QUOTE (cyrtii @ Aug 19 2009, 09:50 AM)
Is it possible to make the bar appear under the monster, and without the digits. So you don't know how much HP the monster has, but you can see how much damage you did compared to the maxHP.
So no numbers, only the bar. And that under the monster.
It would be great if you could make this.
Thanks in advance,
Yes very possible.
First you have to delete this line of code to get rid of all the writing... :
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
last_font_size = self.contents.font.size
xr = x + width
if width < 120
self.contents.draw_text(xr - 44, y, 44, WLH, enemy.hp, 2)
self.contents.draw_text(xr - 99, y, 44, WLH, enemy.hp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
self.contents.draw_text(xr - 44, y, 44, WLH, enemy.maxhp, 2)
next you have to edit
draw_enemy_hp(enemy, x, y+20, 90)
draw_enemy_hp(enemy, enemy.x + 0, enemy.y + 0, 90)
Use the constant 0 to play around with the numbers.
The bar is only shown during a Battletest.
Why is this?
I got the exact same problem. If you still come to this forum please tell me if you have fixed it or know anything about this.
I'm not too sure that happened to me before, but follow this instructions just in case.
# If you want to use a game switch
# -Set USE_GSWITCH to true
# -Decide what Game Switch ID you want to use
# in ENEMY_WINDOW_SWITCH
# -Use that game switch to check for showing the Enemy Hp Window
# True = Window Shows up, False = No enemy window.
You have to set the game switch to true and use a game switch to turn it on.
... More questions unanswered:
Howdy! I was wondering if it's possible to make the script compatible with syvkal's ring bars? Like a patch that will make it more plug and play
It's possible but the orientation and position would be drastically changed.