 Report post Posted December 30, 2007 thx guys u rock! :D Share this post Link to post Share on other sites
Marked 197 Report post Posted December 31, 2007 Thanks Trickster, I saw no credit to XRXS in the topic I got that script from. I will edit my post incase members in the future use that script. Looks like this topic is solved, make a new one for any more requests. Share this post Link to post Share on other sites