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Gumps LVLUP Messenger [FINAL 1.01] ***Updated October 19th***

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Script Name: Gumps LVLUP Messenger
Version: FINAL 1.01
Script Author: Matt Sully (Gump)
 
FINAL 1.01 Update:
- Added some advanced window settings (base/control x and y settings, z setting, width/height settings).
FINAL 1.0 Update:
- Aliasing changed to be a lot more compatible
- Fixed some spellign in comments
BETA 1.28 Update: A couple new options. 
 - Use_Base_Parameters: Controls whether or not to use base stats. See setting comment for more information.
 - VOCAB_BASESTATS: New Vocab setting for "Base Stats" string.
 - VOCAB_STATS: New Vocab setting for "Stats" string.
 

Description: Gumps LVLUP Messenger replaces the default "level up" messaging system in VX ACE with a more detailed popup window, displaying stat changes and new skills. It can account for multiple levels as well, and show up to 10 newly learned skills per 'message'.
 
The popup window can be configured to animate off the screen after a set time, or after the player hits the Decision key. There are a lot of settings for you to tinker with to make it unique to your game. You can control all sorts of aspects of the window and how it is handled, including animating settings and speed. There is also a setting for 'update priority' which can help make the system compatible with any other script that might use Scene_Map.
 
Read the Script Header (commented section at the top of the script) for more information.
 
Known Compatibility Issues: No known compatibility issues with any other scripts. May have compatibility issues with scripts that do things from within Scene_Map. If you find an incompatibility, post about it in this topic so it can be remedied.
 
 Modified Default Classes:
(copy/pasted from script header)
 * GAME_ACTOR                             * SCENE_MAP
 > Aliased Methods: 1                       > Aliased Methods: 2
 > Overwritten Methods: 1                 > Overwritten Methods: 0
 > Added Methods: 3                        > Added Methods: 6
 
This script does replace a single default method in Game_Actor, the level up message method.
 
Terms of Use / Legal Info:
(copy/pasted from script header)
* LEGAL CRAP
# (1) You may modify this script as you see fit, you may also release modifications
# to the public, but you may not make any demands that counter this scripts copy
# of the LEGAL CRAP text.
# (1- B) If you modify and release this script to the public in any format, you
# must include this scripts copy of the LEGAL CRAP text.
# (2) You may freely use this script in any free or commercial game.
# (3) If you use this script in your game, you must provide credit to the 'Author'
# of this script, defined at the top of this script.
 
 
Script: 

 


#============================================================================
# * Gumps LevelUP Messenger
# * Author: Matt Sully (Gump)
# * Version: FINAL 1.01
#
# - Intended to replace the default level up messaging system with a 'popup'
# window displaying more details of the leveling process.
# - Old/new stats/lvl is shown, skill messages are also shown all within the
# window.
# - The LevelUP Window will not display if a character levels in a battle.
# when the player returns to a map (so scene_map is running) then any pending
# level messages will be drawn (in accordance with first-in-first-out).
# - If a character levels multiple times, the system has built in logic to
# handle that and appropriately puts together all data.
# - At most, 10 'new skill' messages can be displayed at any time in the
# Window. This means that if a character gains more than 10 skills, the
# extra skill messages will not be shown (as they will be beyond the windows
# boundaries). Could happen if a character levels multiple times before the
# level UP Window is able to send feedback to the player and that character
# gained a lot of skills. 10 skill messages is a pretty sizeable buffer though.
# - Because this system replaces the built in one, it is affected by 'show exp'
# based settings within VX Ace. Always enable "show" on any exp gain stuff if
# you want the LevelUP window to popup.
# - To use this script, paste it anywhere into your script materials section.
# - Be sure to give the settings a glance and change anything you need to, they
# are at the top of this script (scroll down).
#----------------------
# * ==[NEW STUFF SINCE FINAL 1.00]==
#
# - Added options for window x and y base/control position
# - Added extended window config options for Z, width and height (most will
# never use these)
# - Finalized the script with a witty comment or two including this one
#
#----------------------
#         ==[Modified Default Classes]==
#
# * GAME_ACTOR                     * SCENE_MAP
# > Aliased Methods: 1             > Aliased Methods: 2
# > Overwritten Methods: 1         > Overwritten Methods: 0
# > Added Methods: 3               > Added Methods: 6
#----------------------
# * Added Modules/Classes
#  > module LevelUP
#  > class Window_LevelMSG_Feedback
#----------------------
# * LEGAL CRAP
# (1) You may modify this script as you see fit, you may also release modifications
# to the public, but you may not make any demands that counter this scripts copy
# of the LEGAL CRAP text.
# (1- If you modify and release this script to the public in any format, you
# must include this scripts copy of the LEGAL CRAP text.
# (2) You may freely use this script in any free or commercial game.
# (3) If you use this script in your game, you must provide credit to the 'Author'
# of this script, defined at the top of this script.
#----------------------
# * Other Stuff
# If you Want to set any of the color settings to default colors, here are the
# defaults for your convenience:
# Default_Outline: Color.new(0, 0, 0, 128) 
# Default_Text: Color.new(255, 255, 255, 255)
# > If you have other scripts or systems that do things within scene_map, and you
# are a scripter, but the priority setting is not enough to get things working,
# you can use the method added to scene_map 'drawing_lvlmsg?'. The method will
# return true if a message is currently drawing, you can use this method to check
# if a LevelUP message is active and back out of doing anything else.
#============================================================================


#======================================
# * Levelup System Settings
#======================================
module LevelUP
  
  #---------------------------------------------
  # * Scene_Map Update Priority
  # > The priroity rating for when to update the levelup system
  # within scene_map.
  # Values: 1, 2
  # 1 - High (Levelup system updating is done first, then Scene_Map performs
  # its regular update routine).
  # 2 - Low (Scene_Map performs its regular update routine, then the Levelup
  # system updating is done).
  #---------------------------------------------
  Scene_Map_Update_Priority = 2
  
  #---------------------------------------------
  # * Use_Base_Parameters
  # > true or false setting
  # > if true, then base parameters are displayed as feedback
  # > if false, then actor parameters including any and all added parameters
  # such as state buffs or equipment bonuses are included and displayed 
  # as feedback.
  # > 'parameters' are things like hp, mp, attack, etc.
  #---------------------------------------------
  Use_Base_Parameters = false
  
  #---------------------------------------------
  # * Sound setting for Leveling up
  # > The sound is played when a Levelup feedback window animates on-screen
  # to display a message.
  # > Settings for Filename (sound must be in SE folder), Volume and
  # Pitch. Out of range or invalid settings may cause problems.
  # > Setting for enabling/disabling sound playback. Default = false,
  # supported values: true/false.
  # Volume range: 0 to 100
  # Pitch range: 50 to 150 (100 = normal)
  #---------------------------------------------
  LVLSound_Filename = "Chime2"
  LVLSound_Volume = 80
  LVLSound_Pitch = 100
  Disable_LVLSound = false
  
  #---------------------------------------------
  # * Skill Gain Vocab Constants
  # > The strings used when displaying a feedback msg to the player
  # about gaining new skills on levelup.
  # > Depending on the GAINED_SKILL_MSGTYPE setting, one of these may
  # be empty.
  # > Long strings could result in squishy text!
  #---------------------------------------------
  VOCAB_GAINED_SKILL = "learned the skill"
  VOCAB_GAINED_SKILL_EXT = ""
  
  #---------------------------------------------
  # * GAINED_SKILL_MSGTYPE
  # > Has 4 different settings (0-3)
  # > Determines the structure of the "skill gained" message that is
  # to be displayed on levelup when a new skill is gained.
  # 0 - " {ACTOR_NAME} VOCAB_GAINED_SKILL {SKILL_NAME} "
  # 1 - " {SKILL_NAME} VOCAB_GAINED_SKILL {ACTOR_NAME} "
  # 2 - " {ACTOR_NAME} VOCAB_GAINED_SKILL {SKILL_NAME} VOCAB_GAINED_SKILL_EXT "
  # 3 - " VOCAB_GAINED_SKILL {SKILL_NAME} VOCAB_GAINED_SKILL_EXT {ACTOR_NAME} "
  #---------------------------------------------
  GAINED_SKILL_MSGTYPE = 0
  
  #---------------------------------------------
  # * Other GAINED SKILL MSG settings
  # > These settings only affect the 'learned skill' Messages.
  # > Bold = true or false setting.
  # > Color settings must be or point to color objects.
  #---------------------------------------------
  GAINED_SKILL_MSG_Bold = false
  GAINED_SKILL_MSG_Color = Color.new(255, 255, 255, 255)
  GAINED_SKILL_MSG_Outline_Color = Color.new(8, 8, 8, 216) 
  
  #---------------------------------------------
  # * Level Up Vocab Constant
  # > The string used when displaying a feedback msg to the player
  # about leveling up.
  #---------------------------------------------
  VOCAB_LEVEL_UP = "has gained a Level!"
  
  #---------------------------------------------
  # *LEVEL_UP_MSGTYPE
  # > Has 2 settings
  # > Determines the structure of the "level up" message that is to
  # be displayed on levelup.
  # 0 - "{ACTOR_NAME} VOCAB_LEVEL_UP"
  # 1 - "VOCAB_LEVEL_UP {ACTOR_NAME}"
  #---------------------------------------------
  LEVEL_UP_MSGTYPE = 0
  
  #---------------------------------------------
  # * Other Level up MSG settings
  # > These settings only affect the Level UP Message at the top of
  # the Window.
  # > Bold = true or false setting
  # > Color settings must be or point to color objects
  #---------------------------------------------
  Level_UP_MSG_Bold = true
  Level_UP_MSG_Color = Color.new(255, 255, 255, 255)
  Level_UP_MSG_Outline_Color = Color.new(0, 116, 0, 232)
  
  #---------------------------------------------
  # * VOCAB_STAT_CHANGE_SYMBOL
  # > The 'symbol' used (stored as a string) to separate old and
  # new status values, to show the changes from Leveling.
  #---------------------------------------------
  VOCAB_STAT_CHANGE_SYMBOL = "->"
  
  #---------------------------------------------
  # * VOCAB STATS SETTINGS
  # > Different Vocabs to use for HP, MP, etc.
  # > Also includes vocab settings for 'stats' and 'base stats'.
  # > If you want any of these to be empty, set them to ""
  #---------------------------------------------
  VOCAB_BASESTATS = "Base Stats:"
  VOCAB_STATS = "Stats:"
  VOCAB_LEVEL = "Level"
  VOCAB_HP = "HP"
  VOCAB_MP = "MP"
  VOCAB_ATK = "Attack"
  VOCAB_DEF = "Defense"
  VOCAB_MAT = "Mag-ATK"
  VOCAB_MDF = "Mag-DEF"
  VOCAB_AGI = "Agility"
  VOCAB_LUK = "Luck"
  
  #---------------------------------------------
  # * Bold_Stat_Feedback
  # > true or false setting. Other settings will break things.
  # > If true, bolds the text displaying old/new status changes.
  #---------------------------------------------
  Bold_Stat_Feedback = true
  
  #---------------------------------------------
  #            ==[Stats Feedback Color Settings]==
  #
  # * Enable_Feedback_Colors
  # > true or false values only please. 
  # > if true, will use the below color settings when applicable.
  # > if false, all feedback color settings will be ignored.
  #--------------------
  # * Stat_Feedback_UP_Color
  # > The color that is used to signfiy a stat increasing on level up.
  # > If a stat increases on level up, it is drawn with this color. If
  # a stat doesn't increase, it remains normal.
  #--------------------
  # * Stat_Feedback_UP_Outline_Color
  # > The outline color for when a stat increases on level up.
  #--------------------
  # * Enable_Stat_Feedback_Outline
  # > true or false values only, other values will break things.
  # > if true, the outline color will be used.
  # > if false, the outline color will not be used.
  #---------------------------------------------
  Enable_Feedback_Colors = true
  Stat_Feedback_UP_Color = Color.new(32, 255, 32, 216)
  Stat_Feedback_UP_Outline_Color = Color.new(0, 64, 0, 164)
  Enable_Stat_Feedback_Outline = true
  
  #---------------------------------------------
  # * Graphic_Display_Setting
  # > 0 - disabled, no character based graphics drawing
  # > 1 - draw character face
  # > 2 - draw character graphic
  #-----------------------
  # * X/Y Settings
  # > These are X/Y position settings for the character face and
  # graphics if they are used.
  #---------------------------------------------
  Graphic_Display_Setting = 1
  Face_X_Position = 0
  Face_Y_Position = 72
  Character_X_Position = 16
  Character_Y_Position = 128
  
  #---------------------------------------------
  # * Wait_For_OK
  # > true or false setting. Other settings will break things.
  # > If true, the player must press the OK button in order for the
  # LevelUP Feedback Window to animate off screen and close.
  # > If false, the LevelUP Feedback Window will animate off screen
  # after the set time has passed (Window_Levelup_Disp_Timer).
  #--------------------------
  # * Wait_For_OK_Buffer
  # > FRAME based value. 60 frames = 1 second on average.
  # > The buffer time, how long to wait after the window finishes animating
  # onto the screen before accepting 'OK' input from the player?
  # > Default value: 45
  #---------------------------------------------
  Wait_For_OK = true
  Wait_For_OK_Buffer = 45
  
  #---------------------------------------------
  # * Level Up Feedback Window Timer
  # > Value in SECONDS (value * 60 = frames) (3 seconds = 180 frames)
  # > Only used if Wait_For_OK is set to false.
  # Suggested Value: 5
  #---------------------------------------------
  Window_Levelup_Disp_Timer = 5
  
  #---------------------------------------------
  # * Feedback Window Animation Settings
  #----------------------
  # * Window_Anim_Distance: The distance off the screen that the feedback
  # window will reside when not in use, also the distance that the window
  # will animate to and from.
  #   > Value in Pixels
  #   > Suggested Value: 700
  #----------------------
  # * Window_Anim_Speed: The amount of time in FRAMES that the feedback
  # window will take to complete each animation.
  #   > Should be a low value, animations ran from Scene_Map tend to cause
  # some lag for the player. Higher values = more frames to complete the
  # animations.
  #   > Suggested Value: 5
  #---------------------------------------------
  Window_Anim_Distance = 700
  Window_Anim_Speed = 5
  
  #---------------------------------------------
  # * Feedback Window Opacity Settings
  #  > Value ranges: 0 - 255
  # * Window_Opacity - Opacity of the Window (border)
  # * Window_Back_Opacity - Opacity of the Window Background
  # * Window_Contents_Opacity - Opacity of the Contents (messages)
  #---------------------------------------------
  Window_Opacity = 192
  Window_Back_Opacity = 136
  Window_Contents_Opacity = 208
  
  #---------------------------------------------
  # * Window X and Y 'base' positions
  # > The base starting position on screen for the levelUP feedback window
  # > Also treated as the display position of the window for the player
  # > This should be in a visible position unless you're one of the odd ones.
  #---------------------------------------------
  Window_Base_X = 0
  Window_Base_Y = Graphics.height / 4
  
  #---------------------------------------------
  # * Advanced Window Settings
  # > Here are settings for other core things of the window
  # > You shouldn't need to change any of these and probably shouldn't play
  # with these. You should only change these settings if you have a reason.
  #---------------------------------------------
  Window_Z = 200
  Window_Width = Graphics.width
  Window_Height = 160
  
end




#================================================================================
# ***DO NOT EDIT ANYTHING BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING!***
#================================================================================


#--------------------------------------------------
# * Added & Modified Attribute Readers & Accessors
#--------------------------------------------------
class Game_Actor < Game_Battler
  attr_accessor   :level
end


#======================================
# * Levelup System Data+Methods
#======================================
module LevelUP
  PENDING_MESSAGES = {}
  PENDING_MESSAGES_EXTRA = {}
  def self.waiting_msg?
    if PENDING_MESSAGES.empty? == true
      return false
    else
      return true
    end
  end
  # has logic for adding new skill messages to any currently existing message
  # hash values.
  def self.save_msg(msgarray, key)
    return if msgarray == nil
    if PENDING_MESSAGES.include?(key)
      curvals = PENDING_MESSAGES[key]
      lvl = curvals[0]
      skills = curvals[1]
      newskills = msgarray[1]
      index = 0
      if newskills.size > 1
        for i in 0...newskills
          skills << newskills[index]; index += 1
        end
      elsif newskills.size == 1
        skills << newskills[0]
      end
      newmsg = [lvl, skills]
      PENDING_MESSAGES[key] = newmsg
    else
      PENDING_MESSAGES[key] = msgarray
    end
  end
  def self.save_extra_data(array, key)
    return if array == nil
    return if PENDING_MESSAGES_EXTRA.include?(key)
    PENDING_MESSAGES_EXTRA[key] = array
  end
  def self.fetch_extra_data
    keys = []; lkey = []
    keys = PENDING_MESSAGES_EXTRA.keys
    lkey << keys.shift
    lastkey = lkey[0]
    ret = PENDING_MESSAGES_EXTRA[lastkey]
    PENDING_MESSAGES_EXTRA.delete(lastkey)
    return ret
  end
  def self.fetch_waiting_msg
    keys = []; lkey = []
    keys = PENDING_MESSAGES.keys
    lkey << keys.shift
    lastkey = lkey[0]
    retval = PENDING_MESSAGES[lastkey]
    PENDING_MESSAGES.delete(lastkey)
    return retval
  end
end



#======================================
# * Scene_Map
# > Aliased Methods: 2
# > Overwritten Methods: 0
# > Added Methods: 6
#======================================
class Scene_Map < Scene_Base
  alias :start_with_lvlupsys_exceptions   :start
  alias :update_scene_check_lvlsys        :update_scene
  def start
    start_with_lvlupsys_exceptions
    @lvlup_timer = LevelUP::Window_Levelup_Disp_Timer * 60
    @anim_timer = LevelUP::Window_Anim_Speed
    @anim_distance = LevelUP::Window_Anim_Distance
    create_lvlsys_windows
    @drawing_lvlmsg = false
    @lvlup_window_ticker = 0
  end
  def update_scene
    if LevelUP::Scene_Map_Update_Priority == 1
      draw_lvlmsg if @drawing_lvlmsg == true
      check_for_lvlsys_msg unless scene_changing? || $game_message.busy? || @drawing_lvlmsg == true
      update_scene_check_lvlsys
    else
      update_scene_check_lvlsys
      draw_lvlmsg if @drawing_lvlmsg == true
      check_for_lvlsys_msg unless scene_changing? || $game_message.busy? || @drawing_lvlmsg == true
    end
  end
  def drawing_lvlmsg?
    return @drawing_lvlmsg
  end
  def draw_lvlmsg
    return unless @drawing_lvlmsg == true
    return if $game_message.busy? || scene_changing?
    if @lvlup_window_ticker == 0
      animate_lvlsys_window(1)
      @lvlup_window_ticker = 1
    end
    if Input.repeat?(:C) && LevelUP::Wait_For_OK == true && @lvlup_window_ticker >= LevelUP::Wait_For_OK_Buffer
      animate_lvlsys_window(2)
      @lvlup_window_ticker = 0
      @drawing_lvlmsg = false
      return
    end
    @lvlup_window_ticker += 1 if LevelUP::Wait_For_OK == true
    return if LevelUP::Wait_For_OK == true
    case @lvlup_window_ticker
    when 1..@lvlup_timer
      @lvlup_window_ticker += 1
    end
    if @lvlup_window_ticker >= @lvlup_timer
      animate_lvlsys_window(2)
      @lvlup_window_ticker = 0
      @drawing_lvlmsg = false
    end
  end
  def create_lvlsys_windows
    x = LevelUP::Window_Base_X
    y = LevelUP::Window_Base_Y
    @lvlsys_feedback_window = Window_LevelMSG_Feedback.new(x, y)
    @lvlsys_feedback_window.opacity = LevelUP::Window_Opacity
    @lvlsys_feedback_window.back_opacity = LevelUP::Window_Back_Opacity
    @lvlsys_feedback_window.contents_opacity = LevelUP::Window_Contents_Opacity
    @lvlsys_feedback_window.close
    @lvlsys_feedback_window.hide
    @lvlsys_feedback_window.y += @anim_distance
    @lvlsys_feedback_window.z = LevelUP::Window_Z
  end
  def check_for_lvlsys_msg
    return unless LevelUP.waiting_msg? == true
    @lvlsys_feedback_window.refresh_lvlmsg(true) if @drawing_lvlmsg == false
    @drawing_lvlmsg = true
    draw_lvlmsg
  end
  def animate_lvlsys_window(n=0)
    return if n == 0
    anim = @anim_timer
    if n == 1 #animate feedback window onto screen
      gumps_lvlsys_playsound(1) unless LevelUP::Disable_LVLSound == true #play sound effect
      @lvlsys_feedback_window.open
      @lvlsys_feedback_window.show
      while anim > 0
        Graphics.wait(1)
        @lvlsys_feedback_window.y -= @anim_distance / @anim_timer
        anim -= 1
      end
    end
    if n == 2 #animate feedback window off screen
      while anim > 0
        Graphics.wait(1)
        @lvlsys_feedback_window.y += @anim_distance / @anim_timer
        anim -= 1
      end
      @lvlsys_feedback_window.close
      @lvlsys_feedback_window.hide
    end
  end
  def gumps_lvlsys_playsound(n=nil)
    return unless n == 1
    Audio.se_stop
    file = LevelUP::LVLSound_Filename
    volume = LevelUP::LVLSound_Volume
    pitch = LevelUP::LVLSound_Pitch
    Audio.se_play('Audio/SE/' + file, volume, pitch)
    return
  end
end


#======================================
# * Game_Actor
# > Aliased Methods: 1
# > Overwritten Methods: 1
# > Added Methods: 3
#======================================
class Game_Actor < Game_Battler
  def save_old_stats
    if LevelUP::Use_Base_Parameters == false
      oldstat_ary = [actor.id, self.level, self.mhp, self.mmp, self.atk, self.def, self.mat, self.mdf, self.agi, self.luk]
      @oldstat_ary = oldstat_ary.dup
    else
      oldstat_ary = [actor.id, self.level, self.param_base(0), self.param_base(1), self.param_base(2), self.param_base(3), self.param_base(4), self.param_base(5), self.param_base(6), self.param_base(7)]
      @oldstat_ary = oldstat_ary.dup
    end
  end
  
  alias :change_exp_check_lvlupsys_exceptions   :change_exp
  def change_exp(exp, show)
    @lastlvl = @level
    @exp[@class_id] = [exp, 0].max
    save_old_stats if self.exp >= next_level_exp
    change_exp_check_lvlupsys_exceptions(exp, show)
  end
  
  def display_level_up(new_skills)
    skillmsgs = []; lvlmsg = []
    skillmsgs = compile_skill_msg_list(new_skills)
    lvlmsg = compile_lvl_msg
    sender = [lvlmsg, skillmsgs]
    key = actor.id
    LevelUP.save_msg(sender, key)
    LevelUP.save_extra_data(@oldstat_ary, key)
  end
  
  def compile_skill_msg_list(new_skills)
    msgary = []
    vocab1 = LevelUP::VOCAB_GAINED_SKILL
    vocab2 = LevelUP::VOCAB_GAINED_SKILL_EXT
    msgt = LevelUP::GAINED_SKILL_MSGTYPE
    new_skills.each do |skill|
      msgary << "#{@name} #{vocab1} #{skill.name}" if msgt == 0
      msgary << "#{skill.name} #{vocab1} #{@name}" if msgt == 1
      msgary << "#{@name} #{vocab1} #{skill.name} #{vocab2}" if msgt == 2
      msgary << "#{vocab1} #{skill.name} #{vocab2} #{@name}" if msgt == 3
    end
    return msgary
  end
  
  def compile_lvl_msg
    retval = []
    vocab1 = LevelUP::VOCAB_LEVEL_UP
    msgt = LevelUP::LEVEL_UP_MSGTYPE
    retval << "#{@name} #{vocab1}" if msgt == 0
    retval << "#{vocab1} #{@name}" if msgt == 1
    return retval
  end
  
end


#======================================
# * Feedback window for scene map
#======================================
class Window_LevelMSG_Feedback < Window_Base
  def initialize(x, y)
    width = LevelUP::Window_Width
    height = LevelUP::Window_Height
    @lvlarray = []; @skillsarray = []; @oldstats = []; @actor = nil
    super(x, y, width, height)
    draw_msg
  end
  def reboot_font
    deftxt = Color.new(255, 255, 255, 255); deftxtout = Color.new(0, 0, 0, 128)
    self.contents.font.bold = false
    self.contents.font.size = 24
    self.contents.font.color = deftxt
    self.contents.font.out_color = deftxtout
    return
  end
  def draw_msg
    return if @lvlarray.size == 0
    draw_graphics if LevelUP::Graphic_Display_Setting != 0
    x = 0; norm = 24; sm = 16; txtwidth = Graphics.width / 2 + 48; sklineh = line_height*3
    index = 0; lm = @lvlarray[0]
    lvlmsg = lm[0]; lvlmsg.to_s
    self.contents.font.bold = LevelUP::Level_UP_MSG_Bold
    self.contents.font.color = LevelUP::Level_UP_MSG_Color
    self.contents.font.out_color = LevelUP::Level_UP_MSG_Outline_Color
    draw_text(x, 0, txtwidth, line_height, lvlmsg, 0)
    reboot_font
    self.contents.font.size = sm
    self.contents.font.bold = LevelUP::GAINED_SKILL_MSG_Bold
    self.contents.font.color = LevelUP::GAINED_SKILL_MSG_Color
    self.contents.font.out_color = LevelUP::GAINED_SKILL_MSG_Outline_Color
    sklineh -= line_height if @skillsarray.size > 9
    for i in 0...@skillsarray.size
      mg = @skillsarray[index]
      msg = mg; msg.to_s
      draw_text(x, 0, txtwidth, sklineh, "#{msg}", 0)
      sklineh += line_height
      index += 1
    end
    reboot_font
    draw_msg_2 unless @oldstats == nil
  end
  def draw_graphics
    return if @actor == nil
    ax = LevelUP::Face_X_Position; ay = LevelUP::Face_Y_Position
    bx = LevelUP::Character_X_Position; by = LevelUP::Character_Y_Position
    if LevelUP::Graphic_Display_Setting == 1
      draw_actor_face(@actor, ax, ay)
    elsif LevelUP::Graphic_Display_Setting == 2
      draw_actor_graphic(@actor, bx, by)
    end
  end
  def draw_msg_2
    x = Graphics.width / 2 + 48
    symbx = x + 114
    oldx = symbx - 44
    txtwidth = Graphics.width / 2 - 112
    txtwidth2 = 80; txtwidth3 = 32
    lh = line_height
    deftxt = Color.new(255, 255, 255, 255); deftxtout = Color.new(0, 0, 0, 128)
    symb = LevelUP::VOCAB_STAT_CHANGE_SYMBOL; v_lvl = LevelUP::VOCAB_LEVEL
    v_hp = LevelUP::VOCAB_HP; v_mp = LevelUP::VOCAB_MP; v_atk = LevelUP::VOCAB_ATK
    v_def = LevelUP::VOCAB_DEF; v_mat = LevelUP::VOCAB_MAT; v_mdf = LevelUP::VOCAB_MDF
    v_agi = LevelUP::VOCAB_AGI; v_luk = LevelUP::VOCAB_LUK; base_stats_vc = LevelUP::VOCAB_BASESTATS; stats_vc = LevelUP::VOCAB_STATS 
    self.contents.font.size = 16
    self.contents.font.bold = LevelUP::Bold_Stat_Feedback
    draw_text(x, 0, txtwidth, lh, "#{base_stats_vc}", 0) if LevelUP::Use_Base_Parameters == true
    draw_text(x, 0, txtwidth, lh, "#{stats_vc}", 0) if LevelUP::Use_Base_Parameters == false
    draw_text(x, 0, txtwidth, lh*2, "#{v_lvl}", 0) 
    draw_text(x, 0, txtwidth, lh*3, "#{v_hp}", 0)
    draw_text(x, 0, txtwidth, lh*4, "#{v_mp}", 0)
    draw_text(x, 0, txtwidth, lh*5, "#{v_atk}", 0) 
    draw_text(x, 0, txtwidth, lh*6, "#{v_def}", 0) 
    draw_text(x, 0, txtwidth, lh*7, "#{v_mat}", 0) 
    draw_text(x, 0, txtwidth, lh*8, "#{v_mdf}", 0) 
    draw_text(x, 0, txtwidth, lh*9, "#{v_agi}", 0) 
    draw_text(x, 0, txtwidth, lh*10, "#{v_luk}", 0)
    draw_text(oldx, 0, txtwidth3, lh*2, "#{@oldstats[1]}", 0)
    draw_text(oldx, 0, txtwidth3, lh*3, "#{@oldstats[2]}", 0)
    draw_text(oldx, 0, txtwidth3, lh*4, "#{@oldstats[3]}", 0)
    draw_text(oldx, 0, txtwidth3, lh*5, "#{@oldstats[4]}", 0)
    draw_text(oldx, 0, txtwidth3, lh*6, "#{@oldstats[5]}", 0)
    draw_text(oldx, 0, txtwidth3, lh*7, "#{@oldstats[6]}", 0)
    draw_text(oldx, 0, txtwidth3, lh*8, "#{@oldstats[7]}", 0)
    draw_text(oldx, 0, txtwidth3, lh*9, "#{@oldstats[8]}", 0)
    draw_text(oldx, 0, txtwidth3, lh*10, "#{@oldstats[9]}", 0)
    color_for_increase(1)
    draw_text(symbx, 0, txtwidth2, lh*2, "#{symb} #{@newstats[1]}", 0)
    color_for_increase(2)
    draw_text(symbx, 0, txtwidth2, lh*3, "#{symb} #{@newstats[2]}", 0)
    color_for_increase(3)
    draw_text(symbx, 0, txtwidth2, lh*4, "#{symb} #{@newstats[3]}", 0)
    color_for_increase(4)
    draw_text(symbx, 0, txtwidth2, lh*5, "#{symb} #{@newstats[4]}", 0)
    color_for_increase(5)
    draw_text(symbx, 0, txtwidth2, lh*6, "#{symb} #{@newstats[5]}", 0)
    color_for_increase(6)
    draw_text(symbx, 0, txtwidth2, lh*7, "#{symb} #{@newstats[6]}", 0)
    color_for_increase(7)
    draw_text(symbx, 0, txtwidth2, lh*8, "#{symb} #{@newstats[7]}", 0)
    color_for_increase(8)
    draw_text(symbx, 0, txtwidth2, lh*9, "#{symb} #{@newstats[8]}", 0)
    color_for_increase(9)
    draw_text(symbx, 0, txtwidth2, lh*10, "#{symb} #{@newstats[9]}", 0)
    self.contents.font.bold = false
    self.contents.font.color = deftxt
    self.contents.font.out_color = deftxtout
    self.contents.font.size = 24
  end
  def color_for_increase(index)
    return if LevelUP::Enable_Feedback_Colors == false
    deftxt = Color.new(255, 255, 255, 255); deftxtout = Color.new(0, 0, 0, 128)
    upcolor = LevelUP::Stat_Feedback_UP_Color
    outcolor = LevelUP::Stat_Feedback_UP_Outline_Color
    flag = LevelUP::Enable_Stat_Feedback_Outline
    old = @oldstats[index]; new = @newstats[index]
    if new > old
      self.contents.font.color = upcolor
      self.contents.font.out_color = outcolor unless flag == false
    else
      self.contents.font.color = deftxt
      self.contents.font.out_color = deftxtout
    end
    return
  end
  def refresh_lvlmsg(call=false)
    return unless call == true
    grabby = []; lvlmsg = []; skillmsgs = []; smg = []; index = 0
    return unless LevelUP.waiting_msg? == true
    grabby = LevelUP.fetch_waiting_msg
    lvlmsg = grabby.shift
    smg << grabby.pop until grabby.size == 0
    skillmsgs = smg[0]
    @lvlarray.clear
    @lvlarray << lvlmsg
    @skillsarray.clear
    for i in 0...skillmsgs.size
      @skillsarray << skillmsgs[index]
      index += 1
    end
    @oldstats = LevelUP.fetch_extra_data
    return if @oldstats == nil
    id = @oldstats[0]
    @actor = $game_actors[id]
    if LevelUP::Use_Base_Parameters == false
      @newstats = [id, @actor.level, @actor.mhp, @actor.mmp, @actor.atk, @actor.def, @actor.mat, @actor.mdf, @actor.agi, @actor.luk]
    else
      @newstats = [id, @actor.level, @actor.param_base(0), @actor.param_base(1), @actor.param_base(2), @actor.param_base(3), @actor.param_base(4), @actor.param_base(5), @actor.param_base(6), @actor.param_base(7)]
    end
    contents.clear
    draw_msg
  end
end

 


 
Installation: Paste the Script into Materials, above Main. Give the settings a once over, make sure everything is the way you want it.
 
Note: Any 'exp show' related settings must always be enabled or set to true in order for that exp to use this system. Leveling from Battles (including all custom battle systems I've tested) will make the levelup message wait until the player is returned to Scene_Map before they all display. Because the system accounts for multiple levels, if an Actor levels multiple times all stat changes and skill gains will be shown in a single window.

Screenshots:


li8KmCY.png
(thanks Sgt Twilight Sparkle)

 

Edited by Matt_Sully(Gump)

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Screenshots?

Don't really know why you would need screenshots for a simple rewrite. All it basically does is modify how you gain EXP, just like Yanfly Victory Aftermath, except in a more sophisticated, streamlined fashion.

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li8KmCY.png

Is there anyway to make it show the full face?

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li8KmCY.png

Is there anyway to make it show the full face?

 

yeah find the "Graphics Display Setting = 1" and for the Face Y change the 72 to 32

EDIT: Also find the line "draw_text(x, 0, txtwidth, sklineh, "#{msg}", 0)" on or near line 555 and change the x to 100 so when you learn a new ability, it isnt overlapping the face portrait :D

Edited by rbahamut

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Hey guys, sorry for my delayed response. I don't actually have internet, and haven't for a couple months.

 

Glad to see some people are using this script.

 

 

li8KmCY.png

Is there anyway to make it show the full face?

 

yeah find the "Graphics Display Setting = 1" and for the Face Y change the 72 to 32

EDIT: Also find the line "draw_text(x, 0, txtwidth, sklineh, "#{msg}", 0)" on or near line 555 and change the x to 100 so when you learn a new ability, it isnt overlapping the face portrait :D

 

I could make the text x's and y's all settings. I was considering that.

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Updated script with new setting: Use_Base_Parameters, so you can use base stats or stats that include all actor/class/equip bonuses.

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FINAL 1.0 Update:

- Aliasing changed to be a lot more compatible

- Fixed some spellign in comments

 

Can't think of anything else this really needs to I'm making this the final version.

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FINAL 1.01 Update:
- Added some advanced window settings (base/control x and y settings, z setting, width/height settings).

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lol i know this is WAYYYYY late but, could you possibly get this to work while IN battle? I am working on a tactical battle system and love this script but dont want to wait until the battle is over to see the levelups. I have tried very simple fixes like changing false to true, etc etc but nothing is working. Instead of delving deeply into it, i figured I would try the source!

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lol i know this is WAYYYYY late but, could you possibly get this to work while IN battle? I am working on a tactical battle system and love this script but dont want to wait until the battle is over to see the levelups. I have tried very simple fixes like changing false to true, etc etc but nothing is working. Instead of delving deeply into it, i figured I would try the source!

 

This should be possible if the Tactical System you are using runs with Scene_Map. Otherwise it can be done but would require a little bit of code.

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