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Easy Battle HUD, A simple script which makes your battles look better! |
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Jan 13 2010, 04:27 AM
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Chaotic Good

Group: +Gold Member
Posts: 2,537
Type: Writer
RM Skill: Masterful

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Easy Battle HUDAn RPG Maker VX script written by Dark Gaia IntroductionSick of seeing the same old boring battle status window in your game? Want something a bit different to the same old list with just your party's names and HP bars? That looks a bit dry, doesn't it? This simple plug and play script will change that for you, by swapping over your battle status window for a nice looking HUD complete with facesets! Plus, there's no need to make your own HUD image! The reason I made this script is simple; I wanted to use EvenAngel's HUD script in my game but lacked the graphical skills to make a HUD image for it, so I decided to make my own HUD script which uses the normal battle window instead of a custom image. FeaturesThis script has a few notable features: ● Simple to use for newbies. Just paste it in and you're done! ● Includes customisable fonts, which are very easy to set up. ● Compatible with most popular battle systems, including the default battle system and the Tankentai SBS. ● Designed to be compatible with most other battle add ons. ● Displays status condition icons, unlike other HUDs. Screenshot InstructionsSimply paste the script under Materials and above Main. Place it under any custom battle systems you have installed. Then, just set up the font and font size in the first section of the script (if you use custom fonts) and you're done! Credit me if this is used. Free for use in commercial projects!CompatibilityThis script is designed to work with most popular battle systems and battle addons. The scripts however it won't work with are listed: ● Tankentai ATB (Only turn based variety is supported) ● Overdrive/Limit Break systems (unless the gauge is turned off in battle) ● Scripts which alter the Battle Status window itself. ● EvenAngel's Battle HUD script. ScriptCODE #---------------------------------------------------------------------------- # Easy Battle HUD v1.3 (for RPG Maker VX *only*) # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Scripted by Dark Gaia (www.darkgaia@live.com.au) # Based in part upon EvenAngel's Battle HUD # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Insert this script under Materials and above Main. This script is compatible # with any other script that doesn't modify the Battle Status window. # **Not to be used with Tankentai ABS battle system** # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Credit if used. Free for use in commercial projects. #----------------------------------------------------------------------------
#-------------------------------------------------------------------------- # ● Set Up Battle HUD #-------------------------------------------------------------------------- # You can customise aspects of your battle HUD here.
FONT_SIZE = 20 # Size of the font in the battle window. STATUS_FONT = ["Verdana"] #Name of the font used in the battle window.
# End of customisation section.
class Window_BattleStatus #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize super(0, 0, 416, 128) @column_max = 4 refresh self.active = false self.opacity = 255 def update_cursor self.cursor_rect.empty end
end #-------------------------------------------------------------------------- # ● Window_BattleStatus #-------------------------------------------------------------------------- def draw_item(index) x = index * 96 rect = Rect.new(x, 0, 96, 96) self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_face(actor, x + 1, -9, 74) draw_actor_state(actor, x + 72, WLH * 3) self.contents.font.color = hp_color(actor) self.contents.font.name = STATUS_FONT self.contents.font.size = FONT_SIZE draw_actor_hp(actor, x + 2, WLH * 2, 80) draw_actor_mp(actor, x + 2, WLH * 3, 70) end end [/size]
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Jan 13 2010, 04:45 AM
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Leongon of the Village of Awesome

Group: Revolutionary
Posts: 1,006
Type: Developer
RM Skill: Skilled

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Could you post a screenshot of an empty proyect with your script?
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Leon's Basic VX Scripts of Awesome: Step 1. Passive Skills - Create skills that add passive bonuses. (shitty) Step 2. Learning from Everyone - Learn skills from enemies, or allies, without being the target of the skill. (nice)Step 3. Dual Battle Landscapes - Set background and foreground image for your battles. (nice)Step 4. State Details - Add description to states, and allow viewing them on menu, and in battle. (nice)Step 5. Item Quality Colors - Colourize item, weapon, armor and skill's name according their quality or affinity. (very nice)Step 6. Skill Trees - Your actors can have talent trees now, like in the MMORPGs. (extremely nice)Step 7. Main Menu Manager - Easy, straight, and intuitive total control of commands for the main menu. (very nice)
Drawing commissions are open. Facesets... monsters... anything: click here.
 ---------------------------------------------------------------------------------------------------------------------------------  Second place again xD Deadly Christmas setup. 8.04 score... this one was not so fail. Yay! Twist of Fate. Worst game in the competition... Yay! Tie with two more guys out of 6 participants, so fail... Yay!
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Jan 13 2010, 10:05 AM
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Level 1

Group: Member
Posts: 7
Type: Writer
RM Skill: Intermediate

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rtp_battle.PNG ( 195.88K )
Number of downloads: 124RTP Screenshot The only flaw with the script is that it doesn't tell you who you are choosing skills for when it's their turn. However this could be easily solved by customising their "skill" name, or potentially editting the script? I am unsure myself as I cannot use RGSS2 to save my life.
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Jan 16 2010, 10:01 AM
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Laugh with Neuro

Group: Revolutionary
Posts: 184
Type: Event Designer
RM Skill: Intermediate

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@Dark Gaia + SuperMega: I'm 100% positive that this is 100% compatible with ATB and overdrive scripts since the both scripts didn't mess with Window_BattleStatus class. And specially to Dark Gaia, you mean that the incompatibility is because of the ATB gauges' and overdrive gauges' default layout, right? Mr.Bubbles has the patch for fixing the layout with just a simple copy paste. For overdrive (KGC): CODE # KGC_Overdrive Patch for ziifee's Spin Command # Paste below Spin Command and KGC_Overdrive scripts.
class Window_BattleStatus < Window_Selectable OD_GAUGE_X = 0 # Gauge X coordinate OD_GAUGE_Y = 0 # Gauge Y coordinate OD_GAUGE_WIDTH = 80 # Gauge width alias od_for_spin_command_patch_draw_item draw_item def draw_item(index) od_for_spin_command_patch_draw_item(index)
x = index * 96 actor = $game_party.members[index] draw_actor_od_gauge(actor, x + OD_GAUGE_X, OD_GAUGE_Y, OD_GAUGE_WIDTH) end end For Enu's ATB: CODE #============================================================================== # ■ module N02 for ATB Ver1.1 #============================================================================== module N02 # ATB Gauge Positions. Overwrites ATB_PARTY_POSITION defined in ATB Config. ATB_PARTY_POSITION = [[64,306],[160,306],[256,306],[352,306]] end And be sure to alias the draw_item method. Overrides lessens compatibility <_<. Personally, I never knew that you've been working on scripts too, Dark Gaia. Keep on going  .
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Come on, I really need to revive this site: Script Haven: Go!!!Aren't good at making sigs though T-T 
My simple scripting tutorial:  Laugh with Neuro
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Jan 17 2010, 01:04 PM
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Public memberTitle(String n)

Group: Revolutionary
Posts: 683
Type: Developer
RM Skill: Skilled

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QUOTE (wltr3565 @ Jan 16 2010, 12:01 PM)  @Dark Gaia + SuperMega: I'm 100% positive that this is 100% compatible with ATB and overdrive scripts since the both scripts didn't mess with Window_BattleStatus class. And specially to Dark Gaia, you mean that the incompatibility is because of the ATB gauges' and overdrive gauges' default layout, right? Mr.Bubbles has the patch for fixing the layout with just a simple copy paste. For overdrive (KGC): CODE # KGC_Overdrive Patch for ziifee's Spin Command # Paste below Spin Command and KGC_Overdrive scripts.
class Window_BattleStatus < Window_Selectable OD_GAUGE_X = 0 # Gauge X coordinate OD_GAUGE_Y = 0 # Gauge Y coordinate OD_GAUGE_WIDTH = 80 # Gauge width alias od_for_spin_command_patch_draw_item draw_item def draw_item(index) od_for_spin_command_patch_draw_item(index)
x = index * 96 actor = $game_party.members[index] draw_actor_od_gauge(actor, x + OD_GAUGE_X, OD_GAUGE_Y, OD_GAUGE_WIDTH) end end For Enu's ATB: CODE #============================================================================== # ■ module N02 for ATB Ver1.1 #============================================================================== module N02 # ATB Gauge Positions. Overwrites ATB_PARTY_POSITION defined in ATB Config. ATB_PARTY_POSITION = [[64,306],[160,306],[256,306],[352,306]] end And be sure to alias the draw_item method. Overrides lessens compatibility <_<. Personally, I never knew that you've been working on scripts too, Dark Gaia. Keep on going  . Seriously? Would those go above the script and work without flaw too?
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Jan 18 2010, 05:25 AM
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Laugh with Neuro

Group: Revolutionary
Posts: 184
Type: Event Designer
RM Skill: Intermediate

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Try it. No one complaints in rmvx.net about that patch especially the spin command. You better try, SuperMega.
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Come on, I really need to revive this site: Script Haven: Go!!!Aren't good at making sigs though T-T 
My simple scripting tutorial:  Laugh with Neuro
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Jan 23 2010, 10:25 PM
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Group: Member
Posts: 1
Type: Developer
RM Skill: Beginner

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QUOTE (Dark Gaia @ Jan 13 2010, 10:07 PM)  Well, not in this version. You absolutely can't use ATB yet, but you can use Overdrive if you disable the gauge from appearing in battle. I'll work on these things. But the whole point of Overdrive is seeing it in battle... I must admit though I havent tested it in the ATB system yet, so I'm only guessing it wouldn't work properly but you can try.
@geriand: Actually, I hadn't tested it with the default system. I designed it for Tankentai where that's not a problem since the selected character steps forward when it's their turn. I'll work on making it highlight the chosen character's turn. I'm intrigued about the same thing that geriand asked. I'm new so I'm using the default battle system and would like to get it the cursor back. It's an excellent script by the way!
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Jan 25 2010, 02:11 PM
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Public memberTitle(String n)

Group: Revolutionary
Posts: 683
Type: Developer
RM Skill: Skilled

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Okay, so I tried it with the patch. It took awhile, but I've been pretty busy lately... Anyways, it works fairly good. My only concern is that the overdrive bar is cut off slightly:  Anyway to fix this? Also, Dark Gaia, would it be possible to adjust the area of the face to use on the screen? It cuts off some of my actor's faces... It's a great script though, and I will use it for major projects.
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Jan 26 2010, 06:12 AM
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Laugh with Neuro

Group: Revolutionary
Posts: 184
Type: Event Designer
RM Skill: Intermediate

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@SuperMega: Just adjust the position of the overdrive bars. It should fix it. And what you wanted made me itchy... CODE #---------------------------------------------------------------------------- # Easy Battle HUD v1.3+ (for RPG Maker VX *only*) # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Scripted by Dark Gaia (www.darkgaia@live.com.au) # Based in part upon EvenAngel's Battle HUD # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Insert this script under Materials and above Main. This script is compatible # with any other script that doesn't modify the Battle Status window. # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Credit if used. Free for use in commercial projects. #----------------------------------------------------------------------------
#-------------------------------------------------------------------------- # ● Set Up Battle HUD #-------------------------------------------------------------------------- # You can customise aspects of your battle HUD here.
FONT_SIZE = 20 # Size of the font in the battle window. STATUS_FONT = ["Verdana"] #Name of the font used in the battle window. FACE_POSITION = 0 # Configure here to adjust the face's position to your # fitting.
# End of customisation section.
class Window_BattleStatus #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize super(0, 0, 416, 128) @column_max = 4 refresh self.active = false self.opacity = 255 def update_cursor self.cursor_rect.empty end
end #-------------------------------------------------------------------------- # ● Window_BattleStatus #-------------------------------------------------------------------------- def draw_item(index) x = index * 96 rect = Rect.new(x, 0, 96, 96) self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_face(actor, x + FACE_POSITION, -9, 74) draw_actor_state(actor, x + 72, WLH * 3) self.contents.font.color = hp_color(actor) self.contents.font.name = STATUS_FONT self.contents.font.size = FONT_SIZE draw_actor_hp(actor, x + 2, WLH * 2, 80) draw_actor_mp(actor, x + 2, WLH * 3, 70) end end Now more adjustments for configuring the face position is possible. Don't make it overlap with the window though! I don't desire credits.
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Come on, I really need to revive this site: Script Haven: Go!!!Aren't good at making sigs though T-T 
My simple scripting tutorial:  Laugh with Neuro
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Jan 26 2010, 03:33 PM
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Public memberTitle(String n)

Group: Revolutionary
Posts: 683
Type: Developer
RM Skill: Skilled

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QUOTE (wltr3565 @ Jan 26 2010, 08:12 AM)  @SuperMega: Just adjust the position of the overdrive bars. It should fix it. And what you wanted made me itchy... CODE #---------------------------------------------------------------------------- # Easy Battle HUD v1.3+ (for RPG Maker VX *only*) # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Scripted by Dark Gaia (www.darkgaia@live.com.au) # Based in part upon EvenAngel's Battle HUD # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Insert this script under Materials and above Main. This script is compatible # with any other script that doesn't modify the Battle Status window. # -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # Credit if used. Free for use in commercial projects. #----------------------------------------------------------------------------
#-------------------------------------------------------------------------- # — Set Up Battle HUD #-------------------------------------------------------------------------- # You can customise aspects of your battle HUD here.
FONT_SIZE = 20 # Size of the font in the battle window. STATUS_FONT = ["Verdana"] #Name of the font used in the battle window. FACE_POSITION = 0 # Configure here to adjust the face's position to your # fitting.
# End of customisation section.
class Window_BattleStatus #-------------------------------------------------------------------------- # — Initialize #-------------------------------------------------------------------------- def initialize super(0, 0, 416, 128) @column_max = 4 refresh self.active = false self.opacity = 255 def update_cursor self.cursor_rect.empty end
end #-------------------------------------------------------------------------- # — Window_BattleStatus #-------------------------------------------------------------------------- def draw_item(index) x = index * 96 rect = Rect.new(x, 0, 96, 96) self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_face(actor, x + FACE_POSITION, -9, 74) draw_actor_state(actor, x + 72, WLH * 3) self.contents.font.color = hp_color(actor) self.contents.font.name = STATUS_FONT self.contents.font.size = FONT_SIZE draw_actor_hp(actor, x + 2, WLH * 2, 80) draw_actor_mp(actor, x + 2, WLH * 3, 70) end end Now more adjustments for configuring the face position is possible. Don't make it overlap with the window though! I don't desire credits. Sweet, thanks wltr3565! I got it all working perfect!
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