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 Enemy HP Bars + Menu Bars[SOLVED]

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Verm
Verm
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Enemy HP Bars + Menu Bars[SOLVED] Empty
PostSubject: Enemy HP Bars + Menu Bars[SOLVED]   Enemy HP Bars + Menu Bars[SOLVED] EmptyTue Oct 25, 2011 3:56 am

If possible, I would like somebody to combine these scripts...

Enemy HP Bars - Jens009
Spoiler:

Menu Bars - Syvkal
Spoiler:

...So that the enemy HP bars are the menu bars. Any help with this would be greatly appreciated!
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https://www.youtube.com/user/thesanguinepenguin38?feature=mhee
Leonheart
Leonheart
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Enemy HP Bars + Menu Bars[SOLVED] Empty
PostSubject: Re: Enemy HP Bars + Menu Bars[SOLVED]   Enemy HP Bars + Menu Bars[SOLVED] EmptyWed Oct 26, 2011 5:43 pm

I'm pretty sure this is what the doctor ordered:

Code:
#=================================================================
# Jens009's Enemy Hp Window
# Syvkal's Menu Bars Fix by Leonheart
# 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, vertical = false)
  $rate = enemy.hp.to_f / enemy.maxhp
  gw = width * enemy.hp / enemy.maxhp
  w = vertical ? 6 : width; h = vertical ? width : 6
  HPMPSLANT ? self.contents.cogwheel_fill_slant(x, y + WLH - 8, gw, w, h, BAR::hpcolor1, BAR::hpcolor2, vertical) :
self.contents.cogwheel_fill_rect(x, y + WLH - 8, gw, w, h, BAR::hpcolor1, BAR::hpcolor2, vertical)
end
end

#=====================================#
# 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

Replace your Enemy HP script with this and it should work.
No credit needed, I only edited the Draw_Enemy_HP method to draw the correct gauge. It should have no compatibility issues
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Verm
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Enemy HP Bars + Menu Bars[SOLVED] Empty
PostSubject: Re: Enemy HP Bars + Menu Bars[SOLVED]   Enemy HP Bars + Menu Bars[SOLVED] EmptyWed Oct 26, 2011 11:28 pm

Awesome! Thank you very much. Smile
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Leonheart
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Enemy HP Bars + Menu Bars[SOLVED] Empty
PostSubject: Re: Enemy HP Bars + Menu Bars[SOLVED]   Enemy HP Bars + Menu Bars[SOLVED] EmptyThu Oct 27, 2011 3:26 pm

Your welcome
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luiishu535
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Enemy HP Bars + Menu Bars[SOLVED] Empty
PostSubject: Re: Enemy HP Bars + Menu Bars[SOLVED]   Enemy HP Bars + Menu Bars[SOLVED] EmptySat Oct 29, 2011 10:27 am

This case looks kind of solved. Going to lock this topic.
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Zachfoss
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Enemy HP Bars + Menu Bars[SOLVED] Empty
PostSubject: Re: Enemy HP Bars + Menu Bars[SOLVED]   Enemy HP Bars + Menu Bars[SOLVED] EmptySat Nov 12, 2011 3:56 pm

Thank you luiishu535 for locking this topic! Less work for me xD
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Enemy HP Bars + Menu Bars[SOLVED] Empty
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Enemy HP Bars + Menu Bars[SOLVED]

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