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Found 9 results

  1. YanPac Battle HUD Version 0.3 Yanfly and Pacman Introduction This script adds the Actor HUD from Yanfly Engine Ace's Battle System to the default battle system. It draws the actor's name, face, HP, MP, TP, action and states. The script automatically detects whether to draw the actor's TP or MP depending on which skills they have. You can change some simple aesthetic options in the configuration. Features - Comprehensive HUD for actors in battle. - Simple notebox tags to alter the drawing of HP, TP and MP. - Allows for simple aesthetic configuration. Screenshots Be carefult, very large. From top to bottom, the screenshots are; the normal HUD, drawing HP and MP; the normal HUD with some tags in the actors’ noteboxes to make specific gauges drawn; the same HUD working with Neo Gauge Ultimate; the HUD with one actor having no gauges drawn (yeah, you can do that); and the same HUD during the action. The database image shows you how you can use the tags. How to Use Simply paste the script in an empty slot underneath Materials. The configuration is explained in the script header, as are the notetags. Demo Not really necessary. Script I recommend getting it from Pastebin or my blog. However, I will post it here. FAQ None, as of yet. Ask away if you have any questions. Credit and Thanks Credit - Pacman Credit - Yanfly Thanks - Yami Author's Notes I will make this script compatible with another script if you ask me, and it isn’t too hard. But be aware that I do have schoolwork, so don’t expect everything done within a day. I hope this script works for you, and you like it! Note that I am not very active on this forum, it is much easier to reach me on my blog (in my signature) or on RMRK. I do check in here occasionally though. I made this because someone on RRR requested a Battle HUD for actors in VXA. Because I’m lazy, I simply extracted the HUD from YEA Battle System and made it work on its own. Yanfly did give me permission to do this. In addition to this simple request, I decided to make this HUD compatible with other scripts for maximum awesomeness.
  2. Blorf

    Need help with HUD Maker

    I'm using the HUD maker: http://sumrndm.site/hud-maker/ And I'm trying to display the Enemy's name and stats. For the player I used ${$gameParty.leader().name()} to call the name, and ${$gameParty.leader().hp()}, etc etc to call the stats. What would I use to call Enemy A's name and stats? I tried ${$gameTroop.members()[0]} and various codes and got "ERROR", "unidentified", and "[object Object]" when I tried them. I'm sure the data strings for enemy stats and names exist in the game. I just don't know what they are. Can anyone help me? Thanks in advance.
  3. This is a bit of a lengthy post but I'm looking for a few plugins to help finish my battle engine. I'm making an engine that is essentially RNG cockfighting/Pokemon, at I want it to look similar to this: I have the basics done, but now I just need mostly visual plugins and a way to make abilities.First, I'm looking for a plugin that will give actors and enemies abilities like in the mainline Pokemon games. Basically a passive skill that activates under certain conditions. For example, something like "this actor gets an extra attack stat point when they are hit", "this actor summons another actor to battle when X condition is met" or "this actor regenerates 10% max HP every turn", something like that. A plugin where I can make abilities and give them to actors and enemies.I'm also looking for a plugin that will display both the Actor and the Enemy's HP and stats in the bottom box, instead of just the Actor's HP. I'm making an engine that is essentially RNG cockfighting, so I need both Actor and Enemy's stats visible so the viewers can see both sides' info. If I can have the Abilities shown too, that would be great.Also, instead of HP being shown, I would like it to be an estimate, like 100% HP is shown as "Unscathed", 99-75 is shown as "No Worries", etc.Finally, is there a way to make static enemies/actors move forwards before attacking with the Victor Engine Battler Graphic Set Up?Sorry for the lengthy list of plugins needed, but if anyone can help me find plugins that will let me do the above, that's great! EDIT: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/enemy-target-info/ Is there anything like this for MV, and a way to make it show the compared stats the entire time?
  4. This plugin allows you to change your windowskins using simple script calls. By default, the game only supports one windowskin, but with this plugin you can use multiple windowskins and change them during the game as needed. Custom windowskins can be used to allow players to customize how they want their game to look. Alternatively, you may choose to use it as a way to show additional information to the player. Perhaps you have a moral system, and depending on your status, the windowskin may appear differently. More information and downloads are available at HimeWorks Free for commercial and non-commercial use
  5. I need a plugin that would display a small window to show a variable that keeps track of the Floor or Basement the player is on. It would also need to change the text based on a switch. For example: 1F (F would show after the variable if switch was off) B5 (B would show before the variable if the switch was on) Perhaps maybe it could also show the map's display name before that as well: Ancient Cave: B64 or Infinity Tower: 89F And of course, use another switch to disable it (for the world map or towns, etc.)
  6. Rune Factory HUD Author: Soulpour777 Creates an adjustable HUD like Rune Factory style. Plugin Download Credits: Takkun (Centrorpg) – I saw this script from centrorpg by Takkun, and I was thinking of making one for MV, with a completely different style of making the HUD. While this has the same purpose, I tried to make it in a different code base. I still want to credit him for the original VX Ace idea. Neverland – for the Rune Factory franchise and the graphics base that has been used.
  7. HP/MP HUD via Events [sorry If I skip something] The tutorial explains HP HUD same applies to MP HUD ||-----------------------------------------------Here We GO !!--------------------------------------------------|| *This can be applied to your game if there is no Level UP, and static HP. For the given example I'm using VX Ace and My Player's Health is 1000. And his name is Eric. [ -> Means Sub Conditional Branch And Enter (Space Between Lines Means New Conditional Branch) ] Yaa one can create a HUD just by events but it'll be a lil bit complex. To make It lil easy do it by common event and when your game starts, Make a switch ex - GameStart = ON and the condition for common events is GameStart = ON and set it to parallel process...... like this you can make HUD visible/disappear at any point of your game. For HP HUD - Make a transparent image in Photoshop of your game size, mine is 640*480 pixels. Make a Health meter in any corner of the image you want the HUD to be The fill the center with RED color on a new layer for for life bar. Save the image as HP100 or as you prefer. Divide the life bar into 10 parts. Now as you Save HP90 hide a part of life bar to make it appear less. Now as You go to HP80, HP70, HP6 etc do this till HP0. Like This Sorry for the ultra lazy work ||-----------------------------EVENTING-----------------------------|| Now in Common Events Make a Variable CharacterHealth In Variable operation Set CharacterHealth = Eric's HP Now its time for conditional brainching,- Conditional Branch If Variable CharacterHealth=1000 Erase Picture=1 Show Picture = HP100 as 1 Conditional Branch If Variable CharacterHealth<1000 ->Conditional Branch If Variable Character health>900 Erase Picture=1 ShowPicture = HP90 as 1 Conditional Branch If Variable CharacterHealth<900 ->Conditional Branch If Variable Character health>800 Erase Picture=1 ShowPicture = HP80 as 1 Conditional Branch If Variable CharacterHealth<800 ->Conditional Branch If Variable Character health>700 Erase Picture=1 ShowPicture = HP70 as 1 Conditional Branch If Variable CharacterHealth<700 ->Conditional Branch If Variable Character health>600 Erase Picture=1 ShowPicture = HP60 as 1 Like This go on till you Reach ShowPicture = HP0 If you have any problem feel free to ask me If you think I was helpfull and liked it feel free to credit.
  8. AJNR

    HUD Concept

    I had some free time to work on some graphics, and have been planning on making everything from scratch (which sounds fun, but is a hassle to be honest). So here goes nothing: I tried making an original HUD. I started out with C's design, being the traditional HUD Display (compared to RMVX Ace on the bottom right). And then I thought - "Gee, that HUD is kind of obstructive, no?". So I made a HUD that's fast and easy to look at, because I want the Player to look at what is going on in the game - and not the HUD. For reference: GREEN is HP; BLUE IS SP; RED IS TP; and Yellow doesn't matter because it's a Time/ATB Gauge which is not currently within the game (and if it is, it'll be a pseudo-ATB plastered on a PCTB System). C is the first original HUD that follows the template of the RMVX Ace version, only that its a bit flashier (white cursors, and quarter segments) A is the revised HUD that is meant to take up less space and less time to understand B is a variant of A, but it's gauges fill and empty away from the center of the HUD - this isn't necessary, but it'd be really damn cool if I can pull this off in RMVX ACE So I made this topic to ask, would you play a game with a HUD that was like example A (and B). I have an edited screenshot of the game with these HUDs in place: Right now, the default dimensions of the Battleback seem a little too small for the custom Graphics I'm using. I planned on removing the bottom panel (that occupies half the screen) and changing it into a full transparent menu that is a wheel that is in the middle of the bottom half of the screen (the HUD above it is just junk): The transparent menu transforms (moves) in the direction opposite of the command chosen (Selecting Skill will move the main menu down, off the screen, branching into a circle with "Skill" on the left and "Magic" on the right. Then the skills in each of their categories. Everything else is self-explanatory after that (But selecting Items will simply open the Item list on the bottom half). One last thing about this concept, is that when it comes to the "Attack" and "Special" commands, menus will not come up because of how the database has been re-organized. There's just enough skills to make all 3 characters diversify into 3 play-styles [each], but not enough to encumber this menu concept with several layers of commands (ie. [special] -> [skills] -> [Path of Warrior] -> [Main] -> [infinite Uppercut]) is the highest amount of menu commands the Player will have to go through (5 Commands / Pressing X, B, Y, or C up to 5 times) This can be easily worked around with a "Repeat" Command or Custom Hotkeys - but I don't need that now. I'd like to make an animated gif showing what the menu is intended to do in action, but I'll do that another time. tl;dr version Simplistic, minimalist HUD that doesn't require much attention in order to playa Transparent command menu that allows for more space on the battlefield 4-button input for faster action commands I'm done typing useless information, I only made this Topic to show that I'm still working on this, despite major parts of the game being revised, and the fact that I have little to no time working on this stuff - I'm averaging 2 hours a week on my laptop now :c . Do you think this would be an improvement from the Default HUD? Do you think this style would keep the Player from sticking their eyes on the head? Would you be able to quickly calculate damage flow with this HUD? Should their be anything changed in order to improve upon this concept?
  9. Sievn

    hud HUD Options

    Would you like to be able to control what you see on the screen? say for example you got more than one HUD on the screen, the Health bar and another HUD for Gold/Actor Face and another HUD for Stamina Would you like to Enable them ALL HUDS with an option in the Menu screen Or Make each Hud has its own option?
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