Vlue 270 Posted November 25, 2012 (edited) Basic Enemy HP Bars v2.1 Basic Enemy HP Bars Lite v1.0.2 by V.M. Introduction Provides basic hp gauges over enemies in battle with options for displaying percentage or absolute value of remaining hp, as well as customizing color, size, and position. And now with the option to use a custom image from file!New Lite version without the option for a customizable gauge, for use with Sleek GaugesFeatures - Plug and play with default settings - Customizable colors, size, position - Can display remaining hp as percentage or absolute value - Can use custom image from fileScreenshots How to Use Plug and play, no editing required for default bars. Customization can be found right in the script with comments explaining the values.Script Convenient pastebin right... over there >> Here! And to play around, a image file I made for the custom image feature: Lite version: http://pastebin.com/dEkBwmPwFAQ None AvailableCredit and Thanks - By V.M. of D.T. - Free to use in any project with credit given Edited April 7, 2014 by Vlue 6 Krieger, Dragonthunder, Virus and 3 others reacted to this Share this post Link to post Share on other sites
Coolie 147 Posted November 25, 2012 Would it be possible to only show enemy HP bars if a certain actor is in the active battle party, or after using a skill on the enemy (sort of like a Scan spell)? Share this post Link to post Share on other sites
Vlue 270 Posted November 25, 2012 Yes and yes! Thanks to the way I rewrote it, that was very easy. Newer version up with those options! Share this post Link to post Share on other sites
Coolie 147 Posted November 28, 2012 Here's some more suggestions... these are all based on me using the script requiring a certain actor to be in the party. - HP Bars are showing for a quick moment and then disposing if an actor is required, and is not in the ACTIVE battle party. This may have been a one-time occurence, because I haven't seen it happen again afterwards. - HP Bars are not disposing when an enemy dies. The bar remains on the screen and says 0 with an empty bar. Having it dispose would be better once the enemy has been defeated. - If using required actors AND a required state, having the required actor in the party will not show the enemy HP bars. Applying the state will still work, however. That is all for now. Good work! Share this post Link to post Share on other sites
Vlue 270 Posted November 28, 2012 Suggestions!? I would call those like.. bugs! Errors even~ 1. I have no clue, the way it's written, that shouldn't happen... 2. Correct! But only when you use required actor or state. That's been fixed now. 3. Yah, I didn't really expect both to be used I guess! Bad past me. That's been fixed. Share this post Link to post Share on other sites
Coolie 147 Posted November 29, 2012 Excellent work, now I just think a little z layer priority needs to be placed on the bars so they always appear ABOVE the enemies. Sometimes, if the enemies are close enough together on the screen, they can overlap the HP Bars and obscure them. Share this post Link to post Share on other sites
Coolie 147 Posted December 5, 2012 Vlue: Something in this script is causing the RGSS player to crash. I've used Mithran's Bug Fix script to determine this, and after removing the script, no more crashing. Here is what the script output to me. Maybe it will be some help in finding a way to fix it. Time: 2012-12-05 06:02:00 -0500 Critical Object #<Sprite_Base:0xe347da4> In Scene NilClass Caller:: {0221}:87:in `update_hp_bar' {0221}:82:in `update' {0050}:333:in `block in update_enemies' {0050}:333:in `each' {0050}:333:in `update_enemies' {0050}:311:in `update' {0124}:7998:in `update' {0050}:20:in `initialize' {0124}:7991:in `initialize' {0181}:91:in `initialize' {0117}:146:in `new' {0117}:146:in `create_spriteset' {0124}:8254:in `create_spriteset' {0117}:13:in `start' {0100}:12:in `main' {0230}:201:in `main' {0006}:23:in `run' {0232}:10:in `block in <main>' :1:in `block in rgss_main' :1:in `loop' :1:in `rgss_main' {0232}:8:in `<main>' ruby:in `eval' Share this post Link to post Share on other sites
Vlue 270 Posted December 5, 2012 Vlue: Something in this script is causing the RGSS player to crash. I've used Mithran's Bug Fix script to determine this, and after removing the script, no more crashing. Here is what the script output to me. Maybe it will be some help in finding a way to fix it. That uh... means absolutely nothing to me. How about when it crashes and the error message produced? Share this post Link to post Share on other sites
Coolie 147 Posted December 5, 2012 It doesn't crash the game. It crashes the RGSS Player (as in, the executable file that runs the game). There is no error message. But it is DEFINITELY this script. When the script is removed, no more crashes. Ever. In the most likely scenario, something in this script is clashing with another script and causing the executable to crash, because I couldn't reproduce any crashes in a default project. It'll take me some time to determine which script isn't getting along with this one without any error message to trace, but I'll be working on it today. One thing you should know, though: when using Mithran's Bug Finder to locate any errors, the only two scripts that produced anything in the log file were both written by you. Sleek Item Popup 1.8 and this script (latest version). Something about the way you write your scripts is incorrect somewhere. Just a heads up. Share this post Link to post Share on other sites
todd5524 0 Posted June 2, 2013 Yes and yes! Thanks to the way I rewrote it, that was very easy. Newer version up with those options! A problem with game crashing in battles..!!! it boots me out Share this post Link to post Share on other sites
Vlue 270 Posted June 2, 2013 With or without an error? And if without, what other scripts are you using? Share this post Link to post Share on other sites
Vlue 270 Posted June 15, 2013 Added a Scan Once option that when combined with scan state skills will let you have the player scan a monster once and their hp bar will remain visible throughout the game. Share this post Link to post Share on other sites
kriken00 0 Posted July 1, 2013 Love your script! Is there a way to change the customizable settings in game? It's not necessary, but it'd be nice to change the bar to be slightly bigger for boss battles. If not, would there be an easy way to use the BOSS_MONSTERS array to change the size in addition to numbers? Share this post Link to post Share on other sites
Vlue 270 Posted July 2, 2013 Hey, why not. Easy enough. Updated the script so you can set width, height, border_width, and border_height of the bars for bosses. 1 kriken00 reacted to this Share this post Link to post Share on other sites
Dragonthunder 4 Posted July 20, 2013 Awesome, super easy to use script, thanks! 1 Vlue reacted to this Share this post Link to post Share on other sites
Draaloff 13 Posted August 3, 2013 Hi, I found this and I got it working. However, I'm not sure how to use the boss bar. I don't know what goes in here: #ID's of boss monsters in array format. BOSS_MONSTERS = []I'm pretty sure that is what I need to know to set enemies to bosses. All help is appreciated. Share this post Link to post Share on other sites
TheRPGLPer 2 Posted August 4, 2013 I would assume the enemy IDs. Say if your bosses are numbers, 26, 31, and 33 in the enemy list in the database, the array would be as so. BOSS_MONSTERS = [26, 31, 33] Share this post Link to post Share on other sites
Draaloff 13 Posted August 5, 2013 I tried putting in 26 before, but it didn't work. I still got the regular health bar. Share this post Link to post Share on other sites
TheRPGLPer 2 Posted August 5, 2013 It would be the ID of the monster you want to be the boss, whatever number that is. But it will still show the bar itself, but display ??? instead of his HP. Share this post Link to post Share on other sites
Draaloff 13 Posted August 5, 2013 It didn't give me the big health bar, and the health number was still displayed. I'm confused. Share this post Link to post Share on other sites
Reavenator 0 Posted September 17, 2013 When I use a scan state the health bar keeps showing after the state expired, even after I set Scan_Once to false. Is this supposed to happen? Share this post Link to post Share on other sites
Vlue 270 Posted September 17, 2013 Whoops, no, not at all! It seems while I put that option in there.. I forgot to actually set it up. Fixed it up in the pastebin now! Share this post Link to post Share on other sites
Reavenator 0 Posted September 17, 2013 Works great now, thanks! Share this post Link to post Share on other sites
TheCaliMack 22 Posted October 23, 2013 How can I include a monster's MP? Maybe you could work on that? Share this post Link to post Share on other sites