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Jens009's Enemy HP Window, Show enemy's HP during battle |
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Jul 29 2008, 01:01 AM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
Type: Scripter
RM Skill: Skilled

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Jens009's Enemy HP Window Version: 1.2 Author Jens009 Release Date July 29, 2008 Updated: August 8, 2008 Exclusive Script at RPG RPG RevolutionIntroductionSo I was chatting at the IRC when puppeto4 said something like "There are no new scripts." And before she left she said something like "Make new scripts!" I took the challenge and ta-da. Here you go! =D So did you ever wanted to know your enemy's current HP during battle? Well, you can now! The script simply shows enemy's HP during Battle at the upper left corner. The best part? It's plug and play. No scripting needed. =] Features- Plug And Play - Show Enemy's HP - Aliased methods to increaased compatibility. - Version 1.1: -Able to turn of Enemy Windows -Using a Game Switch or -Using a Script Switch - Version 1.2: - Show enemy States - Change X and Y spacing - Change amount of Columns - Option of having No Lag CustomizationWill add in the future. CompatibilitySince I aliased most methods the compatibility on Custom Battle Systems should be high. If not, please report it to me. ScreenshotEveryone loves a good screenshot Version 1.2  Ehh that's when it's too clumped. But you can customize this because of the config section I added in the script. With Woratana's Neo Gauge Script  DEMOIt's plug and play remember. ;D If you Insist: InstallationPlug and play. How many times should I repeat myself? =p Instructions on how to activate/deactivate enemy HP window can be found inside the script. ScriptCODE #====================================================================== # Jens009's Enemy Hp Window # Version 1.2 # Log: July 29, 2008 # - Version 1.0: Show Enemy Hp Bars # August 5, 2008 # - Version 1.1: Enable On/Off feature Using a $game_system instance # : Enable On/Off feature using an in-game switch # August 8, 2008 # - Version 1.2: Add New Options # : Change Default Window Size # : Add Enemy States # Rant: [Code Geass ftw] # C.C. Still loves Pizza <3 # Be nice to her Lulu. # Oh.. I haven't done my summer homework yet. T_T # # Credits to: # Jens009 (Translation and Modification) # Puppeto4 (Alias tutorial and for bugging me to create a script) # just kidding puppeto =p # Author's Note: # 9 Methods were aliased. Refer to lines 110-118 # 4 Were not necessary but was needed so that Enemy Window # was not present during item/skill selections. # # # Modification: # If you want to modify the bars, look @lines 42-72.You can see that # I simply took draw_actor_hp and turned it into draw_enemy_hp # This means you can use any bars you desire so long as you define # it correctly. =] # #----------------------------------------------------------------------------- # CONFIG: # # I. Turning the Window On of Off during In-Game: # # There are two kinds of switches you can use depending # upon your liking. I made it so that you either have a # game switch or a script switch that handles the enemy window flag. # # If you want to use a script switch # -set USE_GSWITCH to false # -Use a call script, $game_system.enemy_window = true/false # True = Window Shows up, False = No Enemy Window # # 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. # # # BY DEFAULT, USE_GSWITCH is false. # So you are using a Script Switch # # II. ALWAYS_UPDATE # can either be set to true or false. # if true, the enemy window always update for every action # but the battle system will have more lag. # if false, the enemy window only updates at the end of each turn # and everytime the battle selection begins. # Setting it to false will lower compatibility but should still work # for most systems regardless. # # III. Spacing X and Y change # SPACING_X = Changing this number will change the X spacing of the windows # SPACING_Y = Changing this number will change the Y spacing of the windows # IV. COLUMNS # COLUMNS = Draw enemy information by creating 4 columns. # V. SHOW_STATES # if set to true, enemies state will be shown. #====================================================================== module JCONFIG USE_GSWITCH = false # Setting it to false will use the script # switch $game_system.enemy_hp instead. # Setting it to true will use an in-game switch # using the switch ID below. ENEMY_WINDOW_SWITCH = 1 # Switch ID that will be used to check # Enemy Window is only ON, when Switch is ON ALWAYS_UPDATE = true # True = window always updates # False = window updates at end of turn SPACING_X = 90 # X spacing per enemy info SPACING_Y = 44 # Y spacing per enemy info COLUMNS = 4 # By default, Do 4 Columns. SHOW_STATES = true # true will show enemies states # false will not show states end #====================================================================== # Start Game_System Edit #====================================================================== class Game_System attr_accessor :enemy_hp # Show enemy HP on battle alias jens009_system_initialize_enemy_hp initialize #============================================= # Initialize Values #============================================= def initialize # Initialize enemy hp window to true @enemy_hp = true # Call previous methods jens009_system_initialize_enemy_hp end end # END Game system Edit
class Window_Base #==================================== # Define Enemy Name #==================================== def draw_enemy_name(enemy, x, y) self.contents.font.color = normal_color self.contents.draw_text (x, y, 120, 32, enemy.name) end #========================== # Define Enemy State #======================== def draw_enemy_state(enemy, x, y) count = 0 for state in enemy.states draw_icon(state.icon_index, x + 24 * count, y) count += 1 break if (24 * count > width - 24) end end #-------------------------------------------------------------------------- # * Draw Enemy HP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_hp(enemy, x, y, width = 120) draw_enemy_hp_gauge(enemy, x, y, width) 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) else 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) end end #-------------------------------------------------------------------------- # * Draw HP gauge # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_hp_gauge(enemy, x, y, width = 120) gw = width * enemy.hp / enemy.maxhp gc1 = hp_gauge_color1 gc2 = hp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end #End of Window_Base Class
#=====================================# # Window_EnemyHP # # Class handles window for Enemy's HP # #=====================================# class Window_EnemyHP < Window_Selectable def initialize super ( 0, 0, 545, 300) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 @column_max = JCONFIG::COLUMNS refresh end def refresh self.contents.clear for i in 0...$game_troop.members.size enemy = $game_troop.members[i] x = i % @column_max * (JCONFIG::SPACING_X + @spacing) if JCONFIG::SHOW_STATES y = (i / @column_max * (JCONFIG::SPACING_Y + WLH) ) else y = (i / @column_max * ((JCONFIG::SPACING_Y - 34) + WLH) ) end #======================================== # If Using Game_Switch #========================================= if JCONFIG::USE_GSWITCH and $game_switches[JCONFIG::ENEMY_WINDOW_SWITCH] draw_enemy_hp(enemy, x, y+20, 90) draw_enemy_name(enemy, x, y) if JCONFIG::SHOW_STATES draw_enemy_state(enemy, x, y +44) end end #========================================== # If Using Script Switch #========================================== if JCONFIG::USE_GSWITCH == false if $game_system.enemy_hp == true # Start check if Window Flag is On draw_enemy_hp(enemy, x, y+20, 90) draw_enemy_name(enemy, x, y) if JCONFIG::SHOW_STATES draw_enemy_state(enemy, x, y +44) end # END CHECK end #End flag check end # END game switche check end end #End Refresh
end #End of Window_EnemyHP Class
#====================================# # Scene_Battle # # New methods that were aliased: # #====================================# class Scene_Battle alias jens009_create_info_viewport create_info_viewport alias jens009_dispose_info_viewport dispose_info_viewport alias jens009_start_item_selection start_item_selection alias jens009_start_skill_selection start_skill_selection alias jens009_end_item_selection end_item_selection alias jens009_end_skill_selection end_skill_selection alias jens009_process_victory process_victory
alias jens009_update_info_viewport update_info_viewport
alias jens009_start_party_command_selection start_party_command_selection alias jens009_execute_action execute_action alias jens009_turn_end turn_end
# Create Information def create_info_viewport jens009_create_info_viewport @enemy_window = Window_EnemyHP.new end # Dispose Information def dispose_info_viewport jens009_dispose_info_viewport @enemy_window.dispose end
#============================================= # Always Update Window #============================================ def update_info_viewport if JCONFIG::ALWAYS_UPDATE == true @enemy_window.refresh jens009_update_info_viewport else jens009_update_info_viewport end end
#============================================= # Update Only When Turn starts and ends #============================================ def start_party_command_selection if JCONFIG::ALWAYS_UPDATE == true jens009_start_party_command_selection else @enemy_window.visible = true @enemy_window.refresh jens009_start_party_command_selection end end
def execute_action if JCONFIG::ALWAYS_UPDATE == true jens009_execute_action else @enemy_window.visible = false jens009_execute_action end end
def turn_end if JCONFIG::ALWAYS_UPDATE == true jens009_turn_end else @enemy_window.refresh jens009_turn_end end end #============================================ # END OF UPDATE CHECK #===========================================
#===================================== # Remove Window During Selection def start_item_selection @enemy_window.visible = false jens009_start_item_selection end # Remove Window During Selection def start_skill_selection @enemy_window.visible = false jens009_start_skill_selection end # True Visibility after slection def end_item_selection jens009_end_item_selection @enemy_window.visible = true end # True Visibility after selection def end_skill_selection jens009_end_skill_selection @enemy_window.visible = true end # Refresh When Victorious def process_victory @enemy_window.refresh jens009_process_victory end
#=====================================# # End of Scene_Battle Method Edits # #=====================================#
end CODE #====================================================================== # Jens009's Enemy Hp Window # Version 1.1 # Log: July 29, 2008 # - Version 1.0: Show Enemy Hp Bars # August 5, 2008 # - Version 1.1: Enable On/Off feature Using a $game_system instance # : Enable On/Off feature using an in-game switch # Rant: [Code Geass ftw] # C.C. Still loves Pizza <3 # Be nice to her Lulu. # Oh.. I haven't done my summer homework yet. T_T # # Credits to: # Jens009 (Translation and Modification) # Puppeto4 (Alias tutorial and for bugging me to create a script) # just kidding puppeto =p # Author's Note: # 9 Methods were aliased. Refer to lines 110-118 # 4 Were not necessary but was needed so that Enemy Window # was not present during item/skill selections. # # # Modification: # If you want to modify the bars, look @lines 42-72.You can see that # I simply took draw_actor_hp and turned it into draw_enemy_hp # This means you can use any bars you desire so long as you define # it correctly. =] # #----------------------------------------------------------------------------- # Turning the Window On of Off during In-Game: # # There are two kinds of switches you can use depending # upon your liking. I made it so that you either have a # game switch or a script switch that handles the enemy window flag. # # If you want to use a script switch # -set USE_GSWITCH to false # -Use a call script, $game_system.enemy_window = true/false # True = Window Shows up, False = No Enemy Window # # 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. # # # BY DEFAULT, USE_GSWITCH is false. # So you are using a Script Switch # # #====================================================================== module JCONFIG USE_GSWITCH = false # Setting it to false will use the script # switch $game_system.enemy_hp instead. # Setting it to true will use an in-game switch # using the switch ID below. ENEMY_WINDOW_SWITCH = 1 # Switch ID that will be used to check # Enemy Window is only ON, when Switch is ON end #====================================================================== # Start Game_System Edit #====================================================================== class Game_System attr_accessor :enemy_hp # Show enemy HP on battle alias jens009_system_initialize_enemy_hp initialize #============================================= # Initialize Values #============================================= def initialize # Initialize enemy hp window to true @enemy_hp = true # Call previous methods jens009_system_initialize_enemy_hp end end # END Game system Edit
class Window_Base #==================================== # Define Enemy Name #==================================== def draw_enemy_name(enemy, x, y) self.contents.font.color = normal_color self.contents.draw_text (x, y, 120, 32, enemy.name) end
#-------------------------------------------------------------------------- # * Draw Enemy HP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_hp(enemy, x, y, width = 120) draw_enemy_hp_gauge(enemy, x, y, width) 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) else 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) end end #-------------------------------------------------------------------------- # * Draw HP gauge # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_hp_gauge(enemy, x, y, width = 120) gw = width * enemy.hp / enemy.maxhp gc1 = hp_gauge_color1 gc2 = hp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end #End of Window_Base Class
#=====================================# # Window_EnemyHP # # Class handles window for Enemy's HP # #=====================================# class Window_EnemyHP < Window_Selectable def initialize super ( 0, 0, 160, 300) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 refresh end def refresh self.contents.clear for i in 0...$game_troop.members.size enemy = $game_troop.members[i] x = 0 y = i * 30 #======================================== # If Using Game_Switch #========================================= if JCONFIG::USE_GSWITCH and $game_switches[JCONFIG::ENEMY_WINDOW_SWITCH] draw_enemy_hp(enemy, x, y+20, 90) draw_enemy_name(enemy, x, y) end #========================================== # If Using Script Switch #========================================== if JCONFIG::USE_GSWITCH == false if $game_system.enemy_hp == true # Start check if Window Flag is On draw_enemy_hp(enemy, x, y+20, 90) draw_enemy_name(enemy, x, y) end #End flag check end # END game switche check end end #End Refresh
end #End of Window_EnemyHP Class
#====================================# # Scene_Battle # # New methods that were aliased: # #====================================# class Scene_Battle alias jens009_create_info_viewport create_info_viewport alias jens009_dispose_info_viewport dispose_info_viewport alias jens009_update update alias jens009_update_info_viewport update_info_viewport alias jens009_start_item_selection start_item_selection alias jens009_start_skill_selection start_skill_selection alias jens009_end_item_selection end_item_selection alias jens009_end_skill_selection end_skill_selection alias jens009_process_victory process_victory # Create Information def create_info_viewport jens009_create_info_viewport @enemy_window = Window_EnemyHP.new end # Dispose Information def dispose_info_viewport jens009_dispose_info_viewport @enemy_window.dispose end #Update Window def update jens009_update @enemy_window.refresh end
# Update Window def update_info_viewport @enemy_window.update jens009_update_info_viewport end
# Remove Window During Selection def start_item_selection @enemy_window.visible = false jens009_start_item_selection end # Remove Window During Selection def start_skill_selection @enemy_window.visible = false jens009_start_skill_selection end # True Visibility after slection def end_item_selection jens009_end_item_selection @enemy_window.visible = true end # True Visibility after selection def end_skill_selection jens009_end_skill_selection @enemy_window.visible = true end # Refresh When Victorious def process_victory @enemy_window.refresh jens009_process_victory end #=====================================# # End of Scene_Battle Method Edits # #=====================================#
end CODE #======================================================================# # Jens009's Enemy Hp Window # # Version 1.0 # # Log: July 29, 2008 # # - Version 1.0: Show Enemy Hp Bars # # Rant: [Code Geass ftw] # # C.C. Still loves Pizza <3 # # Be nice to her Lulu. # # # # Credits to: # # Jens009 (Translation and Modification from Noobitron) # # Puppeto4 (Alias tutorial and for bugging me to create a script) # # just kidding puppeto =p # # Author's Note: # # 9 Methods were aliased. Refer to lines 110-118 # # 4 Were not necessary but was needed so that Enemy Window # # was not present during item/skill selections. # # # # # # Modification: # # If you want to modify the bars, look @lines 42-72.You can see that # # I simply took draw_actor_hp and turned it into draw_enemy_hp # # This means you can use any bars you desire so long as you define # # it correctly. =] # # Other than that, you can also modify Window_EnemyHP for # # coordinates # #======================================================================#
class Window_Base #====================================# # Define Enemy Name # #====================================# def draw_enemy_name(enemy, x, y) self.contents.font.color = normal_color self.contents.draw_text (x, y, 120, 32, enemy.name) end
#-------------------------------------------------------------------------- # * Draw Enemy HP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_hp(enemy, x, y, width = 120) draw_enemy_hp_gauge(enemy, x, y, width) 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) else 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) end end #-------------------------------------------------------------------------- # * Draw HP gauge # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_enemy_hp_gauge(enemy, x, y, width = 120) gw = width * enemy.hp / enemy.maxhp gc1 = hp_gauge_color1 gc2 = hp_gauge_color2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end #End of Window_Base Class
#=====================================# # Window_EnemyHP # # Class handles window for Enemy's HP # #=====================================# class Window_EnemyHP < Window_Selectable def initialize super ( 0, 0, 160, 300) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 0 refresh end def refresh self.contents.clear for i in 0...$game_troop.members.size enemy = $game_troop.members[i] x = 0 y = i * 30 draw_enemy_hp(enemy, x, y+20, 90) draw_enemy_name(enemy, x, y) end end #End Refresh
end #End of Window_EnemyHP Class
#====================================# # Scene_Battle # # New methods that were aliased: # #====================================# class Scene_Battle alias jens009_create_info_viewport create_info_viewport alias jens009_dispose_info_viewport dispose_info_viewport alias jens009_update update alias jens009_update_info_viewport update_info_viewport alias jens009_start_item_selection start_item_selection alias jens009_start_skill_selection start_skill_selection alias jens009_end_item_selection end_item_selection alias jens009_end_skill_selection end_skill_selection alias jens009_process_victory process_victory # Create Information def create_info_viewport jens009_create_info_viewport @enemy_window = Window_EnemyHP.new end
# Dispose Information def dispose_info_viewport jens009_dispose_info_viewport @enemy_window.dispose end
#Update Window def update jens009_update @enemy_window.refresh end
# Update Window def update_info_viewport @enemy_window.update jens009_update_info_viewport end
# Remove Window During Selection def start_item_selection @enemy_window.visible = false jens009_start_item_selection end
# Remove Window During Selection def start_skill_selection @enemy_window.visible = false jens009_start_skill_selection end
# True Visibility after slection def end_item_selection jens009_end_item_selection @enemy_window.visible = true end
# True Visibility after selection def end_skill_selection jens009_end_skill_selection @enemy_window.visible = true end
# Refresh When Victorious def process_victory @enemy_window.refresh jens009_process_victory end #=====================================# # End of Scene_Battle Method Edits # #=====================================#
end Neo Gauge Patch: CODE #======================================================= # EnemyHP Window with woratana's neo gauge script # Taken from: Woratana's Neo Gauge Script # Patch by: Jens009 # Instructions: # Simply paste below Window_EnemyHP #======================================================
class Window_Base < Window #============================================================= # NEO HP/MP GAUGE SETTING # # (+) positive number | (+,-) positive or negative number #============================================================= E_HPMP_GAUGE_HEIGHT = 6 # gauge height (+) (minumum: 6) # Strongly recommend to use HPMP_GAUGE_HEIGHT at least 8 # if you're using GAUGE_INSIDE_BORDER in Neo-Gauge E_HPMP_GAUHE_X_PLUS = 0 # Move gauge horizontally (+,-) E_HPMP_GAUGE_Y_PLUS = ((-1)*(E_HPMP_GAUGE_HEIGHT - 6)) # (+,-) # Change '((-1)*(HPMP_GAUGE_HEIGHT - 6))' to number to move gauge vertically #------------------------------------------------------------ # * Neo Gauge Back Color: Return back colors # Set Gauge back color here~ # #------------------------------------------------------------ def neo_gauge_back_color_e c1 = Color.new(0, 0, 0) # Black [Color1] c2 = Color.new(100, 100, 100) # Dark Gray [Color2] c3 = Color.new(200, 200, 200) # Light Gray [Color3] return c1, c2, c3 end #=================================================================== #-------------------------------------------------------------------------- # [Rewrite] * Draw HP gauge #-------------------------------------------------------------------------- def draw_enemy_hp_gauge(enemy, x, y, width = 120) gwidth = width * enemy.hp / enemy.maxhp cg = neo_gauge_back_color_e c1, c2, c3 = cg[0], cg[1], cg[2] draw_neo_gauge(x + E_HPMP_GAUHE_X_PLUS, y + WLH - 8 + E_HPMP_GAUGE_Y_PLUS, width, E_HPMP_GAUGE_HEIGHT, c1, c2, c3) c1 = Color.new(139,0,0) # Dark Red c2 = Color.new(255,0,0) # Pure Red c3 = Color.new(255,255,0) # Pure Yellow draw_neo_gauge(x, y + WLH - 8 + E_HPMP_GAUGE_Y_PLUS, gwidth, E_HPMP_GAUGE_HEIGHT, c1, c2, c3, false, false, width, 30) end end FAQ Der's a 1337 bug I founded wat to do?Post it up here and tell me the following: QUOTE What made the bug occur? What happened before and after the bug occured? What do you think caused it? Did you fixed the bug? How? I want to add this cool 1337 feature better than any system outz der. Suggestions are always welcome. =] Post it up and Let's see what we can do about it. Terms and ConditionsThis script is for non-commercial use only. Contact me regarding commercial use. (No, I don't want your money). This is an RRR script exclusive. It must not be posted under any other forums/site besides RRR Give credits where its due. Other than those terms above, I have nothing to add. CreditsJens009- Script Author Noobitron- Script reference. Yanxie- Alias tutorial
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My RMXP Project:  Farewell RRR. =]
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Jul 29 2008, 01:29 AM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
Type: Scripter
RM Skill: Skilled

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QUOTE (Grandhoug @ Jul 29 2008, 01:50 AM)  works just fine from wat i can tell but im not 100% that it will work that well with other battling scripts but wat do i kno, ima extremly n00b scripter I aliased the methods that required the window so no errors should pop up. =] Compatibility should be really high as mentioned earlier.
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My RMXP Project:  Farewell RRR. =]
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Jul 29 2008, 09:13 AM
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Level 5

Group: Member
Posts: 70
Type: Developer
RM Skill: Undisclosed

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QUOTE (jens009 @ Jul 29 2008, 04:51 AM)  QUOTE (Grandhoug @ Jul 29 2008, 01:50 AM)  works just fine from wat i can tell but im not 100% that it will work that well with other battling scripts but wat do i kno, ima extremly n00b scripter I aliased the methods that required the window so no errors should pop up. =] Compatibility should be really high as mentioned earlier. i just tried it in my acual game and it works just fine. good job
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Fly like a rhino, sting like shock paddles.
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Jul 29 2008, 09:32 AM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
Type: Scripter
RM Skill: Skilled

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QUOTE (Grandhoug @ Jul 29 2008, 09:35 AM)  QUOTE (jens009 @ Jul 29 2008, 04:51 AM)  QUOTE (Grandhoug @ Jul 29 2008, 01:50 AM)  works just fine from wat i can tell but im not 100% that it will work that well with other battling scripts but wat do i kno, ima extremly n00b scripter I aliased the methods that required the window so no errors should pop up. =] Compatibility should be really high as mentioned earlier. i just tried it in my acual game and it works just fine. good job  THat's good to hear. What's the name of the battle system that was compatible with this one? QUOTE (link245 @ Jul 29 2008, 09:48 AM)  Thanks a lot jens009 for this script I've been looking for something like this. Its funny how your name is all over this script. You're welcome. =] My name is all over the place because of the aliases. It's the only legal time I can actually spam up the script with my name =p. Edit: Demo has been uploaded.
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My RMXP Project:  Farewell RRR. =]
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Jul 29 2008, 02:48 PM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
Type: Scripter
RM Skill: Skilled

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QUOTE (Rikufan12 @ Jul 29 2008, 01:31 PM)  This is great and I have no idea why this isn't included in the program but could somebody please make an animated version. As in, instead of it just appearing as a small bar, make it shrink. I know, I'm never satisfied  . Make it shrink? I don't think I get what you mean. Can you further elaborate?
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My RMXP Project:  Farewell RRR. =]
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Jul 29 2008, 06:22 PM
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Level 6

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QUOTE (jens009 @ Jul 29 2008, 03:10 PM)  QUOTE (Rikufan12 @ Jul 29 2008, 01:31 PM)  This is great and I have no idea why this isn't included in the program but could somebody please make an animated version. As in, instead of it just appearing as a small bar, make it shrink. I know, I'm never satisfied  . Make it shrink? I don't think I get what you mean. Can you further elaborate? I think Rikufan12 wants the enemy health bars to have an animation of getting shorter when the enemy is damaged.
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「ã„ã„æ°—ãªã‚‹ãªï¼ç›®éšœã‚Šä½•ã よï¼åƒ•ã®ç›®ã®å‰ã‹ã‚‰ï¿½æ¶ˆãˆã¦ã —ã¾ãˆï¼é”神ï¼ç…‰ç„殺ï¼ã€ ー リオン・マグナス (テイルズオブデスティニー) "Ii ki naru na! Mezawari nan da yo! Boku no me no mae kara...kiete shimae! Majin! Rengokusatsu!" - Leon Magnus (Tales of Destiny)
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Jul 29 2008, 08:26 PM
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L Did you know? Death gods... only eat apples

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QUOTE (RisingPhoenix @ Jul 29 2008, 06:44 PM)  I think Rikufan12 wants the enemy health bars to have an animation of getting shorter when the enemy is damaged. Ah this makes sense. Well, It wouldn't be hard to adapt an animated version of the gradient. All he has to do is implement a gradient script that animates as it goes down. This is giving me another scripting idea. XD Thanks for your suggestion. Comments and suggestions are always welcome.
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Jul 30 2008, 11:31 PM
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L Did you know? Death gods... only eat apples

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QUOTE (andani @ Jul 30 2008, 10:36 PM)  Very neat script. I was wondering when this kind of thing would be made. It was kind of annoying with no health meter for enemies. Thanks, and the script works fine. Also, is it possible to customize the health bars to look similar to Woratana's Neo HP/MP Guage? No problem. In fact, I'll add a patch right now so it looks like Wora's bars. Give me 5 to 10 mins. =] EDIT: First post updated. Patch Posted. Screenshot Posted.
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Aug 5 2008, 12:15 AM
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All right, I admit, I'm a complete scripting newbie. I ask for mercy when I make such a horrible request from people who are obviously much more talented than I at the scriptingz, but... hmm. I know this is "plug n' play", but I have no idea where to plug it into -- does it go under the Window_xxx stuff, or under Materials? By itself, or inside a different script? If inside another one, where? I'm sure there's some sort of scripting basics tutorial on this site, but I've been unable to find it. If someone could help me to understand where I need to put these things that are clearly so easy to implement, I'll learn a lot faster. It's easier to learn how to drive after you're given the keys, or whatever. Thank you very much in advance.
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Aug 5 2008, 12:16 AM
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L Did you know? Death gods... only eat apples

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QUOTE (NDoerrFans @ Aug 5 2008, 12:37 AM)  All right, I admit, I'm a complete scripting newbie. I ask for mercy when I make such a horrible request from people who are obviously much more talented than I at the scriptingz, but... hmm. I know this is "plug n' play", but I have no idea where to plug it into -- does it go under the Window_xxx stuff, or under Materials? By itself, or inside a different script? If inside another one, where? I'm sure there's some sort of scripting basics tutorial on this site, but I've been unable to find it. If someone could help me to understand where I need to put these things that are clearly so easy to implement, I'll learn a lot faster. It's easier to learn how to drive after you're given the keys, or whatever. Thank you very much in advance. Lol. It's fine if you don't no anythingabout scripting. Right click below materials, then press new script. An empty window should show at the right. Copy and paste the code to that huge empty window.
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Aug 5 2008, 12:30 AM
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QUOTE Lol. It's fine if you don't no anythingabout scripting. Right click below materials, then press new script. An empty window should show at the right.
Copy and paste the code to that huge empty window. Excellent! I'm glad and I got it working. Heh, of course, the errors were all on my end. I didn't realize test battles wouldn't have the bars show up, but as soon as I booted the actual game it was there. It's a very cool script and you should be proud! Great job!
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Aug 5 2008, 11:26 AM
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L Did you know? Death gods... only eat apples

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QUOTE (lahandi @ Aug 5 2008, 09:53 AM)  Jens, I wonder if you could made a switch on/off for this feature (with call for script or something). I think it will be usefull for game that want to show the enemies HP bar for random encounter battle but want to hide it when the heroes meet bosses (or vice versa). Thank you very much.  Because of this request. I shall. I'll make it able to be activated / deactivated at any point in time with a call script so that there are no in-game switches used. EDITED: Version 1.1 Posted up. New Features: Able to turn off enemy window In-game using either Game Switches or a Script Switch.
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