In the default battle sytem, it only gives a tiny bit of text saying "Level Up".
I once downloaded a battle system where at the end, if someone levelled it would bring up a window saying they had levelled and show they're old and new stats.
I cannot find that anymore.
If someone could either link me to that battle system, I will find the script etc.
Or post the script to do that here, that would be brilliant.
Thanks.
I think this is it. I tried it out and it worked but I can't remember how to use it exactly >.<
The web address after 'Script found at' doesn't work by the way >.<
Quote
#================================================
# ====Stat Show======
#================================================
#
#
#
#
#
# Window_BattleStatus
#
#?¥?£?¥ XRXS_BP10. LEVEL UP!"\—Í?ã?¸•\ަƒEƒBƒ"ƒhƒE plus! ?¥?£?¥
# by ?÷‰ë ?Ý"y
#
# —v?FXRXS.RGSS‰ü—ǃJƒXƒ^ƒ}ƒCƒY
#
#
#Script found at http://f26.aaa.livedoor.jp/~xxms/RPGXP_XRXS_BP10.htm
#Modified by Guillaume777
#
#
#==============================================================================
# ? ƒJƒXƒ^ƒ}ƒCƒYƒ|ƒCƒ"ƒg
#==============================================================================
class Scene_Battle
LEVEL_UP_SE = "" # ƒŒƒxƒ‹ƒAƒbƒvSE?B"",Å–³,µ?B
LEVEL_UP_ME = "Audio/SE/087-Action02" # ƒŒƒxƒ‹ƒAƒbƒvME
end
class Window_SkillLearning < Window_Base
SKILLLEARN_SE = "Audio/SE/106-Heal02" # ƒXƒLƒ‹?K"¾SE?B
end
#==============================================================================
# ?¡ Window_LevelUpWindow
#------------------------------------------------------------------------------
# ?@ƒoƒgƒ‹?I—¹Žž?AƒŒƒxƒ‹ƒAƒbƒv,µ,½?ê?‡,ɃXƒe?[ƒ^ƒX,ð•\ަ,•,éƒEƒBƒ"ƒhƒE,Å,•?B
#==============================================================================
class Window_LevelUpWindow < Window_Base
#--------------------------------------------------------------------------
# ?œ ƒIƒuƒWƒFƒNƒg?‰Šú‰»
#--------------------------------------------------------------------------
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, y-32, 160, 192+32)
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
#--------------------------------------------------------------------------
# ?œ ƒŠƒtƒŒƒbƒVƒ...
#--------------------------------------------------------------------------
def refresh(actor, last_lv, up_hp, up_sp, up_str, up_dex, up_agi, up_int)
self.contents.clear
self.contents.font.size = 20
self.contents.font.name = $defaultfonttype
self.contents.font.color = system_color
self.contents.draw_text( 20, 0, 160, 24, "LEVEL UP!!")
self.contents.draw_text( 0, 28+32, 160, 24, $data_system.words.hp)
self.contents.draw_text( 0, 50+32, 160, 24, $data_system.words.sp)
self.contents.draw_text( 0, 0+32, 80, 24, "Level")
self.contents.draw_text( 0, 72+32, 80, 24, $data_system.words.str[0,3])
self.contents.draw_text( 0, 94+32, 80, 24, $data_system.words.dex[0,3])
self.contents.draw_text( 0, 116+32, 80, 24, $data_system.words.agi[0,3])
self.contents.draw_text( 0, 138+32, 80, 24, $data_system.words.int[0,3])
self.contents.draw_text(76, 0+32, 128, 24, "=")
self.contents.draw_text(76, 28+32, 128, 24, "=")
self.contents.draw_text(76, 50+32, 128, 24, "=")
self.contents.draw_text(76, 72+32, 128, 24, "=")
self.contents.draw_text(76, 94+32, 128, 24, "=")
self.contents.draw_text(76, 116+32, 128, 24, "=")
self.contents.draw_text(76, 138+32, 128, 24, "=")
self.contents.font.color = normal_color
self.contents.draw_text( 0, 0+32, 72, 24, "+" + (actor.level-last_lv).to_s, 2)
self.contents.draw_text( 0, 28+32, 72, 24, "+" + up_hp.to_s, 2)
self.contents.draw_text( 0, 50+32, 72, 24, "+" + up_sp.to_s, 2)
self.contents.draw_text( 0, 72+32, 72, 24, "+" + up_str.to_s, 2)
self.contents.draw_text( 0, 94+32, 72, 24, "+" + up_dex.to_s, 2)
self.contents.draw_text( 0, 116+32, 72, 24, "+" + up_agi.to_s, 2)
self.contents.draw_text( 0, 138+32, 72, 24, "+" + up_int.to_s, 2)
self.contents.draw_text( 0, 0+32, 128, 24, actor.level.to_s, 2)
self.contents.draw_text( 0, 26+32, 128, 24, actor.maxhp.to_s, 2)
self.contents.draw_text( 0, 48+32, 128, 24, actor.maxsp.to_s, 2)
self.contents.draw_text( 0, 70+32, 128, 24, actor.str.to_s, 2)
self.contents.draw_text( 0, 92+32, 128, 24, actor.dex.to_s, 2)
self.contents.draw_text( 0, 114+32, 128, 24, actor.agi.to_s, 2)
self.contents.draw_text( 0, 136+32, 128, 24, actor.int.to_s, 2)
end
end
#==============================================================================
# ?¡ Window_SkillLearning
#------------------------------------------------------------------------------
# ?@ƒŒƒxƒ‹ƒAƒbƒvŽž,È,Ç,ɃXƒLƒ‹,ð?K"¾,µ,½?ê?‡,É,»,ê,ð•\ަ,•,éƒEƒBƒ"ƒhƒE,Å,•?B
#==============================================================================
class Window_SkillLearning < Window_Base
#--------------------------------------------------------------------------
# ?œ ŒöŠJƒCƒ"ƒXƒ^ƒ"ƒX•Ï?"
#--------------------------------------------------------------------------
attr_reader :learned # ƒXƒLƒ‹,ð?K"¾,µ,½,©,Ç,¤,©
#--------------------------------------------------------------------------
# ?œ ƒIƒuƒWƒFƒNƒg?‰Šú‰»
#--------------------------------------------------------------------------
def initialize(class_id, last_lv, now_lv)
super(160, 64-32, 320, 64)
self.contents = Bitmap.new(width - 32, height - 28) # ,í,´,Æ?¤,ð•\ަ
self.visible = false
self.back_opacity = 160
@learned = false
refresh(class_id, last_lv, now_lv)
end
#--------------------------------------------------------------------------
# ?œ ƒŠƒtƒŒƒbƒVƒ...
#--------------------------------------------------------------------------
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.level
# ?¡‰ñ,̃Œƒxƒ‹ƒAƒbƒv"͈Í,Å?K"¾,•,éƒXƒLƒ‹,Ì?ê?‡
if learn_lv > last_lv and learn_lv <= now_lv
@learned = true
# SE,Ì?Ä?¶
if SKILLLEARN_SE != ""
Audio.se_play(SKILLLEARN_SE)
end
# Še•`ŽÊ
skill_name = $data_skills[$data_classes[class_id].learnings.skill_id].name
self.contents.clear
self.contents.font.name = $defaultfonttype
self.contents.font.color = normal_color
self.contents.draw_text(0,0,448,32, skill_name + " learned !!")
self.visible = true
# ƒ?ƒCƒ"ƒ‹?[ƒv
loop do
# ƒQ?[ƒ€‰æ–Ê,ð?X?V
Graphics.update
# "ü—Í?î•ñ,ð?X?V
Input.update
# ƒtƒŒ?[ƒ€?X?V
update
# ‰æ–Ê,ª?Ø,è'Ö,í,Á,½,烋?[ƒv,ð'†'f
if @learned == false
break
end
end
# ƒ?ƒCƒ"ƒ‹?[ƒv,±,±,Ü,Å
end
end
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V
#--------------------------------------------------------------------------
def update
# C ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½?ê?‡
if Input.trigger?(Input::C)
@learned = false
self.visible = false
end
end
end
#==============================================================================
# ?¡ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# ?œ 'ljÁ?EŒöŠJƒCƒ"ƒXƒ^ƒ"ƒX•Ï?"
#--------------------------------------------------------------------------
attr_accessor :level_up_flags # LEVEL UP!•\ަ
end
#==============================================================================
# ?¡ Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# ?œ ƒAƒtƒ^?[ƒoƒgƒ‹ƒtƒF?[ƒYŠJŽn
#--------------------------------------------------------------------------
alias xrxs_bp10_start_phase5 start_phase5
def start_phase5
xrxs_bp10_start_phase5
# Šl"¾ EXP,ðŽæ"¾
@exp_gained = battle_exp
# EXP Šl"¾,ðŽæ,è?Á,•
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp -= @exp_gained
if actor.level < last_level
@status_window.level_up_flags = false
end
end
end
# ?Ý'è
@exp_gain_actor = -1
# ƒŠƒUƒ‹ƒgƒEƒBƒ"ƒhƒE,ð•\ަ
@result_window.visible = true
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?X?V (ƒAƒtƒ^?[ƒoƒgƒ‹ƒtƒF?[ƒY)
#--------------------------------------------------------------------------
alias xrxs_bp10_update_phase5 update_phase5
def update_phase5
@level_up_phase_done = false if @level_up_phase_done != true
# C ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½?ê?‡
if Input.trigger?(Input::C)
# ƒEƒBƒ"ƒhƒE,ð•Â,¶,ÄŽŸ,̃AƒNƒ^?[,Ö
@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
# ƒŠƒUƒ‹ƒgƒEƒBƒ"ƒhƒE,ðvisible=true,Å,à•s‰ÂŽ‹,É
@result_window.opacity = 0
@result_window.back_opacity = 0
@result_window.contents_opacity = 0
end
# ŒÄ,Ñ–ß,•
xrxs_bp10_update_phase5
# ƒŒƒxƒ‹ƒAƒbƒv,µ,Ä,¢,é?ê?‡,Í‹?§ƒoƒgƒ‹?I—¹
battle_end(0) if @levelup_window != nil and @phase5_wait_count <= 0
end
end
#--------------------------------------------------------------------------
# ?œ ŽŸ,̃AƒNƒ^?[,̃Œƒxƒ‹ƒAƒbƒv•\ަ,Ö
#--------------------------------------------------------------------------
def phase5_next_levelup
begin
# ŽŸ,̃AƒNƒ^?[,Ö
@exp_gain_actor += 1
# ?ÅŒã,̃AƒNƒ^?[,Ì?ê?‡
if @exp_gain_actor >= $game_party.actors.size
# ƒAƒtƒ^?[ƒoƒgƒ‹ƒtƒF?[ƒYŠJŽn
return true
end
actor = $game_party.actors[@exp_gain_actor]
if actor.cant_get_exp? == false
# Œ»?Ý,Ì"\—Í'l,ð•ÛŽ?
last_level = actor.level
last_maxhp = actor.maxhp
last_maxsp = actor.maxsp
last_str = actor.str
last_dex = actor.dex
last_agi = actor.agi
last_int = actor.int
# ?í"¬ŒoŒ±'l,Ì?ÄŽæ"¾
actor.exp += @exp_gained
# "»'è
if actor.level > last_level
# ƒŒƒxƒ‹ƒAƒbƒv,µ,½?ê?‡
@status_window.level_up(@exp_gain_actor)
# ƒŠƒUƒ‹ƒgƒEƒBƒ"ƒhƒE,ð?Á,•
@result_window.visible = false
# SE,Ì?Ä?¶
if LEVEL_UP_SE != ""
Audio.se_play(LEVEL_UP_SE)
end
# ME,Ì?Ä?¶
if LEVEL_UP_ME != ""
Audio.me_stop
Audio.me_play(LEVEL_UP_ME)
end
# LEVEL-UPƒEƒBƒ"ƒhƒE,Ì?Ý'è
actors_size = [$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
# ƒXƒe?[ƒ^ƒXƒEƒBƒ"ƒhƒE,ðƒŠƒtƒŒƒbƒVƒ...
@status_window.refresh
# ƒXƒLƒ‹?K"¾ƒEƒBƒ"ƒhƒE,Ì?Ý'è
@skilllearning_window = Window_SkillLearning.new(actor.class_id, last_level, actor.level)
# ƒEƒFƒCƒgƒJƒEƒ"ƒg,ð?Ý'è
@phase5_wait_count = 40
return false
end
end
end until false
end
def battle_exp
bexp = 0
# ƒ‹?[ƒv
for enemy in $game_troop.enemies
# ƒGƒlƒ~?[,ª‰B,ê?ó'Ô,Å,È,¢?ê?‡
unless enemy.hidden
# Šl"¾,ð'ljÁ
bexp += enemy.exp
end
end
return bexp
end
end
You could always go to Blizzard's site, ChaosProject. He probably has that in his tons of addons. Just make this a back-up if you can't find anything else.
I think this may b what im look 4!
Use the link on my sig.
There's a lot of levelup scripts.
There's even one when they display all status that rises when leveling up !
Found one that works!!!
http://www.creationasylum.net/index.php?showtopic=9017
It only shows the boxes over the first battler though, so it might need a bit of tinkering with
Easy Levelup Notifier 1.3 (http://z3.invisionfree.com/ChaosProject/index.php?showtopic=309)
Blizzard's, it's a good one
Here, It's the best ever levelup script, I think.
http://elizeu.omegasis.com/Recursos_RMXP/Scripts/level%20up%20report.rar (http://elizeu.omegasis.com/Recursos_RMXP/Scripts/level%20up%20report.rar)