Posts: 10
Threads: 4
Joined: Apr 2010
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
Posts: 1,019
Threads: 76
Joined: Jan 2010
Posts: 1,664
Threads: 391
Joined: May 2009
This doesn't look like a request. Looks more like RGSS support. Moving. :o
Posts: 10
Threads: 4
Joined: Apr 2010
...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."
Posts: 1,127
Threads: 43
Joined: May 2009
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?
Posts: 10
Threads: 4
Joined: Apr 2010
1, no, yes, fades away automatically.
Posts: 201
Threads: 14
Joined: Nov 2009
You should make an animation and some conditional check.... .-.
Posts: 1,127
Threads: 43
Joined: May 2009
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
Posts: 10
Threads: 4
Joined: Apr 2010
U ROK
That's exactly what I was looking for.