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BitAngel91

Member
  • Content Count

    14
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About BitAngel91

  • Rank
    Newbie
  • Birthday 01/13/1991

Contact Methods

  • Website URL
    http://aghostlyadventure.weebly.com/
  • Skype
    BitAngel91
  • Facebook
    https://www.facebook.com/Freddygm91

Profile Information

  • Gender
    Male
  • Location
    USA California
  • Interests
    Anime Music Games RPGs MMOS

Engines

  • Prefered Engine
    RPG Maker XP
  • Engine Level
    Good
  • Class Title
    Level Designer
  • Other Skills
    Photoshop
  • Project(s)
    A Ghostly Adventure
  1. I was hoping someone would have posted something or a link to a working script but nothing apperently, I manage to get the HP Bars and SP to show for the enemy, but only on the first turn. Actully while switching to a different enemy during battle, the HP and SP bars seem to show. just as soon as you get to a single enemy. That seems to stop working. HP and SP bars disappear. Which again I can work without but maybe it might annoy players. If Anyone can give me a hand. I'd really appriciat it
  2. This is really really nice. This really helped me out. Amazing work.
  3. He hasnt replied. So I guess his in active or didnt want to help ; _ ;
  4. It didn't work, I didn't get any errors until the end of a battle saying "Script is Hanging" Also there were no changes in battle. No visible Names, HP or SP bars for the enemy's. Not sure why this battle system doesn't like to show enemy's Heath and SP Lol.
  5. Im using a custom battle script called "Real time active battle (RTAB) Ver 1.16" but a lot of scripts isn't compatible for some reason.
  6. If anyone can Edit a script and post it here for the Enemy HP SP bars that will be great and of course I'll give you credit as well.
  7. This is excellent, Really easy to import and lucky my Battle System is okay with it. No run script errors *w* Thank you very much
  8. I've tried so many times to import a bestiary script but the battle system Im using apparently doesn't co-op with any form of bestiary. :(
  9. Alright here you go. This should do the trick. Download Here
  10. Trying to tweak up my game!

  11. Hello everyone, I would like to request a custom script for Enemy Name HP and SP bar Script. I've try serveral add ons from serveral scripts but they all have script errors. I'm not a script / programmar, but I at least know how to mess around and tweak up a script. Seems thats the best I can do on my own. But I can't seem to get a working Enemy HP bar display. Im using a custom battle script called "Real time active battle (RTAB) Ver 1.16" Im using this Script for HP/SP for my Party but it doesnt work for the enemy Party. I would like to request if its possible to make it so the enemys HP and SP will show on the battle screen with there name ethier under the enemys Battler or on the left side of the screen. Please let me know If you need more details or a whole complete copy of my game. I will be upload and send you the link if that will help. Draw Slant Bar(by SephirothSpawn) class Window_Base < Window alias raz_bars_base_exp draw_actor_exp alias raz_bars_base_parameter draw_actor_parameter #-------------------------------------------------------------------------- # * Draw Slant Bar(by SephirothSpawn) #-------------------------------------------------------------------------- def draw_slant_bar(x, y, min, max, width = 152, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255)) # Draw Border for i in 0..height self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255)) end # Draw Background for i in 1..(height - 1) r = 100 * (height - i) / height + 0 * i / height g = 100 * (height - i) / height + 0 * i / height b = 100 * (height - i) / height + 0 * i / height a = 255 * (height - i) / height + 255 * i / height self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a)) end # Draws Bar for i in 1..( (min / max.to_f) * width - 1) for j in 1..(height - 1) r = bar_color.red * (width - i) / width + end_color.red * i / width g = bar_color.green * (width - i) / width + end_color.green * i / width b = bar_color.blue * (width - i) / width + end_color.blue * i / width a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a)) end end end #-------------------------------------------------------------------------- # * Draw HP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 144) # Calculate if there is draw space for MaxHP if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end if $game_temp.in_battle bar_width = hp_x - x + 50 else bar_width = hp_x - x + 100 end # Draw HP draw_slant_bar(x, y + 18, actor.hp, actor.maxhp, bar_width, 6, bar_color = Color.new(100, 0, 0, 255), end_color = Color.new(255, 0, 0, 255)) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) # Draw MaxHP if flag self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end #-------------------------------------------------------------------------- # * Draw SP # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- def draw_actor_sp(actor, x, y, width = 144) # Calculate if there is draw space for MaxHP if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end if $game_temp.in_battle bar_width = sp_x - x + 50 else bar_width = sp_x - x + 100 end # Draw SP draw_slant_bar(x, y + 18, actor.sp, actor.maxsp, bar_width, 6, bar_color = Color.new(0, 0, 100, 255), end_color = Color.new(0, 0, 255, 255)) # Draw "SP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) # Draw MaxSP if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end def draw_actor_exp(actor, x, y) if actor.level == 99 draw_slant_bar(x, y + 18, 1, 1, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255)) else draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255)) end raz_bars_base_exp(actor, x, y) end def draw_actor_parameter(actor, x, y, type) case type when 0 para_color1 = Color.new(100,0,0) para_color2 = Color.new(255,0,0) para_begin = actor.atk when 1 para_color1 = Color.new(100,100,0) para_color2 = Color.new(255,255,0) para_begin = actor.pdef when 2 para_color1 = Color.new(100,0,100) para_color2 = Color.new(255,0,255) para_begin = actor.mdef when 3 para_color1 = Color.new(50,0,100) para_color2 = Color.new(50,0,255) para_begin = actor.str when 4 para_color1 = Color.new(0,100,0) para_color2 = Color.new(0,255,0) para_begin = actor.dex when 5 para_color1 = Color.new(50,0,50) para_color2 = Color.new(255,0,255) para_begin = actor.agi when 6 para_color1 = Color.new(0,100,100) para_color2 = Color.new(0,255,255) para_begin = actor.int end draw_slant_bar(x, y + 18, para_begin, 999, 155, 4, bar_color = para_color1, end_color = para_color2) raz_bars_base_parameter(actor, x, y, type) end end class Game_Actor #-------------------------------------------------------------------------- # * Get the current EXP #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # * Get the next level's EXP #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end
  12. Now this is amazing work, Great job, Works perfectly fine when I added it the RTB Battle System.
  13. Hmm this script is nice but its not compatable, Try to add it as an add on to my game "THE BASIC RTAB SYSTEM" and it got an error while opening the menu and going to my Equiptment stats or characters stats to be exact. Maybe a simpliar version of this would be nice. This is really nicely made, I used a defaulted version with no moded scripts and it works great. Now if only it was compatable with other scripts this would be amazing, Anyway you can make so it ignores an bug or error and continue to work anyways. Like for example, Maybe it collides with another script, can you make so it ignores the error and just continue what it was doing and maybe over lap the other script?
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