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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:
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:
(thanks Sgt Twilight Sparkle)
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 :levelend#======================================# * 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 endend#======================================# * 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:
isable_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 endend#======================================# * 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 endend
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:
(thanks Sgt Twilight Sparkle)
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