Nisage 31 Report post Posted August 28, 2009 I had a level up notifier script, but thanks to the reboot, I lost it and the site I got it from. It wasn't Blizzards' or Akxivs'. When you leveled up, it would open a window, I think it showed the Character Sprite, it looked close to this..... But with an XP style. I'm hoping the site didnt shut down, since some sites I tried to find are now gone :( Edit: Oops, I ment a Battle Result Window :P Had the two mixed up. It would be close to the size like in the picture. Share this post Link to post Share on other sites
Leetfaction 0 Report post Posted September 16, 2011 Sorry if it's kind of late to be doing this or for bumping an old thread, but I think I might have what you we're looking for. The screenshot link is broken, but you said the battle result showed the sprites in it. I can't remember where I got this script from and it was probably a while ago. I hope this is what you were looking for. #================================================================= # ■ 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 = 90 WAIT_RUNNING_NUMBER = 50 STEP_EXP = 1 STEP_GOLD = 1 SE_LEVELUP = ["levelup", 100, 100] SE_NEWSKILL = ["newskill", 100, 100] FONT_NAME = "Tahoma" FONT_SIZE = 22 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, 28, 224, 212) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = A3D::FONT_NAME self.contents.font.size = A3D::FONT_SIZE self.back_opacity = 160 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, 240, 224, 52) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = A3D::FONT_NAME self.contents.font.size = A3D::FONT_SIZE self.back_opacity = 160 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, $game_party.gold.to_s, 2) end end #============================================================================== # ■ Window_ResultParty #============================================================================== class Window_ResultParty < Window_Base #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize super(264, 28, 336, 264) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = A3D::FONT_NAME self.contents.font.size = A3D::FONT_SIZE self.back_opacity = 160 self.visible = false refresh end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...$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, "Lvl") 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.name = A3D::FONT_NAME 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.name = A3D::FONT_NAME 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 Share this post Link to post Share on other sites
Bigace360 38 Report post Posted September 19, 2011 Uh dude this is major neroposting. This guy is most like long gone or long found this script. I mean seriously this request was posted back in 2009. <_< Share this post Link to post Share on other sites
Marked 197 Report post Posted September 19, 2011 Thats not necro-posting because people who find the topic and are looking for the same now have a solution. It's useful content, so its welcomed despite being a necropost. Share this post Link to post Share on other sites
Bigace360 38 Report post Posted September 20, 2011 (edited) Thats not necro-posting because people who find the topic and are looking for the same now have a solution. It's useful content, so its welcomed despite being a necropost. But then shouldn't he of just made a new thread then, posting that he found a battle result if anyone needs it or something as I found a previous request for it, but it was posted 2 years ago? Edited September 20, 2011 by bigace Share this post Link to post Share on other sites
Marked 197 Report post Posted September 20, 2011 Yeah sure he could have done that, but just saying that useful necro-posting isn't against the rules. Its irrelevant to say this but its much easier for people to reply to topics than start their own, so it does offer an incentive to post useful content. But that's not really why the rule exists. So many members have made posts like yours though. Also Nisage isn't long gone. He's got over 1k posts. He'll be back. They all come back... Share this post Link to post Share on other sites