BigEd781
Nov 4 2009, 10:24 AM
KH HUD
By BigEd781
Graphics by Celianna
IntroductionThis is a joint project between myself and Celianna (over at vx.net), who did all of the graphic designs. Without her I would not have been inspired to write this script, so big thanks to her.
This is a very nice looking hud that will be visible when on your maps. It plug'n'play, no setup required, but it is also customizable in almost every regard for those who want to make it their own. You can change the layout, all of the images, the fonts, colors, position, scroll style, and just about anything else that you can think of. I mention all of this because it was a pain in my ass, so you had better appreciate it

.
The screenshots speak for themselves, so I will just run over the basic features:
-> Plug'n'play, but also extremely customizable.
-> HUD parameters can all be changed in game at runtime.
-> Professional look and feel (thanks Celianna).
-> Fades in and out when walking (this can be disabled).
-> Auto-hide feature allows the player to hide the HUD by pressing a button. This is an animated sequence.
-> Will cause absolutely no lag in your games.
-> Great for ABS scripts.ScreenshotsConfiguration/UseJust paste the script into an empty slot in your "Materials" section. All of the directions are in the configuration section of the script. You will need to download the images below and unzip them into your Graphics\Pictures folder. I have also included the fonts that I use in case you want them as well. You will need to drop those into your \Windows\Fonts directory if you don't already have them (and make sure to distribute them with our game!).
Useful commands:
CODE
#--------------------------------------------------------------------
# * Basic Commands
#--------------------------------------------------------------------
# * You can force the HUD to hide by using the "Script..."
# event command with this text:
#
# $scene.hide_hud
#
# You can show the hud once again by using this line:
#
# $scene_show_hud
#--------------------------------------------------------------------
Click to view attachmentAdditional HUD Images and ConfigurationsCelianna has been making additional graphical sets for this script. So, I have put together some pre-configured configuration sections so that they are plug'n'play.
Modern HUD
Link to more HUDs by Celliana New font:
Click to view attachmentConfig for Modern HUD CODE
module HudConfig
# The actor id of the main character in your game.
# This will be the character in the main hud window.
PLAYER_ID = 1
# if this is set to 'true' the HUD will go opaque.
# when the player is walking.
TRANSPARENT_WHEN_MOVING = true
# this is the minimum opacity value reached while walking.
# this should be a value between 0 and 255.
TRANSPARENCY_WHEN_MOVING = 64
# this value determines how fast the HUD will fade out and in.
# this is in incremenets per frame (60 frames per second).
TRANSPARENCY_SWITCH_SPEED = 2
# If this switch is 'ON' the hud will not appear at all.
# Set this to 'nil' to disable the feature completely
NO_SHOW_SWITCH = nil
# If this text is found in a map name the hud will
# be disabled for that map at all times. This text
# will be removed from the map name proper in case
# you are using a map name script or somethin like that.
NO_SHOW_TEXT = 'hud no show'
# Display an empty hud if there is no party leader?
SHOW_IF_NO_LEADER = false
# Name of the player (main character) hud graphic
PLAYER_HUD_IMAGE_NAME = 'player_hud'
# Use the gren and blue mp/hp gauges?
# You may use your own graphics, but they must
# adhere to the same format as the originals, i.e.,
#
# hud_bar_hp_000.png
#
# Where the '000' part is a multiple of five, from 0-100.
PLAYER_USE_CUSTOM_GAUGE = true
# The physical location of the hud sprite.
# All of the other graphic locations are relative to this one.
PLAYER_HUD_LOC = Point.new(0, 0)
# The relative location of the hud image to the hud sprite.
PLAYER_HUD_IMAGE_LOCATION = Point.new(0, 0)
# The starting location of each peice of the HP gauge.
PLAYER_HP_GAUGE_LOCATION = Point.new(0, 0)
# the starting location of each peice of the MP gauge.
PLAYER_MP_GAUGE_LOCATION = Point.new(0, 0)
SHOW_PLAYER_FACE_IMAGE = false
# The location of the face graphic.
FACE_LOCATION = Point.new(35, 0)
# Show all party members? (THESE FEATURES ARE NOT YET IMPLEMENTED)
USE_MEMBER_WINDOW = true
MEMBER_HUD_IMAGE_NAME = 'member_hud'
MEMBER_USE_CUSTOM_GAUGE = false
# Allow the player to hide the HUD by pressing a button?
ALLOW_HUD_HIDE = true
# The button which will trigger a hud move.
HIDE_HUD_INPUT = Input::X
# The speed at which to move the hud.
HUD_HIDE_SPEED = 7
# replace "Left" with "Right" below to change the scroll direction
HUD_SCROLL_DIRECTION = ScrollDirection::Left
# Global values which are convenient for setting
# multiple values to the same thing.
GLOBAL_FONT_NAME = ['Magneto', 'Consolas', 'Verdana', 'Ariel', 'Courier New']
GLOBAL_PLAYER_FONT_SIZE = 22
GLOBAL_MEMBER_FONT_SIZE = 22
SHOW_PLAYER_NAME = true
# The rest of the settings deal with setting the
# location and style of the text displayed in the HDU
PLAYER_NAME_FONT = GLOBAL_FONT_NAME
PLAYER_NAME_COLOR = Colors::Silver
PLAYER_NAME_USE_ITALICS = false
PLAYER_NAME_USE_BOLD = false
PLAYER_NAME_USE_SHADOW = true
PLAYER_NAME_FONT_SIZE = 20
PLAYER_NAME_LOCATION = Point.new(10,5)
PLAYER_NAME_WIDTH = 90
PLAYER_NAME_HEIGHT = 22
MEMBER_NAME_FONT = GLOBAL_FONT_NAME
MEMBER_NAME_COLOR = Colors::White
MEMBER_NAME_FONT_SIZE = GLOBAL_MEMBER_FONT_SIZE
MEMBER_NAME_LOCATION = Point.new(0,0)
USE_HP_TEXT_DISPLAY = false
PLAYER_HP_FONT = ['Consolas', 'Verdana', 'Ariel', 'Courier New']
PLAYER_FULL_HP_COLOR = Colors::GaugeGreen
PLAYER_HP_FONT_USE_ITALICS = false
PLAYER_HP_FONT_USE_BOLD = true
PLAYER_HP_FONT_USE_SHADOW = true
PLAYER_HP_FONT_SIZE = 14
PLAYER_HP_LOCATION = Point.new(130,66)
PLAYER_HP_WIDTH = 76
PLAYER_HP_HEIGHT = 11
MEMBER_HP_FONT = GLOBAL_FONT_NAME
MEMBER_HP_FONT_SIZE = GLOBAL_MEMBER_FONT_SIZE
MEMBER_HP_LOCATION = Point.new(0,0)
USE_MP_TEXT_DISPLAY = USE_HP_TEXT_DISPLAY
PLAYER_MP_FONT = PLAYER_HP_FONT
PLAYER_FULL_MP_COLOR = Colors::GaugeBlue
PLAYER_MP_FONT_USE_ITALICS = PLAYER_HP_FONT_USE_ITALICS
PLAYER_MP_FONT_USE_BOLD = PLAYER_HP_FONT_USE_BOLD
PLAYER_MP_FONT_USE_SHADOW = PLAYER_HP_FONT_USE_SHADOW
PLAYER_MP_FONT_SIZE = PLAYER_HP_FONT_SIZE
PLAYER_MP_LOCATION = Point.new(PLAYER_HP_LOCATION.x, PLAYER_HP_LOCATION.y + PLAYER_HP_HEIGHT + 1)
PLAYER_MP_WIDTH = PLAYER_HP_WIDTH
PLAYER_MP_HEIGHT = PLAYER_HP_HEIGHT
MEMBER_MP_FONT = GLOBAL_FONT_NAME
MEMBER_MP_FONT_SIZE = GLOBAL_MEMBER_FONT_SIZE
MEMBER_MP_LOCATION = Point.new(0,0)
SHOW_PLAYER_LEVEL = true
PLAYER_LEVEL_FONT = 'Rockwell Extra Bold'
PLAYER_LEVEL_COLOR = Colors::WhiteSmoke
PLAYER_LEVEL_USE_ITALICS = false
PLAYER_LEVEL_USE_BOLD = true
PLAYER_LEVEL_USE_SHADOW = true
PLAYER_LEVEL_FONT_SIZE = 16
PLAYER_LEVEL_LOCATION = Point.new(115,1)
PLAYER_LEVEL_WIDTH = 36
PLAYER_LEVEL_HEIGHT = 35
MEMBER_LEVEL_FONT = GLOBAL_FONT_NAME
MEMBER_LEVEL_COLOR = PLAYER_LEVEL_COLOR
MEMBER_LEVEL_FONT_SIZE = 10
MEMBER_LEVEL_LOCATION = Point.new(0,0)
#-------
# don't change the values below unless you know what you are doing.
# Shows above the map and below the message window by default
PLAYER_HUD_Z = 199
# The text format used for gauage images.
HEALTH_GAUGE_FORMAT = 'hud_bar_%s_%.3d'
# the name of the image file used as a mask for the face graphic
PLAYER_FACE_MASK_NAME = 'player_face_mask'
end
ScriptClick to view attachmentPlease let me know of any issues that you encounter. This is especially true for any conflicts with ABS systems, I want it to work as smoothly as possible with them.
Fawlcon
Nov 4 2009, 02:46 PM
Wow, that is so awesome. I like the modern hud one better thou, it takes less space. But im goin to test it out later and get back on you...
BizarreMonkey
Nov 4 2009, 02:49 PM
This looks superb, I can see many RPG Makers out there finding a use for this, This is actually the first KH HUD script fr VX i've seen.
Though I am nt into Kingdom Hearts alot of people are, this will greatly help the community, thanks you BigEd and Celennia, you have truly made a wonderful script, even though I have yet to look at it.
Your screenshots lead me to believe there is a demo, Though I can only see links to Graphics and stuff, can you not upload the demo in the screenshot? Or is there one on the original place you posted this?
Edit: ah, someone beat me to first post!
BigEd781
Nov 4 2009, 02:49 PM
QUOTE (Fawlcon @ Nov 4 2009, 02:46 PM)

Wow, that is so awesome. I like the modern hud one better thou, it takes less space. But im goin to test it out later and get back on you...
Thanks

. There is a link there to a page with many more HUDs as well. I tried to make this script as customizable as possible so that you can use any graphics, turn any part of the HUD on or off, etc.
Also, if space is a concern (the default HUD is rather large), the HUD will turn semi-transparent by default when you are moving.
QUOTE (BizarreMonkey @ Nov 4 2009, 02:49 PM)

This looks superb, I can see many RPG Makers out there finding a use for this, This is actually the first KH HUD script fr VX i've seen.
Though I am nt into Kingdom Hearts alot of people are, this will greatly help the community, thanks you BigEd and Celennia, you have truly made a wonderful script, even though I have yet to look at it.
Your screenshots lead me to believe there is a demo, Though I can only see links to Graphics and stuff, can you not upload the demo in the screenshot? Or is there one on the original place you posted this?
Thank you too.
Perhaps I should change the title of this thread. I call it a Kingdom Hearts HUD because the default graphics that I provide were modeled after KH, but this HUD is capable of looking any way you want it to.
I used to have a demo, but since I made it I have updated the script and it fell behind. Eventually I will update the demo and post it again.
BizarreMonkey
Nov 4 2009, 02:57 PM
Yay! Looking forward to it!
Edit: Wait, would it be possible to make a Zelda HUD? I'm not into Zelda, I'm just throwing the possibility out there, I'm tempted to have a look at this even without the demo, it looks very promising!
BigEd781
Nov 4 2009, 02:58 PM
QUOTE (BizarreMonkey @ Nov 4 2009, 02:57 PM)

Yay! Looking forward to it!
If you wanted to just try it out though all that you would need to do is copy in the script and unzip the images into your Pictures folder. Do that and it will all just work.
Kuma-san
Nov 4 2009, 03:06 PM
Wow, this HUD is smexy. My thanks to you BigEd and Celianna. I'm going to try this out with an ABS later to get a full effect.
BigEd781
Nov 4 2009, 03:11 PM
QUOTE (Kuma-san @ Nov 4 2009, 03:06 PM)

Wow, this HUD is smexy. My thanks to you BigEd and Celianna. I'm going to try this out with an ABS later to get a full effect.
Yes, please do. I have not yet had any reports from people who use ABS scripts and this needs to work with them. If you find any issues let me know and I will get them fixed.
BizarreMonkey
Nov 4 2009, 03:34 PM
Okay I've tried it out and I do like it, but it's time for some bug reports!
With Vlad's ABS 8, when i go to save, I get this error
Click to view attachmentIt might be a compatibility issue with another script, but asides from Vlad's ABS I only have Modern Algebra's Advanced Message System and OriginalWIJ's Re-size and scale, both can be found on this site... i think.
None of those have any connections to save files so far as I can see, well there's your bug report

I don't mind if you don't fix it, other people will though
BigEd781
Nov 4 2009, 03:40 PM
QUOTE (BizarreMonkey @ Nov 4 2009, 03:34 PM)

Okay I've tried it out and I do like it, but it's time for some bug reports!
With Vlad's ABS 8, when i go to save, I get this error
It might be a compatibility issue with another script, but asides from Vlad's ABS I only have Modern Algebra's Advanced Message System and OriginalWIJ's Re-size and scale, both can be found on this site... i think.
None of those have any connections to save files so far as I can see, well there's your bug report

I don't mind if you don't fix it, other people will though

OK, I think I know what the problem is. I added a couple of event handlers last night and I don't think that I am deleting the references. Will fix that tonight.
BizarreMonkey
Nov 4 2009, 03:46 PM
Cool, Glad I could help you make this awesome script more bug free!
MetalnosX
Nov 5 2009, 12:17 AM
This script looks good! So i downloaded it .......... I extract pictures and put them in my graphics, put the script in and here's the problem:
Please click at the attached the file.
Can anyone fix this?
BigEd781
Nov 5 2009, 09:43 AM
QUOTE (MetalnosX @ Nov 5 2009, 12:17 AM)

This script looks good! So i downloaded it .......... I extract pictures and put them in my graphics, put the script in and here's the problem:
Please click at the attached the file.
Can anyone fix this?
You didn't copy the script in correctly. Try again and make sure that you get everything in the text file.
wltr3565
Nov 7 2009, 07:37 AM
At last you've posted in here, BigEd... Better than not known. Thanks!
BigEd781
Nov 8 2009, 12:36 PM
QUOTE (wltr3565 @ Nov 7 2009, 07:37 AM)

At last you've posted in here, BigEd... Better than not known. Thanks!
Yeah, I haven't been active in this forum for some time now, I used to be though.
UpdateFixed a bug introduced in the last update that caused a crash when you attempted to save your game. Make sure to get the new version if you are using this script.
Max
Nov 10 2009, 03:49 AM
Wow, I have to put this in my game!
Looking forward for a demo
zeke_xlaws
Nov 10 2009, 05:10 AM
Woah!! Thanks!!
guzzleboy478
Nov 11 2009, 04:47 PM
This is such a great script BigEd! I was wondering though, were you planning on having this script show some states that are on the actor?
BigEd781
Nov 11 2009, 05:04 PM
QUOTE (guzzleboy478 @ Nov 11 2009, 04:47 PM)

This is such a great script BigEd! I was wondering though, were you planning on having this script show some states that are on the actor?
I thought about it, tried a few things, but I couldn't fit it into the display. I could always add the option, but a ton of icons going across the screen is a bit ugly. I also considered allowing the user to specify different face images for different states, but that gets a little messy to configure and most people will not be able to get the different images anyway. One thing I like about this script is that you do not have to make a circular face image, I do that part in code and it works really well. I suppose that I could just change the hue of the face image, i.e., if the player was poisoned I could show it tinged green, but there are states that don't really correspond to a color.
QUOTE (BizarreMonkey @ Nov 4 2009, 02:57 PM)

Yay! Looking forward to it!
Edit: Wait, would it be possible to make a Zelda HUD? I'm not into Zelda, I'm just throwing the possibility out there, I'm tempted to have a look at this even without the demo, it looks very promising!
Sorry, missed this one.
If you take that link to the gallery of different HUD images you will find a Zelda themed HUD
guzzleboy478
Nov 11 2009, 05:41 PM
QUOTE (BigEd781 @ Nov 11 2009, 06:04 PM)

QUOTE (guzzleboy478 @ Nov 11 2009, 04:47 PM)

This is such a great script BigEd! I was wondering though, were you planning on having this script show some states that are on the actor?
I thought about it, tried a few things, but I couldn't fit it into the display. I could always add the option, but a ton of icons going across the screen is a bit ugly. I also considered allowing the user to specify different face images for different states, but that gets a little messy to configure and most people will not be able to get the different images anyway. One thing I like about this script is that you do not have to make a circular face image, I do that part in code and it works really well. I suppose that I could just change the hue of the face image, i.e., if the player was poisoned I could show it tinged green, but there are states that don't really correspond to a color.
The face hue is a nice idea. I was thinking that you could limit the states to a small number, like 3. Couldn't you make it so that you can change the position of the sates just like you can do with the hp/mp text?
BigEd781
Nov 11 2009, 05:42 PM
QUOTE (guzzleboy478 @ Nov 11 2009, 05:41 PM)

QUOTE (BigEd781 @ Nov 11 2009, 06:04 PM)

QUOTE (guzzleboy478 @ Nov 11 2009, 04:47 PM)

This is such a great script BigEd! I was wondering though, were you planning on having this script show some states that are on the actor?
I thought about it, tried a few things, but I couldn't fit it into the display. I could always add the option, but a ton of icons going across the screen is a bit ugly. I also considered allowing the user to specify different face images for different states, but that gets a little messy to configure and most people will not be able to get the different images anyway. One thing I like about this script is that you do not have to make a circular face image, I do that part in code and it works really well. I suppose that I could just change the hue of the face image, i.e., if the player was poisoned I could show it tinged green, but there are states that don't really correspond to a color.
The face hue is a nice idea. I was thinking that you could limit the states to a small number, like 3. Couldn't you make it so that you can change the position of the sates just like you can do with the hp/mp text?
Sure, I could, but if we are only showing three I will just be asked to add more at some later time

. It is easy enough to do, so I think that I will add the option to display them (as well as a limit on how many can be displayed) and I will just turn it off by default.
guzzleboy478
Nov 11 2009, 05:47 PM
Alright, that's fine by me.

Can't wait until it's added.
Seribr0
Nov 11 2009, 09:59 PM
Great script BigEd.....The script looks really good but when I put it in my script list like you said and put all the images in my pictures folder, it came up with an error when i start a new game.
The error says:~
Script 'HUD_by_BigEd781' line 683:ArgumentError occured.
wrong number of arguments(2 for 0)
Can you tell me how to fix it

?
BigEd781
Nov 12 2009, 10:08 AM
@Seribr0: One of your other scripts is causing that. That line simply creates a new Font object. One of your scripts has changed the signature of Font::initialize and, well, that was a dumb thing to do and I can't fix their stupidity. What you should do is start removing scripts one by one until the problem goes away. When it does, you know which script was causing the problem.
BTW, to 'remove' a script, all you have to do is press Ctrl + A to select all of the text and then Ctrl + Q to comment it out. Do the same thing in reverse to replace the script once again.
rgangsta
Nov 12 2009, 03:28 PM
Um..if I remember correctly, you said this would be useful with an ABS. How can I configure this to work with Vampyr SBABS? I did it before and I kept getting an error.
BigEd781
Nov 12 2009, 05:51 PM
QUOTE (rgangsta @ Nov 12 2009, 03:28 PM)

Um..if I remember correctly, you said this would be useful with an ABS. How can I configure this to work with Vampyr SBABS? I did it before and I kept getting an error.

I said that it *would* be useful with an ABS, I did not say that I went ahead and tested it with every ABS out there. If you find a bug I would like to fix it, but I need more information than "ummm... I get an error".
I really do want this to work with ABS scripts though, so the more info you can give me the better. If you want the turnaround to be *really* fast, please upload a project with the scripts you are using and a description of the steps necessary to reproduce the bug.
rgangsta
Nov 14 2009, 11:01 AM
I don't want it to work with an ABS anymore. And I only got the error because I removed a vital part of the ABS system. It's a really beautiful script. I do, however, hope to use it in the future. Keep up the great scripting.
BizarreMonkey
Nov 15 2009, 06:02 AM
I did see that Zelda HUD a little while after i posted about it, now i just feel silly.
Good work on the bugfix, I'll start testing it out now.
Edit: so far, no bugs with Vlads ABS, though the game only has one character, so I'm not sure if it would work well with squad based.
Edit2: Tried it with Vampyr SBABS 9, and it has a conflict.
It's in this line of code
CODE
3312: if @character.actor != nil and @character.actor.damage != 0
And here's a pic of the Error, it pops up when you start a new game.
Click to view attachmentHope this helps you figure out whats going on, that is on line 3312 of Vampyr SBABS
Apparently the Requiem ABS 8 works fine but ABS 9 is incompatible... strange.
AngeliqueSama
Nov 15 2009, 03:54 PM
the screenshot pics expired
BigEd781
Nov 15 2009, 07:22 PM
The screenshots will be back once my bandwidth for the month is reset. That should be some time tomorrow.
AngeliqueSama
Nov 17 2009, 07:35 AM
yay X3 nice script btw .-.
Caboose2
Nov 18 2009, 10:49 PM
um i have a problem with this script everytime I try to start my game with it an error appeares saying line 43 nameerror occured unitailized constent HudConfig::Point can u help me please
BigEd781
Nov 18 2009, 10:55 PM
QUOTE (Caboose2 @ Nov 18 2009, 10:49 PM)

um i have a problem with this script everytime I try to start my game with it an error appeares saying line 43 nameerror occured unitailized constent HudConfig::Point can u help me please
You copied the script incorrectly. You probably copied the configuration section for the optional HUD instead of the script from the attached text file.
Tsaku Mitsajuni
Nov 21 2009, 12:32 AM
It wont let me use it. some kind of alignment error
BigEd781
Nov 21 2009, 12:59 AM
QUOTE (Tsaku Mitsajuni @ Nov 21 2009, 12:32 AM)

It wont let me use it. some kind of alignment error
It works. I have no idea what you mean by "alignment error".
jojojo
Nov 22 2009, 05:07 AM
This is one of the most useful and customizable scripts i ever found, i´m going to use in my project.
But i have a little question: can you change it so it hides when you enter in a battle?
Seribr0
Nov 25 2009, 07:50 AM
QUOTE (BigEd781 @ Nov 13 2009, 02:08 AM)

@Seribr0: One of your other scripts is causing that. That line simply creates a new Font object. One of your scripts has changed the signature of Font::initialize and, well, that was a dumb thing to do and I can't fix their stupidity. What you should do is start removing scripts one by one until the problem goes away. When it does, you know which script was causing the problem.
BTW, to 'remove' a script, all you have to do is press Ctrl + A to select all of the text and then Ctrl + Q to comment it out. Do the same thing in reverse to replace the script once again.
Alright, It runs now

...The scipt that caused the error was a bestiary script by Falco. Any chance of modifiying the scripts so that they can run together

?
BigEd781
Nov 25 2009, 11:27 AM
QUOTE (jojojo @ Nov 22 2009, 05:07 AM)

This is one of the most useful and customizable scripts i ever found, i´m going to use in my project.
But i have a little question: can you change it so it hides when you enter in a battle?

It does go away when you enter a battle...
QUOTE
Alright, It runs now sweat.gif ...The scipt that caused the error was a bestiary script by Falco. Any chance of modifiying the scripts so that they can run together pinch.gif ?
I can take a look. Want to save me some time and give me a link?
sal_galus
Nov 26 2009, 09:23 PM
This is a nice battle system but I was wondering if anyone knows if there is anything I can do about the game crashing when I place monsters on my world map when it works fine on other inside maps?
I wanted to know if there is some scale limit to the entire map for the ABS to work or should I change something?
Seribr0
Nov 26 2009, 10:39 PM
QUOTE
Alright, It runs now sweat.gif ...The scipt that caused the error was a bestiary script by Falcao. Any chance of modifiying the scripts so that they can run together pinch.gif ?
QUOTE
I can take a look. Want to save me some time and give me a link?
To the bestiary script ?
then here it is ~~~
http://www.rpgrevolution.com/forums/index....amp;hl=Bestiary
BigEd781
Nov 26 2009, 11:21 PM
QUOTE (sal_galus @ Nov 26 2009, 09:23 PM)

This is a nice battle system but I was wondering if anyone knows if there is anything I can do about the game crashing when I place monsters on my world map when it works fine on other inside maps?
I wanted to know if there is some scale limit to the entire map for the ABS to work or should I change something?
This is not a battle system. If there is a bug I will need more information than that to fix it.
jamieclowe
Nov 27 2009, 07:06 AM
big ed i cant be the hud back went i do put in show hud it dont work y
Verbal Warn: Please only use quote for specific sections, not entire posts - Night_Runner
sal_galus
Nov 27 2009, 08:32 AM
QUOTE (BigEd781 @ Nov 27 2009, 12:21 AM)

QUOTE (sal_galus @ Nov 26 2009, 09:23 PM)

This is a nice battle system but I was wondering if anyone knows if there is anything I can do about the game crashing when I place monsters on my world map when it works fine on other inside maps?
I wanted to know if there is some scale limit to the entire map for the ABS to work or should I change something?
This is not a battle system. If there is a bug I will need more information than that to fix it.
I figured out the issue with the game freezing. It seems to not want monsters to be able to randomly appear on something impassible like water so sea battles don't seem possible unless there is a way around that like maybe giving monsters levitation but then I also realized that the ship cant seem to strike.
BigEd781
Dec 9 2009, 10:56 AM
QUOTE (jamieclowe @ Nov 27 2009, 07:06 AM)

big ed i cant be the hud back went i do put in show hud it dont work y
I have no clue what that is supposed to mean.
QUOTE (sal_galus @ Nov 27 2009, 08:32 AM)

QUOTE (BigEd781 @ Nov 27 2009, 12:21 AM)

QUOTE (sal_galus @ Nov 26 2009, 09:23 PM)

This is a nice battle system but I was wondering if anyone knows if there is anything I can do about the game crashing when I place monsters on my world map when it works fine on other inside maps?
I wanted to know if there is some scale limit to the entire map for the ABS to work or should I change something?
This is not a battle system. If there is a bug I will need more information than that to fix it.
I figured out the issue with the game freezing. It seems to not want monsters to be able to randomly appear on something impassible like water so sea battles don't seem possible unless there is a way around that like maybe giving monsters levitation but then I also realized that the ship cant seem to strike.
There is some interaction going on with another script. This script could not care less which events you have on the screen, so you will need to give me a link to the script which is causing the problem and steps to reproduce.
JEHINC.
Dec 22 2009, 01:18 PM
Really, Really, Really Nice!! Great Job!
Mufalmar
Jan 1 2010, 05:53 PM
I can't get this to work with Requiem ABS 9 >_<
Aden Sickle
Jan 5 2010, 06:52 AM
I hate to do this cause I'm obviously at fault here sicne evryone else seems to have it figured out, but I copied the script in into the script editor and I extracted the files into the Graphics/Pictures but when I click the button to run the game I get this error message; "Script ' ' Line 1: SyntaxError Occurred." I know that means there is an error on the first line which is this for me:
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
I know absolutly nothing about scripts but that doesn't seem right to me. What is supposed to be the first line?
ItchMyController
Jan 5 2010, 05:09 PM
hey could u make one were if u dont a face graphic the name and Hp stuff would be where the face graphic be? cause i made a custom sprite with no face graphic and there is just a big space in the middle..
bdh80
Jan 14 2010, 06:16 PM
am i doning something wrong? whenever i start the game a picture is usually missing the hud and face
Seribr0
Jan 30 2010, 10:29 PM
Heyz BigEd....I was just wandering wehter you had any luck on that bestiary script >.>
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