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An Event on each map that would create a text box notifying the player that he/she has "leveled up" when they have, in fact, leveled up.
Does that make sense?
THX
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This doesn't look like a request. Looks more like RGSS support. Moving. :o
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...That script wasn't what I was referring to.
My game works on a quest based system, so I'm going to need a notification that doesn't apply only to post-battle-screens. Which is why I said "An event on each map."
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How many playable characters do you have?
Do you add and remove characters during the game?
What kind of information should this message show? Just "Joe leveled up"?
Do you want the ordinary message window that you have to close or something that fades away automatically?
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1, no, yes, fades away automatically.
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You should make an animation and some conditional check.... .-.
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Or you can try this:
Code:
#==============================================================================
# ? Scene_Map
#------------------------------------------------------------------------------
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
alias main_level_up main
def main
@level_up_window = Window_Level_Up.new
#original call
main_level_up
@level_up_window.dispose
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
alias update_level_up update
def update
@level_up_window.update
# original call
update_level_up
end
end
#==============================================================================
# ? Window_Level_Up
#------------------------------------------------------------------------------
#==============================================================================
class Window_Level_Up < Window_Base
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def initialize
super(160, 416, 320, 64)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
@wait_count = 0
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.draw_text(self.contents.rect, $game_party.actors[0].name +
" reached level " + $game_party.actors[0].level.to_s, 1)
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def update
if $game_system.old_level < $game_party.actors[0].level
$game_system.old_level = $game_party.actors[0].level
refresh
# Play decision SE
$game_system.se_play($data_system.decision_se)
self.visible = true
self.opacity = 255
self.contents_opacity = 255
@wait_count = 40
else
if @wait_count > 0
@wait_count -= 1
else
if self.opacity > 0
self.opacity -= 4
self.contents_opacity -= 4
else
self.visible = false
end
end
end
end
end
#==============================================================================
# ? Game_System
#------------------------------------------------------------------------------
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
attr_accessor :old_level
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
alias initialize_level_up initialize
def initialize
@old_level = 1
# original call
initialize_level_up
end
end
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U ROK
That's exactly what I was looking for.