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| #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Easy LvlUp Notifier by Blizzard
# Version: 2.11b
# Type: Battle Report Display
# Date: 27.8.2006
# Date v1.2b: 3.11.2006
# Date v1.3b: 11.3.2007
# Date v1.4b: 22.8.2007
# Date v2.0: 25.9.2007
# Date v2.1: 4.12.2009
# Date v2.1b: 15.3.2010
# Date v2.11b: 19.3.2010
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# This work is protected by the following license:
# #----------------------------------------------------------------------------
# #
# # Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
# # ( http://creativecommons.org/licenses/by-nc-sa/3.0/ )
# #
# # You are free:
# #
# # to Share - to copy, distribute and transmit the work
# # to Remix - to adapt the work
# #
# # Under the following conditions:
# #
# # Attribution. You must attribute the work in the manner specified by the
# # author or licensor (but not in any way that suggests that they endorse you
# # or your use of the work).
# #
# # Noncommercial. You may not use this work for commercial purposes.
# #
# # Share alike. If you alter, transform, or build upon this work, you may
# # distribute the resulting work only under the same or similar license to
# # this one.
# #
# # - For any reuse or distribution, you must make clear to others the license
# # terms of this work. The best way to do this is with a link to this web
# # page.
# #
# # - Any of the above conditions can be waived if you get permission from the
# # copyright holder.
# #
# # - Nothing in this license impairs or restricts the author's moral rights.
# #
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
# Compatibility:
#
# 98% compatible with SDK v1.x. 80% compatible with SDK 2.x. WILL corrupt old
# savegames. May cause slight problems with following systems and would need
# therefore slight recalibration:
# - exotic CBS-es
# - exotic skill systems
# - exotic stat systems (additional stats like Wisdom, Luck etc.)
#
#
# Features:
#
# - shows increased stats and learned skills at level up
# - animated
# - shows EXP gain for each actor (!) only after gaining EXP after a battle
# - more simple and less laggy than other Level Up Notifiers
# - you can set up any sound to be played when a higher level is reached or a
# new skill is learned (LVLUP_SE and LEARN_SE further below)
#
# new in v1.2b:
# - better window movement
# - higher compatibility
# - fixed a few "eventual" bugs
#
# new in v1.3b:
# - fully compatible with Tons of Add-ons
#
# new in v1.4b:
# - improved coding
# - rewritten conditions using classic syntax to avoid RGSS conditioning bug
#
# new in v2.0:
# - completely overworked and improved
# - now MUCH more simple than other Level Up Notifiers
# - halved the number of lines of code
# - much more compatible: can show increase of any stats after the battle in
# combination with any script, just put this script below those attribute
# modifying scripts
#
# new in v2.1:
# - improved coding
# - increased compatibility with CBS-es
#
# new in v2.1b:
# - fixed "stack level too deep" problem
#
# new in v2.11b:
# - fixed crash during escape
#
#
# Instructions:
#
# - Explanation:
#
# This script will notify you when any character is leveled up after a
# battle. It will show any stats that were increased and any skills that were
# learned. The windows are animated, the code is less complex than any other
# so far and it is most efficient as well as highly optimized and detailed
# worked out.
#
# - Configuration:
#
# There are a few options you can set up below.
#
# LVLUP_SE - sound effect played when a new level was reached
# LEARN_SE - sound effect played when a new skill was learned,
# keep in mind that the script takes into account that
# skills can only be learned after a level up
# WINDOW_BACK_OPACITY - set this value to the window's back opacity (0-255)
# NO_EXP_DISPLAY - set this value to true if you want to disable the EXP
# gaining display in the level up windows
# OLD_EXP_DISPLAY - set this value to true if you want to display the EXP
# in the normal result window again
#
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# START Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# RPG::AudioFile.new('FILENAME', VOLUME, PITCH)
LVLUP_SE = RPG::AudioFile.new('nom du se', 80, 100)
LEARN_SE = RPG::AudioFile.new('nom du se', 80, 100)
WINDOW_BACK_OPACITY = 160
NO_EXP_DISPLAY = false
OLD_EXP_DISPLAY = false
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# END Configuration
#::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
$easy_lvlup_notifier = 2.11
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
def all_exp
return @exp
end
def all_exp=(exp)
@exp = exp
end
end
#==============================================================================
# Window_BattleResult
#==============================================================================
class Window_BattleResult < Window_Base
alias easy_lvlup_notfier_refresh refresh
def refresh
if $tons_version != nil && $tons_version >= 4.02 &&
$game_system.WINDOW_BATTLERESULT || OLD_EXP_DISPLAY
easy_lvlup_notfier_refresh
else
self.contents.clear
x = 4
self.contents.font.color = system_color
cx = contents.text_size('Gagné').width
self.contents.draw_text(x, 0, cx+4, 32, 'Gagné')
x += cx + 4
self.contents.font.color = normal_color
cx = contents.text_size(@gold.to_s).width
self.contents.draw_text(x, 0, cx+4, 32, @gold.to_s)
x += cx + 4
self.contents.font.color = system_color
self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
(0...@treasures.size).each {|i| draw_item_name(@treasures[i], 4, (i+1)*32)}
end
end
end
#==============================================================================
# Window_LevelUp
#==============================================================================
class Window_LevelUp < Window_Base
attr_reader :limit
def initialize(a, d)
if $tons_version != nil && $tons_version >= 4.98 &&
$game_system.CENTER_BATTLER
x = case $game_party.actors.size
when 1 then 240
when 2 then a.index * 320 + 80
when 3 then a.index * 160 + 80
when 4 then a.index * 160
end
else
x = a.index * 160
end
text = []
text.push(['Niveau:', d[0], a.level]) if d[0] != a.level
text.push([$data_system.words.hp[0, 3], d[1], a.maxhp]) if d[1] != a.maxhp
text.push([$data_system.words.sp[0, 3], d[2], a.maxsp]) if d[2] != a.maxsp
text.push([$data_system.words.str[0, 3], d[3], a.str]) if d[3] != a.str
text.push([$data_system.words.dex[0, 3], d[4], a.dex]) if d[4] != a.dex
text.push([$data_system.words.agi[0, 3], d[5], a.agi]) if d[5] != a.agi
text.push([$data_system.words.int[0, 3], d[6], a.int]) if d[6] != a.int
h = text.size * 24 + (NO_EXP_DISPLAY ? 32 : 56)
@limit, y = 320 - h, 480 - h + (h/64+1)*64
super(x, y, 160, h)
self.z, self.back_opacity = 100, WINDOW_BACK_OPACITY
self.contents = Bitmap.new(self.width - 32, self.height - 32)
if $fontface != nil
self.contents.font.name = $fontface
elsif $defaultfonttype != nil
self.contents.font.name = $defaultfonttype
end
self.contents.font.size, self.contents.font.bold = 20, true
unless NO_EXP_DISPLAY
self.contents.font.color = normal_color
self.contents.draw_text(0, 0, 128, 24, "#{a.exp - d[7]} EXP", 1)
end
text.each_index {|i|
index = NO_EXP_DISPLAY ? i : i + 1
self.contents.font.color = system_color
self.contents.draw_text(0, index*24, 128, 24, text[i][0])
self.contents.draw_text(80, index*24, 32, 24, '»')
self.contents.font.color = normal_color
self.contents.draw_text(0, index*24, 76, 24, text[i][1].to_s, 2)
if text[i][1] > text[i][2]
self.contents.font.color = Color.new(255, 64, 0)
else
self.contents.font.color = Color.new(0, 255, 64)
end
self.contents.draw_text(0, index*24, 128, 24, text[i][2].to_s, 2)}
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
alias main_lvlup_later main
def main
@lvlup_data = {}
@moving_windows, @pending_windows = [], []
(1...$data_actors.size).each {|i|
actor = $game_actors[i]
@lvlup_data[actor] = [actor.level, actor.maxhp, actor.maxsp, actor.str,
actor.dex, actor.agi, actor.int, actor.exp, actor.skills.clone]}
main_lvlup_later
(@moving_windows + @pending_windows).each {|win| win.dispose if win != nil}
end
alias start_phase5_lvlup_later start_phase5
def start_phase5
start_phase5_lvlup_later
@skill_texts = []
$game_party.actors.each {|actor|
actor.remove_states_battle
if @lvlup_data[actor][0, 7] != [actor.level, actor.maxhp, actor.maxsp,
actor.str, actor.dex, actor.agi, actor.int]
@pending_windows.push(Window_LevelUp.new(actor, @lvlup_data[actor]))
@skill_texts.push('')
new_skills = actor.skills - @lvlup_data[actor][8]
if new_skills.size > 0
new_skills.each {|id|
@skill_texts.push("#{actor.name} a appris #{$data_skills[id].name} !")}
end
elsif @lvlup_data[actor][7] != actor.exp && !NO_EXP_DISPLAY
@moving_windows.push(Window_LevelUp.new(actor, @lvlup_data[actor]))
end}
end
alias update_phase5_lvlup_later update_phase5
def update_phase5
update_phase5_lvlup_later
if @phase5_wait_count <= 0 && !Input.trigger?(Input::C)
@moving_windows.each {|win|
win.y -= [((win.y - win.limit) / 2.0).ceil, 64].min if win.y > win.limit}
end
end
alias battle_end_lvlup_later battle_end
def battle_end(result)
if @result_window == nil
battle_end_lvlup_later(result)
return
end
@result_window.visible = false
if @skill_texts.size > 0
text = @skill_texts.shift
if text == ''
$game_system.se_play(LVLUP_SE)
@moving_windows.push(@pending_windows.shift)
@help_window.visible = false
else
$game_system.se_play(LEARN_SE)
@help_window.set_text(text, 1)
end
else
battle_end_lvlup_later(result)
end
end
end |