estriole 326 Posted December 4, 2012 @falcao: how about mini hp bars for party members only. since i guess it's hard to track how many hp our party has. Share this post Link to post Share on other sites
Falcao 88 Posted December 4, 2012 (edited) @LBQ You are able to create anything from your imagination, just read the documentation and learn the features the script comes with, if you want a gorgeous 'graphical' skills presentation is up to you @estriole im taking that into consideration, i would write something similar in future updates, do not expect it soon cuz i just returned to work. Here a curious thing i forgot to mention in the documentation You are able to transform the enemy when die, ​i added that feature when the engine was just coming to life and i completely forgot that exist, tag any enemy in the database with. Enemy Die Transform = x Change x for any enemy id Edited December 4, 2012 by Falcao Share this post Link to post Share on other sites
LBQ 0 Posted December 4, 2012 The reason I said the skills vision problem is because that in XAS, the 8-dir skills (such as all direction fireballs), can be automatically set to a direction of 45°. When I see the video, what I saw was The fireball did not change the direction to 45° but the normal way of VXA diagonal movement ( maybe I did not explain well). It looks strange that way and I do not think there is a way to make it move like what XAS's way of displaying a all direction skill. You can also do some improvement how the damage displays (people like eye candies!). If you can add a effect that you can destroy everything, that would be great! Anyway, like how you set states and the way of buffs and finally, I can create some party battles! Share this post Link to post Share on other sites
Max W. 18 Posted December 4, 2012 There is two things and I believe are super hard that I have always wanted to see in a ABS for RM programs is first a CPU battler Actor where your team fights as CPU controlled characters(Which means they would have to break the straight line formation.) then when your team mates die thay have a dead pose and they stay there until you revive them then a animation will play and they will respawn next to you. Although this is ice I still prefer the XAS although its complicated it just looks way better to me. Still amazy script! Share this post Link to post Share on other sites
Non ya 1 Posted December 5, 2012 (edited) I must say that this is really a good battle system... much better than Victor's battle system. I might switch to this for my project but its a lot of hassle to change all spritesheets and stuff... but other than that, FALCAO, YOU ROCK! ;)/> EDIT: Oh snap! I didnt notice while playing the demo... the FPS stayed @ 60 how is that possible >_> LoL! Edited December 5, 2012 by Non ya Share this post Link to post Share on other sites
Falcao 88 Posted December 5, 2012 (edited) @LBQ and @Max W It is not comparison the user decide witch system suit theirs needs, i do like Xas and i like my own too I you want powerfull skills that destroy everything around the casters it is very easy to create using the area fucntion, i didnt do cuz i focused on Game play and give the tools something useful like the boomerang that can grabs drops, grab events, start events etc. @Non ya Thanks!, I had a hard time beating the lag, in the end the system runs smooth, very smooth Edited December 5, 2012 by Falcao Share this post Link to post Share on other sites
Seintz 0 Posted December 5, 2012 This is awesome!! Thanks a lot dude! It's like WoW battle system, isn't it? Again, thanks! Share this post Link to post Share on other sites
Sievn 3 Posted December 5, 2012 (edited) I think this is much better than XAS Plus it contains a Party system. And falco created a lot of Awesome skills in this demo. A little question, does this include all Fa interactive system weapons and tools? Also : Could you update the Demo, I get an Error while fighting the spider, the Spider Image/file name is written in Portugal or some thing and my RPG Maker ACE English Can't read it, it says like "Graphics/Character/Arana is not found". Edited December 5, 2012 by Sievn Share this post Link to post Share on other sites
Falcao 88 Posted December 5, 2012 (edited) I think this is much better than XAS Plus it contains a Party system. And falco created a lot of Awesome skills in this demo. A little question, does this include all Fa interactive system weapons and tools? Also : Could you update the Demo, I get an Error while fighting the spider, the Spider Image/file name is written in Portugal or some thing and my RPG Maker ACE English Can't read it, it says like "Graphics/Character/Arana is not found". You can install the Interactive System Lite v2 which include the most wanted 4 engines, the pick up, push, fall and jump The lite version not include tools. (pearl abs already include all the tools) Does your pc has 'ñ' if not just replace the araña name with something else Well here a great resource pack which include, swords, staffs, hammers magics, Military resources and more Get it here http://www.rpgmakervxace.net/topic/8864-pearl-christmas-tools-gift-box/ Edited December 5, 2012 by Falcao Share this post Link to post Share on other sites
Stuntman Mike 1 Posted December 6, 2012 (edited) BEST ABS !!! of course it can't be perfect for everyone ;)/> I also suggest a mini-HP-bar under the enemy and the enemy name over the enemy both features should be optional, because not everybody would use it best wishes from Europe ! Stuntman Mike Edited December 6, 2012 by Stuntman Mike Share this post Link to post Share on other sites
Falcao 88 Posted December 6, 2012 (edited) Thanks for the support guys! Here a new Add-On for the system This snipped display the Followers HP and MP on the screen, the bars are visible only while in battle (logical reasons). Those peoples who have played Wow, Aion or another mmorpg will be familiar with this. Look for the link at the main post Here a screenshot Edited December 6, 2012 by Falcao 1 Share this post Link to post Share on other sites
Max W. 18 Posted December 6, 2012 (edited) I see that your party will but attack with you once you press k but is there a way to use regions to where they auto attack the enemies in that region? Also like I said before I really don't like how your team mates follow you around when they are dead...If these two things were present then I would be so tempted use this instead of XAS. The biggest thing that kills me is the lack of custom graphics. Is there a way to make each weapon and armor have custom graphics? Also I like how in XAS you an have custom graphics for the characters attacking poses can you also add a little prefix type function to where when the system will read the attack pose graphics if prefix is present or it will just use the walk if attack pose is not present. Same with a magic skill. Is there also a way to pull of a special move where you jump or do rappid attacks like in XAS. If these things were all present then whoa!!! There would be no dought I would use this 100% no questions asked. BUT STILL AWESOME!!!! STUFF HERE KEEP IT UP!!!!! Edited December 6, 2012 by Max W. Share this post Link to post Share on other sites
Falcao 88 Posted December 6, 2012 (edited) @Max W i guest you havent read the documentation, you can use custom graphics instead of the Universal ones, but it work little different than Xas, here an example normally you define user graphics for the tools this way User Graphic = $Axe If you want to display a custom graphic write the keyword custom and then the graphics name like this User Graphic = custom $Axe You can test that using the default hero of xas ace on your project The Araña use a skill with custom graphic too, she opens her mouse when throwing webs I dint do auto attacking for some logic reasons, it is only one player, followers not more than CPu waiting for orders, The human player has to be smart and use strategics to win battles and also scape from the battle when necessary (thas why i build the K key) Rapids attacks are easily to set up User Anime Speed = x Just read that boring documentation and you will find a wall of features the script comes with. I dont get why you dont like Universal graphics everybody love it since you dont have to edits chars Edited December 7, 2012 by Falcao Share this post Link to post Share on other sites
Kire 45 Posted December 8, 2012 I was waiting for this since the day you said yo where doing and ABS ......And i got to say is way better then i imagined ^^ Share this post Link to post Share on other sites
Falcao 88 Posted December 9, 2012 Final version of this script will be released on thursday, the new update has some great features like the enemy and actos dead poses, infinite combo chains, intruducing a polearn sample with a amazing combo chain, added support for biggers characters actors (another universal molde provided and much more. Also you will have the option to display pictures on the Hp and Mp bars instead of script drawing. I hope somebody learn all the features the script has and help those peoples who have questions regarding the script usage After the final release I will take a long time brake. Share this post Link to post Share on other sites
Gorlami 24 Posted December 10, 2012 This is an awesome script and is EVERYTHING I need. One thing though, is it possible to remove the actor selection window/process entirely? I'm making a single player game and I don't have the need for any of the multiple actor commands, so it seems a bit silly to keep the commands there if they're useless. Share this post Link to post Share on other sites
estriole 326 Posted December 10, 2012 like how the you solve the party hp issues. remind me of mmorpg a lot . Share this post Link to post Share on other sites
Sievn 3 Posted December 10, 2012 (edited) Could you add Enemy HP Bars like this? You could Find Mini-HP Bars in this : http://www.rpgmakervxace.net/topic/7076-mystic-action-system-beta/ Maybe you could do some thing like this one?? at least make it optional.. Edited December 10, 2012 by Sievn Share this post Link to post Share on other sites
Falcao 88 Posted December 10, 2012 @sievn that looks weird, what do you prefer enemy bars with states and buff debuff display or just a mini hp bar below each enemy. I think game play is better. May be i would release an add-on for enemies hp bars if more peoples request it, i dont have too much free time right now Share this post Link to post Share on other sites
Max W. 18 Posted December 10, 2012 mooshra here sorry about my previous questions you already had them done for the most part .I see you don't have much time but I too like enemy hp bars and the reason i dont like universal graphics is because i am an artist. In fact i hate them because i am an artist and universal graphics don't mix with me. Also i would like to request an idle mod or instructions on how to event to where when you press the K button or attack with a weapon you can change the walking sprite to where he is holding the weapon, I think this can be done using regions and conditional branches to make this happen. As for the enemy bar I would like just a line for the health gauge. Thank you for taking your time to read this. 1 Share this post Link to post Share on other sites
megrim 1 Posted December 10, 2012 I have been testing this system for a while now and everything seems alright. It works with most scripts and he beauty of this system is that its so simple and clean that you can just ad other scripts on top of it. I believe this is really great and allows you to customize the system to your needs. So far ive only found one bug, it only happened once and i haven't been able to recreate it. When you reach the part where you need to lite up some candles with the fire spell, if i tried to save and afterwards try to use the spell, sometimes it would only shoot one ball. I would encourage everyone to test the system with different scripts and/or try to make your own ad-ons for it. Share this post Link to post Share on other sites
Sievn 3 Posted December 11, 2012 (edited) @sievn that looks weird, what do you prefer enemy bars with states and buff debuff display or just a mini hp bar below each enemy. I think game play is better. May be i would release an add-on for enemies hp bars if more peoples request it, i dont have too much free time right now I Mean the Mini HP Bars below the Enemies and the Actors. As an Add-on maybe like you said. You can find a Script for that, But just optimize it in your own ABS : #============================================================================== # ** Imperial Action System I -- Heads-Up Display #============================================================================== # Autor: AndreMaker ou Maker-Leon ou Leon-S.K #============================================================================== # Este é o script da HUD utilizada pelo Sistema, abaixo seguem as configurações # da mesma. #============================================================================== module HUD_Config #-------------------------------------------------------------------------- # * Configurações Gerais #-------------------------------------------------------------------------- Switch = 2 # Switch que ativa/desativa a HUD Activate_Key = Key::F # Tecla que controla a switch Base_Bar = 'bars-base' # Grafico da base da HUD HP_Bar = 'hp_bar' # Grafico da barra de HP MP_Bar = 'mp_bar' # Grafico da barra de MP # Coordenadas X e Y da barra de HP HP_X = 66 HP_Y = 29 # Coordenadas X e Y da barra de MP MP_X = 66 MP_Y = 39 # TEXTO Text_Size = 14 # Tamanho Text_Color = Color.new(255,216,0) # Cor => Color.new(red, green, blue) Text_Bold = true # Negrito? (true/false) Alingment = 1 # Alinhamento: Esquerda 0, Centrado 1 e Direita 2 # Coordenadas X e Y do Nome Name_X = 67 Name_Y = 13 # Largura e Altura do nome (respectivamente) Name_Width = 104 Name_Height = 14 # Coordenadas X e Y do LVL LV_X = 11 LV_Y = 46 # Largura e Altura do LVL (respectivamente) LV_Width = 17 LV_Height = 14 # Coordenadas X e Y das FACES DF_X = 9 DF_Y = 3 # Grafico padrão de Faces D_Face = "default_face" #-------------------------------------------------------------------------- # * Faces próprias para o player #-------------------------------------------------------------------------- Custom_Faces = {} # Custom_Faces[iD] = [nome do grafico, x, y] Custom_Faces[18] = ["rasante_face", 9, 3] Custom_Faces[19] = ["tk_face", 9, 3] Custom_Faces[20] = ["liza_face", 9, 3] Custom_Faces[21] = ["willie_face", 9, 3] #============================================================================== module Action_Bars #-------------------------------------------------------------------------- # * Configurações de Skills, Items e Buffs #-------------------------------------------------------------------------- Visible = true # Visiveis? (true/false) Base = "action_bars" # Grafico Base Base_X = 425 # Coord X Base_Y = 0 # Coord Y Skill_X = 435 # Coord X do icone da skill selecionada Skill_Y = 23 # Coord Y do icone da skill selecionada Buff_X = 473 # Coord X do icone do buff selecionada Buff_Y = 23 # Coord Y do icone do buff selecionada Item_X = 510 # Coord X do icone do item selecionada Item_Y = 23 # Coord Y do icone do item selecionada end #============================================================================== end #=============================================================================== # FIM DAS CONFIGURAÇÕES #=============================================================================== #============================================================================== class Hud < Sprite include HUD_Config attr_accessor :hp attr_accessor :mp attr_accessor :slc_item attr_accessor :slc_skill attr_accessor :slc_buff def initialize super() self.bitmap = Bitmap.new(544, 416) @base = Cache.system(Base_Bar) @hp_bit = Cache.system(HP_Bar) @mp_bit = Cache.system(MP_Bar) @level = $game_party.members[0].level @name = $game_party.members[0].name self.bitmap.blt(0,0, @base, Rect.new(0,0,@base.width, @base.height)) self.bitmap.blt(HP_X,HP_Y, @hp_bit, Rect.new(0,0,@hp_bit.width, @hp_bit.height)) self.bitmap.blt(MP_X,MP_Y, @mp_bit, Rect.new(0,0,@mp_bit.width, @mp_bit.height)) self.bitmap.font.color = Text_Color; self.bitmap.font.size = Text_Size; self.bitmap.font.bold = Text_Bold self.bitmap.draw_text(Name_X,Name_Y,Name_Width,Name_Height,@name, Alingment) self.bitmap.draw_text(LV_X,LV_Y,LV_Width,LV_Height,@level, Alingment) refresh end def refresh actor = $game_party.members[0] self.bitmap.clear @name, @level = actor.name, actor.level @wd = @hp_bit.width * actor.hp / actor.mhp @md = @mp_bit.width * actor.mp / actor.mmp @slc_item = $game_player.selected_item @slc_skill = $game_player.selected_skill @slc_buff = $game_player.selected_buff draw_face draw_bars draw_action_bars if Action_Bars::Visible $game_system.hud_need_refresh = false end def draw_bars actor = $game_party.members[0] self.bitmap.blt(0,0, @base, Rect.new(0,0,@base.width, @base.height)) self.bitmap.blt(HP_X,HP_Y, @hp_bit, Rect.new(0,0,@wd, @hp_bit.height)) self.bitmap.blt(MP_X,MP_Y, @mp_bit, Rect.new(0,0,@md, @mp_bit.height)) self.bitmap.font.color = Text_Color; self.bitmap.font.size = Text_Size; self.bitmap.font.bold = Text_Bold self.bitmap.draw_text(Name_X,Name_Y,Name_Width,Name_Height,@name, Alingment) self.bitmap.draw_text(LV_X,LV_Y,LV_Width,LV_Height,@level, Alingment) end def draw_face actor = $game_party.members[0] if Custom_Faces.keys.include?(actor.id) array = Custom_Faces[actor.id] bitmap = Cache.face(array[0]) self.bitmap.blt(array[1], array[2], bitmap, Rect.new(0,0,bitmap.width, bitmap.height)) else bitmap = Cache.face(D_Face) self.bitmap.blt(DF_X, DF_Y, bitmap, Rect.new(0,0,bitmap.width, bitmap.height)) end end def draw_action_bars bitmap = Cache.system(Action_Bars::Base) self.bitmap.blt(Action_Bars::Base_X, Action_Bars::Base_Y, bitmap, Rect.new(0,0,bitmap.width, bitmap.height)) if not @slc_skill.nil? index = @slc_skill.icon_index self.bitmap.blt(Action_Bars::Skill_X, Action_Bars::Skill_Y, Cache.system('Iconset'), Rect.new(index%16*24,index/16*24,24,24)) end if not @slc_buff.nil? index = @slc_buff.icon_index self.bitmap.blt(Action_Bars::Buff_X, Action_Bars::Buff_Y, Cache.system('Iconset'), Rect.new(index%16*24,index/16*24,24,24)) end if not @slc_item.nil? index = @slc_item.icon_index self.bitmap.blt(Action_Bars::Item_X, Action_Bars::Item_Y, Cache.system('Iconset'), Rect.new(index%16*24,index/16*24,24,24)) x, y, number = Action_Bars::Item_X, Action_Bars::Item_Y, $game_party.item_number(@slc_item) self.bitmap.draw_text(x + 5,y + 9,70,35, "x#{number.to_s}") end end def p_width @base.width end def p_height @base.height end def ww bitmap = Cache.system(Action_Bars::Base) return Action_Bars::Base_X, Action_Bars::Base_X + bitmap.width end def hh bitmap = Cache.system(Action_Bars::Base) return Action_Bars::Base_Y, Action_Bars::Base_Y + bitmap.height end def dispose super end end class Scene_Map < Scene_Base include HUD_Config alias hud_start start alias hud_terminate terminate alias hud_update update def start hud_start if $game_switches[switch] == true @hud = Hud.new end end def update hud_update if Input.trigger?(Activate_Key) $game_switches[switch] = ($game_switches[switch] ? false : true) end if $game_switches[switch] == true @hud.nil? ? @hud = Hud.new : refresh_hud else if not @hud.nil?; @hud.dispose; @hud = nil; end end end def refresh_hud @hud.refresh if $game_party.members[0].hp != @hud.hp or $game_party.members[0].mp != @hud.mp @hud.refresh if $game_player.selected_skill != @hud.slc_skill or $game_player.selected_buff != @hud.slc_buff @hud.refresh if $game_system.hud_need_refresh @hud.z = 500 if !$game_map.windows.empty? down = false if $game_player.screen_x <= @hud.p_width and $game_player.screen_y <= @hud.p_height @hud.opacity = 100 if @hud.opacity != 100 else if Action_Bars::Visible x1, y1 = @hud.ww x2, y2 = @hud.hh if $game_player.screen_x.between?(x1,y1) and $game_player.screen_y.between?(x2 + 10,y2 + 10) @hud.opacity = 100 if @hud.opacity != 100 else @hud.opacity = 255 if @hud.opacity != 255 end else @hud.opacity = 255 if @hud.opacity != 255 end end end def terminate if @hud != nil; @hud.dispose if not @hud.disposed?; end hud_terminate end def hide_hud return if @hud.nil? return if @hud.disposed? @hud.visible ? @hud.visible = false : @hud.visible = true end end class Game_System; attr_accessor :hud_need_refresh; end class Scene_Map; attr_reader :spriteset; end class Spriteset_Map include Imperial include Imperial_Config attr_reader :viewport1 alias mp_initialize initialize alias mp_update update alias mp_dispose dispose def update_minibars_disposing all_actors.each {|actor| next if actor.minibar.nil? if actor.killed actor.minibar.dispose if not actor.minibar.disposed? actor.minibar = nil end } $game_map.enemies.each {|enemy| next if enemy.minibar.nil? if enemy.enemy.nil? enemy.minibar.dispose if not enemy.minibar.disposed? enemy.minibar = nil else if enemy.enemy.hp <= 0 or enemy.killed enemy.minibar.dispose if not enemy.minibar.disposed? enemy.minibar = nil end end } end def initialize @hero_weapons = {} @enemy_weapons = {} @secondary_weapons = {} mp_initialize @shield_sprite = Sprite.new(@viewport1) @shield_sprite.ox, @shield_sprite.oy = 22, 22 refresh_shield end def refresh_shield return if $game_party.members[0].equips[1].nil? @bitmap = Bitmap.new(24,24) icon = $game_party.members[0].equips[1].icon_index return if icon.nil? @bitmap.blt(0,0,Cache.system("Iconset"),Rect.new(icon%16*24,icon/16*24,24,24)) end def update mp_update map = $game_map update_minibars_disposing trash = [] map.damage_sprites.each {|sprite| sprite.update trash.push(sprite) if sprite.disposed? } trash.each {|item| map.damage_sprites.delete(item) } map.damage_sprites.compact! @enemy_weapons = {} if @enemy_weapons.nil? map.drops.each { |drop| drop.update trash.push(drop) if drop.disposed? } trash.each {|item| map.drops.delete(item)}; trash.clear if !$game_map.windows.empty? if $game_map.windows[0].is_a?(Pop) $game_map.windows[0].update trash.push($game_map.windows[0]) if $game_map.windows[0].disposed? end end trash.each { |item| $game_map.windows.delete(item) }; trash.clear $game_map.windows.compact! otherss = []; no_need = [] map.characters.each { |char| otherss.push(char) if char.is_a?(Ranged::Enemy_Skill) } otherss.each {|char| no_need.push(char) if !map.enemies.include?(char.enemy)} otherss.clear; no_need.each {|char| map.characters.delete(char)}; no_need.clear map.characters.each { |char| char.sprite = Sprite_Character.new(@viewport1, char) if char.sprite.nil? char.update; trash.push(char) if char.disposed? } trash.each { |item| $game_map.characters.delete(item) }; trash.clear # Weapon Sprites update_hero_weapons if !@hero_weapons.empty? update_enemy_weapons if !@enemy_weapons.empty? update_secondary_weapons if !@secondary_weapons.empty? if $game_player.shielding update_shielding else if @shield_sprite @shield_sprite.bitmap = nil if @shield_sprite.bitmap != nil end end end def update_shielding refresh_shield if @bitmap.nil? return if @bitmap.nil? @shield_sprite.bitmap = @bitmap if @shield_sprite.bitmap.nil? @shield_sprite.x = $game_player.screen_x + Shield_correction[$game_player.direction][0] @shield_sprite.y = $game_player.screen_y + Shield_correction[$game_player.direction][1] @shield_sprite.angle = Shield_angles[$game_player.direction] @shield_sprite.z = Shield_z[$game_player.direction] end def dispose $game_map.last_drops = $game_map.drops $game_map.characters.each {|char| char.sprite.dispose if not char.sprite.disposed?; char.sprite = nil} $game_map.damage_sprites.each { |sprite| sprite.dispose if not sprite.disposed?} $game_map.windows.each { |sprite| sprite.dispose if not sprite.disposed? } $game_map.damage_sprites.clear; $game_map.windows.clear @hero_weapons.each {|array| next if array[1][0].nil? array[1][0].dispose if not array[1][0].disposed? } @hero_weapons = nil @enemy_weapons.each {|array| next if array[1][0].nil? array[1][0].dispose if not array[1][0].disposed? } @enemy_weapons = nil @shield_sprite.dispose if not @shield_sprite.disposed? if $game_player.minibar != nil $game_player.minibar.dispose if not $game_player.minibar.disposed? $game_player.minibar = nil end $game_map.enemies.each {|enemy| next if enemy.minibar.nil? enemy.minibar.dispose if not enemy.minibar.disposed? enemy.minibar = nil } $game_player.followers.each {|f| next if f.minibar.nil? f.minibar.dispose if not f.minibar.disposed? f.minibar = nil } mp_dispose end def hero_attack(hero, weapon, ranged = false) return if hero.nil? return if !weapon.is_a?(RPG::Weapon) icon = (weapon.icon_index rescue nil) if !icon.nil? bitmap = Bitmap.new(24,24) bitmap.blt(0,0,Cache.system("Iconset"),Rect.new(icon%16*24,icon/16*24,24,24)) sprite = Sprite.new(@viewport1) sprite.ox, sprite.oy = 22,22 sprite.bitmap = bitmap @hero_weapons[hero] = [sprite,true,12,ranged] end end def enemy_attack(event, weapon, ranged = false) return if event.nil? return if event.enemy.nil? return if !weapon.is_a?(RPG::Weapon) icon = (weapon.icon_index rescue nil) if !icon.nil? bitmap = Bitmap.new(24,24) bitmap.blt(0,0,Cache.system("Iconset"),Rect.new(icon%16*24,icon/16*24,24,24)) sprite = Sprite.new(@viewport1) sprite.ox, sprite.oy = 22,22 sprite.bitmap = bitmap @enemy_weapons[event] = [sprite,true,12,ranged] end end def update_hero_weapons trash = [] @hero_weapons.each_with_index {|array, i| update_array_weapon(array) trash.push(@hero_weapons) if array[1][1] == false } trash.each {|item| @hero_weapons.delete(item) }; trash.clear end def update_enemy_weapons trash = [] @enemy_weapons.each_with_index {|array, i| update_array_weapon(array) trash.push(@enemy_weapons) if array[1][1] == false } trash.each {|item| @enemy_weapons.delete(item) }; trash.clear end def update_secondary_weapons end def update_array_weapon(array) array[1][0].x = array[0].screen_x + Move_correction[array[0].direction][0] array[1][0].y = array[0].screen_y + Move_correction[array[0].direction][1] if !array[1][3] case array[1][2] when 12 array[1][0].angle = Sprite_angles[array[0].direction][0] array[1][0].z = Sprite_z_values[array[0].direction] - 15 when 9 array[1][0].angle = Sprite_angles[array[0].direction][1] array[1][0].z = Sprite_z_values[array[0].direction] - 15 when 6 array[1][0].angle = Sprite_angles[array[0].direction][2] array[1][0].z = Sprite_z_values[array[0].direction] - 15 when 3 array[1][0].angle = Sprite_angles[array[0].direction][3] array[1][0].z = Sprite_z_values[array[0].direction] - 15 when 0 array[1][1] = false array[1][0].bitmap = nil end else if array[1][2] > 0 array[1][0].angle = Sprite_angles[array[0].direction][2] array[1][0].z = Sprite_z_values[array[0].direction] - 15 else array[1][1] = false array[1][0].bitmap = nil end end array[1][0].update array[1][2] -= 1 end end class Game_Map attr_accessor :enemies attr_accessor :damage_sprites attr_accessor :characters attr_accessor :drops attr_accessor :windows attr_accessor :last_drops alias mp_setup setup def setup(map_id) @enemies.nil? ? @enemies = [] : @enemies.clear @damage_sprites.nil? ? @damage_sprites = [] : @damage_sprites.clear @windows.nil? ? @windows = [] : @windows.clear @characters.nil? ? @characters = [] : @characters.clear @drops.nil? ? @drops = [] : @drops.clear @last_drops.nil? ? @last_drops = [] : @last_drops.clear mp_setup(map_id) end end This is from ANOTHER ABS , OPTIMIZE IT FOR YOUR OWN ABS If POSSIBLE As an addon or what ever, just a request :)/>/> I mean the Mini HP Bars ONLY. if you are too busy to do it, then its ok I am still using your Awesome compatible script and can't wait for final version Edited December 11, 2012 by Sievn Share this post Link to post Share on other sites
Falcao 88 Posted December 12, 2012 (edited) @Max you can make a mini engine to display idle moods @sievn The bar is not included on final version but as i said before maybe as a add-on @megrin im glad to hear the script is compatible with almost everything, i put a lot of effort to achieve that Edited December 12, 2012 by Falcao Share this post Link to post Share on other sites
Pikakapi 4 Posted December 12, 2012 Can you make the tool selection screen able to scroll to other members(Like the original equip scene where you can scroll to other members with Q and W)? It's annoying that I need to access the player selection and then access his/her tool screen. Share this post Link to post Share on other sites