+ Glasses 606 Posted October 31, 2014 (edited) What does it do? Boss can now have a multi-layer health bar. Meaning it won’t just go to empty, the layers will deplete 1 by 1 until the bar is completely empty. Author: Mr. Trivel Name: Multi-Layer Boss Health Bar Created: 2014-10-31 Version: 1.2b Video: Health bar design and art by Izu. Instructions: Read instructions and customize the offsets. Script: <Link: Github> Blog: <Link: On blog> Edited April 23, 2015 by Glasses 4 efeberk, vFoggy, AlliedG and 1 other reacted to this Share this post Link to post Share on other sites
Faye V. 52 Posted November 1, 2014 Hahaha, this is so great. I will be using this since YEA's enemies hp bar script doesn't have an option for bosses, it's the same for every enemy Fun fact: the first boss in my game is called Izu xD i had no idea that someone was called like that lol Like for you! Share this post Link to post Share on other sites
+ Glasses 606 Posted November 8, 2014 Small code fixes and easier customization of Y position of the bar. Share this post Link to post Share on other sites
RaythalosM 0 Posted November 8, 2014 (edited) Is the health bar compatible with all image sizes? Also, is there a way to hide the bar until a switch is activated, so more cinematic battles are possible? Edited November 8, 2014 by RaythalosM Share this post Link to post Share on other sites
+ Glasses 606 Posted November 8, 2014 @RaythalosM, Yup. No. I could probably add that. I'll see about that. 1 halrawk reacted to this Share this post Link to post Share on other sites
+ Glasses 606 Posted November 10, 2014 v1.2 Rewrote part of code. Added switch to show/hide the boss hp bar. Share this post Link to post Share on other sites
RaythalosM 0 Posted November 11, 2014 (edited) It seems the new version crashes with every time I finish a battle without any bosses. @bhpb_bars.each { |b| b.dispose if b } This was line 261. Tested it on an empty project as well. Edited November 11, 2014 by RaythalosM Share this post Link to post Share on other sites
+ Glasses 606 Posted November 11, 2014 @RaythalosM, Oh, woops. I forgot one if there. Fixed, grab the latest version. Share this post Link to post Share on other sites
RaythalosM 0 Posted November 11, 2014 Alright, thanks for the quick reply! Share this post Link to post Share on other sites
+ DarthVollis 59 Posted January 5, 2015 Does this work with Falcao's Pearl ABS? Can you make a version that puts little circles under the HP Bar like in Kingdom Hearts so that each circle is a health bar? Each time one health bar is depleted it refills and one of the circles goes away. Share this post Link to post Share on other sites
+ Glasses 606 Posted January 5, 2015 @DarthVollis, Nope. Share this post Link to post Share on other sites
+ DarthVollis 59 Posted January 5, 2015 Can you make a one that does? Share this post Link to post Share on other sites
+ Glasses 606 Posted January 5, 2015 @DarthVollis, That works with Falcao's Pearl ABS? Nope. That has the circles Kingdom Hearts style? Nope. Share this post Link to post Share on other sites
+ DarthVollis 59 Posted January 6, 2015 Okay, thanks anyway. Share this post Link to post Share on other sites
Ninkoro 2 Posted April 21, 2015 Great script, there's just one thing I'd like to ask. As it is, this script always sets up the HP bar so that bar_1 is on top, and the bars increase layering down depending on the boss' max bar count. Could you show me how to modify your script so that bar_1 is always on bottom of the health bar, and the bars layer ontop of each other? Thanks for reading! Share this post Link to post Share on other sites
+ Glasses 606 Posted April 21, 2015 No idea why you'd want to modify the script, since you can just switch around the images so that bar 1 is the bar 5 now and so on. But anyways, 5.times { |time| @bhp_fill.push(Cache.system("boss_hp_bar#{5-time}")) } Share this post Link to post Share on other sites
Ninkoro 2 Posted April 21, 2015 (edited) Sorry, i guess I didnt explain well enough. Your modification didn't acomplish what I wanted. Alright, so there's 5 bar images. If a boss has <boss: 1>, there bar is only 1 If <boss: 3>, then from top to bottom bar pics 3, 2, 1 If <boss: 5>, 5, 4, 3, 2, 1 then it cycles back like normal. It's like a sandwich I guess. new stuff always goes on top, but at bare minimum you could just eat the bottom piece of bread. Edited April 21, 2015 by Ninkoro Share this post Link to post Share on other sites
+ Glasses 606 Posted April 21, 2015 Oh, I think I know what you mean. Disregard my last code then. E.g. If boss has 6 bars, you want it to be 1, 5, 4, 3, 2, 1 and if boss has 4 bars, it has to be 4, 3, 2, 1, right? If so, tmp.bitmap = $game_temp.bhp_fill[(@current_bar-bar)%5] Share this post Link to post Share on other sites
Ninkoro 2 Posted April 21, 2015 (edited) Yeah exactly, and that's almost it. Just one little thing, it skipped the bar_1 image and went directly to 2. For future reference to others, just -1 to the formula so it looks like (@current_bar-bar-1) Thanks for all the help! Edited April 21, 2015 by Ninkoro Share this post Link to post Share on other sites
+ Glasses 606 Posted April 23, 2015 v1.2b Small update. Boss bar can now be made hidden when boss dies instead of having to wait for battle to end. Share this post Link to post Share on other sites