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*****
Ancient Mummy
Rep:
Level 90
Is there a way to make it visible that My character levels ?
When my Char levels up it won't say that it is leveld and that is not very usefull when playing..
Is there an easy script or tut to do this ?
« Last Edit: December 28, 2006, 06:53:57 PM by Snailer »

****
Rep:
Level 88
I'm back :P
ya i use a script for it
Quote
#==============================================================================
# ** COGWHEEL Plug 'n' Play Menu Bars (based on Syvkal's revisions)
#-------------------------------------------------------------------------------
# by DerVVulfman
# Version 1.1
# 06-28-06
#------------------------------------------------------------------------------
# This is a revision of Cogwheel's famous bargraph system, now set as an inser-
# table script to display bargraphs behind values in the menus.
#
# To prevent conflict with Cogwheel's RTAB system, two key definitions have been
# renamed: "gauge_rect" to "cw_gauge" & "gradation_rect" to "cw_grad_rect."
#
#
# Affected Systems:  Main Menu
#                    Skill Menu
#                    Status Menu
#                    Hero Select Menu (for Items & Skills)
#                    Equipment Menu
#                    BattleStatus Menu
#                   
# The system uses a series of CONSTANTS that can be edited here.  They control
# the basic gauge colors and the manner the gauge is filled:

  # Gauge Border Colors
    COG_COLOR1 = Color.new(0, 0, 0, 192)         # Outer Border
    COG_COLOR2 = Color.new(255, 255, 192, 192)   # Inner Border
  # Gauge Empty filler
    COG_COLOR3 = Color.new(0, 0, 0, 192)         # Half of Inner Shading
    COG_COLOR4 = Color.new(64, 0, 0, 192)        # Half of Inner Shading
  # Alignment
    COG_ALIGN1 = 1    # Type 1: (0: Left / 1: Center / 2: Right Justify)
    COG_ALIGN2 = 2    # Type 2: (0: Upper / 1: Central / 2: Lower)
    COG_ALIGN3 = 0    # FILL ALIGNMENT (0: Left Justify / 1: Right Justify)
  # Gauge Settings
    COG_GRADE1 = 1    # EMPTY  gauge (0: Side / 1: Vertical / 2: Slanted)
    COG_GRADE2 = 0    # FILLER gauge (0: Side / 1: Vertical / 2: Slanted)


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Get EXP - numeric for calculations
  #-------------------------------------------------------------------------- 
  def now_exp
   return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get Next Level EXP - numeric for calculations
  #--------------------------------------------------------------------------
  def next_exp
   return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end


#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
 
 
  #--------------------------------------------------------------------------
  # * Draw EXP w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  alias draw_actor_exp_original draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 204)
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # Calculate Bar Gradiation
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # Adjust Bar Color based on Gradiation
    color1 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
    color2 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
    # Calculate Bar Width
    if actor.next_exp != 0
      exp = width * actor.now_exp / actor.next_exp
    else
      exp = width
    end
    # Draw Bar Graph
    cw_gauge(x, y + 25, width, 10, exp, color1, color2)
    # Call original EXP               
    draw_actor_exp_original(actor, x, y)
  end 
 
  #--------------------------------------------------------------------------
  # * Draw HP w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias draw_actor_hp_original draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    # Calculate Bar Gradiation
    if actor.maxhp != 0
      rate = actor.hp.to_f / actor.maxhp
    else
      rate = 0
    end
    # Adjust Bar Color based on Gradiation
    color1 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
    color2 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
    # Calculate Bar Width
    if actor.maxhp != 0
      hp = width * actor.hp / actor.maxhp
    else
      hp = 0
    end
    # Draw Bar Graph
    cw_gauge(x, y + 25, width, 10, hp, color1, color2)
    # Call original HP
    draw_actor_hp_original(actor, x, y, width)
  end

  #--------------------------------------------------------------------------
  # * Draw SP w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias draw_actor_sp_original draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    # Calculate Bar Gradiation
    if actor.maxsp != 0
      rate = actor.sp.to_f / actor.maxsp
    else
      rate = 1
    end 
    # Adjust Bar Color based on Gradiation
    color1 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
    color2 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
    # Calculate Bar Width
    if actor.maxsp != 0
      sp = width * actor.sp / actor.maxsp
    else
      sp = width 
    end
    # Draw Bar Graph
    cw_gauge(x + width * 0 / 100, y + 25, width, 10, sp, color1, color2)
    # Call original SP               
    draw_actor_sp_original(actor, x, y, width)
  end
  #--------------------------------------------------------------------------
  # * Gauge Rectangle (New to Class)
  #--------------------------------------------------------------------------
  def cw_gauge(x, y, width, height, gauge, color1, color2)

    # Use Cogwheel PRESETS
    color3 = COG_COLOR1
    color4 = COG_COLOR2
    color5 = COG_COLOR3
    color6 = COG_COLOR4
    align1 = COG_ALIGN1
    align2 = COG_ALIGN2
    align3 = COG_ALIGN3
    grade1 = COG_GRADE1
    grade2 = COG_GRADE2
   
    # Create Rectangle Width based on gauge max.
    rect_width = width
   
    case align1
    when 1
      x += (rect_width - width) / 2
    when 2
      x += rect_width - width
    end
    case align2
    when 1
      y -= height / 2
    when 2
      y -= height
    end
    self.contents.fill_rect(x, y, width, height, color3)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color4)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color1
      color1 = color2
      color2 = color
    end
    self.contents.cw_grad_rect(x + 2, y + 2, width - 4, height - 4, color5, color6, grade1)
    if align3 == 1
      x += width - gauge
    end
    self.contents.cw_grad_rect(x + 2, y + 2, gauge - 4, height - 4, color1, color2, grade2)
  end
 
  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end


#==============================================================================
# ** Bitmap
#==============================================================================
class Bitmap

  #--------------------------------------------------------------------------
  # * Gradation Rectangle
  #--------------------------------------------------------------------------
  def cw_grad_rect(x, y, width, height, color3, color4, align = 0)
   if align == 0
     for i in x...x + width
       red   = color3.red + (color4.red - color3.red) * (i - x) / (width - 1)
       green = color3.green +
               (color4.green - color3.green) * (i - x) / (width - 1)
       blue  = color3.blue +
               (color4.blue - color3.blue) * (i - x) / (width - 1)
       alpha = color3.alpha +
               (color4.alpha - color3.alpha) * (i - x) / (width - 1)
       color = Color.new(red, green, blue, alpha)
       fill_rect(i, y, 1, height, color)
     end
   elsif align == 1
     for i in y...y + height
       red   = color3.red +
               (color4.red - color3.red) * (i - y) / (height - 1)
       green = color3.green +
               (color4.green - color3.green) * (i - y) / (height - 1)
       blue  = color3.blue +
               (color4.blue - color3.blue) * (i - y) / (height - 1)
       alpha = color3.alpha +
               (color4.alpha - color3.alpha) * (i - y) / (height - 1)
       color = Color.new(red, green, blue, alpha)
       fill_rect(x, i, width, 1, color)
     end
   elsif align == 2
     for i in x...x + width
       for j in y...y + height
         red   = color3.red + (color4.red - color3.red) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         green = color3.green + (color4.green - color3.green) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         blue  = color3.blue + (color4.blue - color3.blue) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         alpha = color3.alpha + (color4.alpha - color3.alpha) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         color = Color.new(red, green, blue, alpha)
         set_pixel(i, j, color)
       end
     end
   elsif align == 3
     for i in x...x + width
       for j in y...y + height
         red   = color3.red + (color4.red - color3.red) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         green = color3.green + (color4.green - color3.green) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         blue  = color3.blue + (color4.blue - color3.blue) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         alpha = color3.alpha + (color4.alpha - color3.alpha) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         color = Color.new(red, green, blue, alpha)
         set_pixel(i, j, color)
       end
     end
   end
 end
 
  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end
i forget where i got it. probably off of dubealex.com
if thats not the right one post back and ill see what other script it might be

*****
Ancient Mummy
Rep:
Level 90
Never mind I think it works it says level up now.
Thanks
« Last Edit: December 28, 2006, 06:53:40 PM by Snailer »