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VTS-Enemy HP Bars (With Boss Bars!)


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#1 Ventwig

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Posted 08 April 2012 - 06:10 PM

VTS-Enemy HP Bars - Version 2.02
By Ventwig
(VTS- Because everyone needs an obnoxious acronym to go along with them!)

Introduction
This adds HP/MP bars so you know what's going on with the enemies without having to keep guessing!

Features
-Display enemy battle info: hp, mp, and states
-Can display a longer "boss bar" for bosses
-Choose whether or not to show the current HP amount
-Hide HP or MP for certain enemies
-A dual boss bars feature for epic battles!
-Compatible with Neo Gauge Ultimate Ace and Yanfly Engine Ace
-Looking for more stuff to add! Suggestions would be APPRECIATED!

Screenshots

Spoiler


Neo Gauge Ultimate Ace
Plug and play gauges!
http://rmrk.net/inde...p?topic=45005.0
By Wortana originally(in VX), translated to Ace by Pacman

 

Wound Damage Patch

See my signature for the Wound Damage script

 

Enemy HP Bars and Wound Damage *Patch*

-Place Enemy HP Bars under Wound Damage 
-Place this patch under both scripts

Spoiler

 

How to Use
Copy into materials, but above main.
Check our the configuration and notetags!

Script
This has the newer features in it, but you are FORCED to use the hovering bars. There's no longer an option  to collect all the bars at the top.
http://pastebin.com/Av4S2fFF

FAQ
Q: Will you add <this> in?
A: I'll do my best to do so!

 
Q: Why isn't my boss bar showing?
A: Make sure the boss was the first enemy you put in the troop!
 
Credit and Thanks
-Usage rules are in the script as well as my signature
-Me, Ventiwg :)
-Thanks to everyone who helped my out!

Updates

Spoiler

Update Plans
-Boss bars to show bosses whose hp would take a whole row :)
-Showing enemy status via icons.
-Dual-boss battles (you know, those awesome things where theres two super cool enemies working in harmony? Like that, but with TWO GIANT hp bars!)
-Option to show MP
-Hide Info for enemies before they are "scanned"
-Any suggestions would be appreciated!


Edited by Ventwig, 15 July 2014 - 09:43 PM.

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(VTS- Because everyone needs an obnoxious acronym to go with them!)

 

Rules for Using My Scripts:

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#2 Levi Stepp

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Posted 09 April 2012 - 04:00 AM

Works fine.
Can't wait to see the Long boss Bar.

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#3 Ventwig

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Posted 09 April 2012 - 10:54 AM

Version 1.2, boss bars are now added, see OP for more details

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#4 Levi Stepp

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Posted 12 April 2012 - 12:31 PM

I can't seem to figure out how to get the Boss Guage to work without having other enemies on the field with it.

I.E: If I have a Boss on the field with 4 other enemies, It works.

But if I have just the Boss only, It won't work.

Is there a way you can make a note related script so I can add the Guage to the Enemies's Notes or something?
Because there is a part in my game where you 1 versus 1 someone.
and I don't want other enemies on the field just to make the Boss guage appear.


If I try battleing with just 1 enemy.

I get this error.
Spoiler


Here is line 236 to 240
Spoiler


#5 Ventwig

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Posted 12 April 2012 - 01:56 PM

I can't seem to replicate your error.
I've tried battling the boss 4v1, and then 1v1, then changing the boss id to another number...

Are you sure you've configured it properly?
this is the code in the script (boss bar configuration)
#Sets enemies to draw the boss gauges!
  BOSS_ENEMY = [] #Do not touch
  #BOSS_ENEMY[Enemyid for the boss] = true
  BOSS_ENEMY[1] = true

All you have to do is change the number 1 to the id of your boss.
The enemy, not the troop.
The 1v1 works fine for me, so im not really sure what's going wrong...

Also, I'm trying to learn RegExp (Notetag thing), but i find it all confusing and making no sense =/
So I was kinda sticking to the configuration this code has.

I'll maybe try it some other time, but for now, I'm just gonna leave it with the in-code configuration.
Sorry 'bout that =/

VTS- Ventwig's Turquoise Symphony

(VTS- Because everyone needs an obnoxious acronym to go with them!)

 

Rules for Using My Scripts:

Spoiler
 
Send me a PM if you need any help, want some compatibility updates, or have any requests for my scripts!
 

#6 Levi Stepp

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Posted 12 April 2012 - 02:12 PM

I can't seem to replicate your error.
I've tried battling the boss 4v1, and then 1v1, then changing the boss id to another number...

Are you sure you've configured it properly?
this is the code in the script (boss bar configuration)

#Sets enemies to draw the boss gauges!
  BOSS_ENEMY = [] #Do not touch
  #BOSS_ENEMY[Enemyid for the boss] = true
  BOSS_ENEMY[1] = true

All you have to do is change the number 1 to the id of your boss.
The enemy, not the troop.
The 1v1 works fine for me, so im not really sure what's going wrong...

Also, I'm trying to learn RegExp (Notetag thing), but i find it all confusing and making no sense =/
So I was kinda sticking to the configuration this code has.

I'll maybe try it some other time, but for now, I'm just gonna leave it with the in-code configuration.
Sorry 'bout that =/


Okay I got it to work for my Boss.
But now if I fight normal mobs I get the same error.

Do I need to copy and paste each troop (EDIT)that isn't a boss(EDIT) in the script like this?
Spoiler

Edited by ItsKouta, 12 April 2012 - 02:14 PM.

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#7 Ventwig

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Posted 12 April 2012 - 03:03 PM

Oh, oops, i really should've checked that before i published this script XD

Well, that's my fault, sorry.
I recommend just commenting out the script with =begin and =end
as i try to fix that problem, thanks for pointing that out

EDIT: Got it :) It was actually a quick fix, let me know if you find any more bugs.

Edited by Anton, 12 April 2012 - 03:10 PM.

VTS- Ventwig's Turquoise Symphony

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Rules for Using My Scripts:

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Send me a PM if you need any help, want some compatibility updates, or have any requests for my scripts!
 

#8 ragelight

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Posted 14 April 2012 - 05:27 AM

btw can you make it like if I highlight an enemy the hp bar will appear above the enemy.

The hp bar will only appear if I highlight the enemy. Since I'm using side view battle, it can be confusing when all the enemy hp bar are above the screen without knowing which hp bar belong to which enemy

#9 Ventwig

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Posted 14 April 2012 - 08:12 AM

Hmmm, I could try that, but that may be a little harder.
I'll try though.

And I was also planning on making the selected enemy's HP bar highlighted when you've got them selected, anyways :)

VTS- Ventwig's Turquoise Symphony

(VTS- Because everyone needs an obnoxious acronym to go with them!)

 

Rules for Using My Scripts:

Spoiler
 
Send me a PM if you need any help, want some compatibility updates, or have any requests for my scripts!
 

#10 TheLonelyWriter

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Posted 29 May 2012 - 11:48 AM

Hi Ventwig! I love your script and i was wondering if its possible for a boss to have 2 hp bars i.e ( you defeat the boss it then transforms and it has a second set of hp)
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#11 Ventwig

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Posted 29 May 2012 - 04:16 PM

Hi Ventwig! I love your script and i was wondering if its possible for a boss to have 2 hp bars i.e ( you defeat the boss it then transforms and it has a second set of hp)


Hey there!
Thanks, but as of now, sorry, there's no real option.

I'm sorry, but i just dont really have a way to do that.
What you could do is that when the boss dies, you can start a new battle with that new boss, but i really didnt put any
multiple boss options or anything.

Also, ive made all my scripts on the RMVXA 30 day trial, and it kinda ran out...after 30 days :P
So im stuck without scripting unless i actually decide to buy it. Sorry :(

VTS- Ventwig's Turquoise Symphony

(VTS- Because everyone needs an obnoxious acronym to go with them!)

 

Rules for Using My Scripts:

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Send me a PM if you need any help, want some compatibility updates, or have any requests for my scripts!
 

#12 Dojoep

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Posted 24 July 2012 - 12:36 PM

Any way to shut off the actual HP text? I just want the bars but can't figure out what to comment out of your code

Edited by Dojoep, 24 July 2012 - 12:37 PM.


#13 Ventwig

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Posted 24 July 2012 - 08:48 PM

Any way to shut off the actual HP text? I just want the bars but can't figure out what to comment out of your code


Well, I don't have RPGMaker on me, but this is possible...i think.
I'll try it. Just wondering, do you still want it to say the enemy's name/the word "HP" (or whatever the database abrv. is)?
This may take some trial and error though, with me sending you the untested script and you noting the problems :P

The problem is that you can't just comment out parts, seeing as i used the "draw hp" script, ill need to get it to draw the actual bar from scratch.

If you can get someone else to do this, too (you can request an edit, im fine with that) and get them to send me a copy to post here, im more than happy to accept that :)
I'll give them full credit too

Edited by Ventwig, 24 July 2012 - 08:49 PM.

VTS- Ventwig's Turquoise Symphony

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Rules for Using My Scripts:

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#14 #tag this

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Posted 25 July 2012 - 04:38 PM

You can also define draw_actor_hp in the Window_Enemy_Hud instead of using the def inherited from Window_Base, like so:

class Window_Enemy_Hud < Window_Base
 def draw_actor_hp(actor, x, y, width = 124)
  # Just the gauge
  draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
 end
end

Example.

EDIT: And from scanning over the Neo Gauge script, you'd have to use this definition instead:

def draw_actor_hp(actor, x, y, width = 124)
 gwidth = width * actor.hp / actor.mhp
 cg = neo_gauge_back_color
 c1, c2, c3 = cg[0], cg[1], cg[2]
 draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + line_height - 8 +
HPMP_GAUGE_Y_PLUS, width, HPMP_GAUGE_HEIGHT, c1, c2, c3)
(1..3).each {|i| eval("c#{i} = HP_GCOLOR_#{i}")}
 draw_neo_gauge(x + HPMP_GAUGE_X_PLUS, y + line_height - 8 +
HPMP_GAUGE_Y_PLUS, gwidth, HPMP_GAUGE_HEIGHT, c1, c2, c3, false, false,
width, 30)
end

Edited by #tag this, 25 July 2012 - 04:50 PM.


#15 Ventwig

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Posted 25 July 2012 - 11:21 PM

Thanks a bunch #tag-this.
I'll add that in right away!

Edit:
the new, untested version is currently out!
(Sorry for the ugly spacing)
I dont have ace on me right now, so i cant test it or fix the spacing parts.
Could someone please help me brush that new part up?
I havent used RGSS3 in about 4 months now :P

Okay, thanks, once i get a note it's good, ill edit the main post

Edited by Ventwig, 25 July 2012 - 11:24 PM.

VTS- Ventwig's Turquoise Symphony

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Rules for Using My Scripts:

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Send me a PM if you need any help, want some compatibility updates, or have any requests for my scripts!
 

#16 Aeirex

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Posted 26 July 2012 - 06:45 PM

It appears that you have the boolean check for HP text backwards.

This looks good though, thanks for making it.

Edited by Helladen, 26 July 2012 - 06:46 PM.

Header2.png


#17 Ulises

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Posted 27 July 2012 - 01:28 AM

Hello, the script works great, I even customize them for my own needs very easily, which is perfect :lol: But I would like to know if there is any way or how I can do to change the length of the bars, because HP is superimposed with numbers. Another question, but is not so important, with reference to the above, instead of increasing the length of the bar, reducing the text. Currently reads 100/100 for example, can it be changed to 100 and reduce the damage directly?

Greetings, Thanks :)

#18 Ventwig

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Posted 27 July 2012 - 10:15 AM

It appears that you have the boolean check for HP text backwards.

This looks good though, thanks for making it.


Hm? Sorry, i forgot all of this stuff :P
What's boolean again? XD

Hello, the script works great, I even customize them for my own needs very easily, which is perfect :lol: But I would like to know if there is any way or how I can do to change the length of the bars, because HP is superimposed with numbers. Another question, but is not so important, with reference to the above, instead of increasing the length of the bar, reducing the text. Currently reads 100/100 for example, can it be changed to 100 and reduce the damage directly?

Greetings, Thanks :)

Hm, you mean that instead of saying: [HP_100/100]
you want it to just display the CURRENT HP, like [HP___100]?
Yeah, i was thinking of this, too. I'll try adding that in.
Like the last addition, though, it will require someone else to test it :P
I'll try that later today.

VTS- Ventwig's Turquoise Symphony

(VTS- Because everyone needs an obnoxious acronym to go with them!)

 

Rules for Using My Scripts:

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Send me a PM if you need any help, want some compatibility updates, or have any requests for my scripts!
 

#19 Ulises

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Posted 27 July 2012 - 11:03 AM

Exactly, or some way to prevent the letters mixed with numbers, change the font size or something that can be done manually, without changing much the script.
If you would like to take this as a suggestion perfect, but I'm asking you if I can make such changes or I have to wait until you make them, and if they could do, tell me how.

Sorry if you do not understand, poor English.

Greetings from Argentina

#20 Ventwig

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Posted 27 July 2012 - 04:58 PM

You could try the non-text bars if you want, but i might work on it :D
I'm not sure exactly how its done, but ill find it.

I need a way to see the original way to draw the hp.
Could someone please send me the part of window_base that defines draw_actor_hp? Thanks

If nobody knows how, jut go to script and go to the search all and type "def draw_actor_hp", look for the one under window_base.
Thanks :D

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Rules for Using My Scripts:

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