Level Up Text Pops Up Like Damage...? [Resolved! Thanks! ;P]

Started by Reno-s--Joker, January 07, 2009, 05:47:50 am

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Reno-s--Joker

January 07, 2009, 05:47:50 am Last Edit: January 09, 2009, 10:33:29 pm by Reno-s--Joker
I was wondering (rather desperately) if anyone could help me with this.

I need a script that, instead of saying 'Level Up' in the bottom section of the Battle Status Window - kinda pops up like damage text. It would actually be better if it animated in a different way (rising and fading instead of jumping up and down) as well, if at all possible.

I'm not sure how easy this is to achieve, so I'm a little hesitant to request this second part. I'm using a Weapon Levelling System, which can be found here: http://www.creationasylum.net/index.php?showtopic=2418

I want a similar message to pop up after the character level up message if the weapon also levels up.

Thanks so much for reading, even if you can't help.
:haha: Reno-s--Joker

Blizzard

Try this:

class Window_BattleStatus
 
  alias refresh_lvlup_damage_extra refresh
  def refresh
    refresh_lvlup_damage_extra
    (0...$game_party.actors.size.each {|i|
        if @level_up_flags[i]
          $game_party.actors[i].damage = 'LEVEL UP!'
          $game_party.actors[i].damage_pop = true
        end}
  end

end


Put it above main, under the default scripts, under SDK if you use it and above my scripts. I haven't tested it, but it could work out.
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Reno-s--Joker

Thanks! It seems promising but I keep getting a Syntax Error at line 11 (the second last 'end').
I tried adding and subtracting an end (usually solves the problem... :haha:) but it still persists.

:(

Aqua

class Window_BattleStatus
 
  alias refresh_lvlup_damage_extra refresh
  def refresh
    refresh_lvlup_damage_extra
    (0...$game_party.actors.size.each {|i|
        if @level_up_flags[i]
          $game_party.actors[i].damage = 'LEVEL UP!'
          $game_party.actors[i].damage_pop = true
        end})
  end

end


He missed a parenthesis :P

Reno-s--Joker

Waah... I get this:

line6: NoMethodError
undefined method 'each' for 4:Fixnum


Is it a script conflict? I hope I didn't put it in the wrong spot....  :(

Fantasist

Use this:


class Window_BattleStatus
 
  alias refresh_lvlup_damage_extra refresh
  def refresh
    refresh_lvlup_damage_extra
    (0...$game_party.actors.size).each {|i|
        if @level_up_flags[i]
          $game_party.actors[i].damage = 'LEVEL UP!'
          $game_party.actors[i].damage_pop = true
        end}
  end

end
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Blizzard

Yes, Aqua, missing parenthesis at the wrong position. :P
Lol, stuff like that happens when you code out of your head. xD
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Reno-s--Joker

Oh wow I love it! It works~! :haha:
Thanks everyone!

Is it possible at all to change the animation, or add the weapon level up part?

Blizzard

That's a bit more complicated. Maybe somebody else has the time to quickly type it down. The current levels need to be saved and upon level increase, the damage text needs to be added. Probably a good idea would be in update_phase4_step6.

BTW, if you want a different damage display, you should get a script that alters it.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Reno-s--Joker

Thanks for all your help - maybe I'll see if I can ask the weapon level guy and have a look for a damage display script.