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Level up Box

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    Level up Box
    Version: 1.0

    Introduction

    This script is not mine. I noticed how many people here were asking for level up notifiers, and that some people couldn't grasp how to use the ones already on this forum. Therefore, I found this one on Dubealex and thought I should put it here.

    Features

    • Notifies you when you level up
    • Labels the character leveling up
    • Plays a sound of your choose when leveling up
    • Tells you if you learn a skill when leveling up, and plays a sound of your choose then too.

    Screenshots

    N/A- (Its just a box with words in)

    Demo

    N/A

    Script

    Code: [Select]
    #================================================
    # Level Up Box
    #================================================
    #V 2
    #By Akxiv
    #Modified at 27. June 2006
    #==============================================================================
    #  Class Scene Battle
    #==============================================================================
    class Scene_Battle
    LEVEL_UP_SE = "Audio/ME/008-Fanfare02" # 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 != "Audio/SE/157-Skill1" #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
      Instructions

      Simply change the various sound effects that take place when leveling up- labelled in script.

      Compatibility

      Will only properly work on the normal and untampered Battle System script.

      Credits and Thanks

      • Akxiv, on Dubealex,m originally posted this script.

      Author's Notes

      Please note this is not my script, but I can use it, so any problems, please, ask me.
      « Last Edit: December 12, 2006, 05:10:34 PM by Blizzard »

      ********
      EXA
      Rep:
      Level 92
      Pikachu on a toilet
      Project of the Month winner for April 2007
      Lol, Easy LvlUp Notifier is how I named my script, this script is called Level Up Box. *fixes* ^^
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      *****
      Rep:
      Level 89
      I'm back again. Again.
      Thanks, I tried to change it, but my computer crashed.