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#tag this

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  1. 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
  2. #tag this

    Tactics Ogre PSP Crafting System

    Awesome work - and it's waaay more streamlined than its iteration in TO, to boot! A few things to top this off, I'd imagine, would be the ability to list gold as an ingredient and the option to craft more than one item at once. (edit: uhh, looks like one of my browser's extensions doesn't like ip boards...)
  3. #tag this

    N.A.S.T.Y. Extra Stats

    Not the author, but this is actually pretty easy to do! Just replace most of the singular instances of "xstat" in the script with whatever term you'd like. In this case, 'x' is used instead: http://pastebin.com/9AdYSE0s
  4. Back in the game, I guess.

  5. #tag this

    N.A.S.T.Y. Extra Stats

    @Zorgotten: That's because the script only defines the extra stats for the actors at the moment, not the enemies. I'd like to see a version that applies to enemies as well.
  6. #tag this

    One more "tupiniquim" \o/

    Welcome to the forums, man! You love history? Any area in particular? I love it too - it's my major in college.
  7. Being an NPC is hard. It's hard and nobody understands.