Level up BoxVersion: 1.0IntroductionThis 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.
ScreenshotsN/A- (Its just a box with words in)
DemoN/A
Script#================================================
# 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
InstructionsSimply change the various sound effects that take place when leveling up- labelled in script.
CompatibilityWill only properly work on the normal and untampered Battle System script.
Credits and Thanks- Akxiv, on Dubealex,m originally posted this script.
Author's NotesPlease note this is not my script, but I can use it, so any problems, please, ask me.