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darkcieran

{SOLVED}[XP] hi guys

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i'm looking for a script that lets you see that enemy's name, hp and sp. not like a scan or bestiary, but something similar to what you see for the hero party. any ideas?

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i'm looking for a script that lets you see that enemy's name, hp and sp. not like a scan or bestiary, but something similar to what you see for the hero party. any ideas?

Something like this? sbkcg3.jpg

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Do you want it to look something like this?

enemyhpwindowms7.jpg

or this.....

hpbarshot02ns6.png

Sorry they don't have any numbers telling you how much HP is left.

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I think he has made it clear that he wants the HP an SP to be displayed below the monster.

 

He did supply a picture.

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Hi there darkcieran!

 

I have something familiar with what you want but it doesn't display below the enemy. it shows up the bars and the number above, but only when you're choosing the enemy.

I would show you a pic but I don't know how to upload the pic to here XD, sorry

if you want i can give you the script and then you see if you like it or not.

 

miguel1

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  1.  
  2. Go here.
  3. Click browse.
  4. Find your image and click okay.
  5. Select click on the bar that says "320x240 (for websites and email)" and select "optimize without resizing".
  6. Click "start upload!".
  7. Copy the "Direct link".
  8. Click this button when making your post:
  9. screenshothelph.jpg
  10. Paste the link in the little text box. This will automattically place [ img ] tags around the picture. You could skip this step and just write [im g]www.imagelinkhere.com/myimage/34[/im g] without the spaces.

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thanks for tryin to help guys.

@nigase: thanks for trying i haven't been able to get this to work.

@miguel1: i found something like (it might be yours..)that but i dunno...

@kiriashi: ????

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thanks for tryin to help guys.

@nigase: thanks for trying i haven't been able to get this to work.

@miguel1: i found something like (it might be yours..)that but i dunno...

@kiriashi: ????

 

 

 

Thanks a lot Kiriashi!

 

http://img202.imageshack.us/i/hpsp.png/

 

Here, darkcieran, i hope this is what you want. credits go to Deibson Melciades Hatake.

if you liked it i can give you the script

 

hope i helped

miguel1

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thanks for tryin to help guys.

@nigase: thanks for trying i haven't been able to get this to work.

@miguel1: i found something like (it might be yours..)that but i dunno...

@kiriashi: ????

 

I was showing miguel how to upload images to image shack.

 

Miguel, can you post a link to the script?

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I was showing miguel how to upload images to image shack.

 

Miguel, can you post a link to the script?

 

 

the site where i downloaded isn't working, but i can give you guys the script here

it's in portuguese XD, sorry

 

 

#==============================================================================
# Meter Enemy Hp & Sp
# By Resource manager
#--------------------------------------------------------------------------
# Criado por Deibson Melciades Hatake (30.09.06)
# Baseado no script do Tetra-z
#==============================================================================
#
# Quando o cursor estiver sobre o inimigo durante a batalha, aparecerá a o HP e o Sp
# do inimigo, assim como as barras coloridas na janela de Help.
#
#==============================================================================
# Class Window_Base por Hatake
#==============================================================================

class Window_Base < Window
def draw_barra_hp(actor, x, y, width = 150, height = 4)
w = width * actor.hp / actor.maxhp
hp_color_1 = Color.new(0, 255, 0, 192)
hp_color_2 = Color.new(0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1

y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end

# Barra de MP

def draw_barra_sp(actor, x, y, width = 150, height = 4)
w = width * actor.sp / actor.maxsp
hp_color_1 = Color.new( 255, 255, 0, 192)
hp_color_2 = Color.new( 255, 100, 0, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end


# Draw_Line

def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
distance = (start_x - end_x).abs + (start_y - end_y).abs
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
self.contents.fill_rect(x, y, width, width, start_color)
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
end

#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :action_input_actor
end
#==============================================================================
# ■ Window_Help
#==============================================================================
class Window_Help < Window_Base
def see_through_element_all
return 0
end
def see_through_element_self
return 0
end
def enemy_status_searched(enemy)
return true if $data_enemies[enemy.id].element_ranks[see_through_element_self] < 3
return true if $data_enemies[enemy.id].element_ranks[see_through_element_all] < 3
unless (see_through_element_self <= 0 or
$data_enemies[enemy.id].element_ranks[see_through_element_self] > 3)
actor = $game_temp.action_input_actor
if ($data_classes[actor.class_id].element_ranks[see_through_element_self] < 3 or
actor.equip_element_set.include?(see_through_element_self))
return true
end
end
unless (see_through_element_all <= 0 or
$data_enemies[enemy.id].element_ranks[see_through_element_all] > 3)
for actor in $game_party.actors
if (($data_classes[actor.class_id].element_ranks[see_through_element_all] < 3 or
actor.equip_element_set.include?(see_through_element_all)) and
actor.movable?)
return true
end
end
end
return false
end
def draw_actor_name(actor, x, y)
if actor.is_a?(Game_Actor)
return super
end
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 192, 32, actor.name)
end
alias tetraz28_set_enemy set_enemy
def set_enemy(enemy)
if enemy_status_searched(enemy) and !Input.press?(Input::A)
if (enemy != @actor or @enemy.nil? or
[enemy.states, enemy.hp, enemy.maxhp, enemy.sp, enemy.maxsp] != @enemy)
self.contents.clear
draw_actor_name(enemy, 4, 0)
draw_actor_state(enemy, 196, 0)
draw_actor_hp(enemy, 299, 0)
draw_actor_sp(enemy, 460, 0)
draw_barra_hp(enemy, 290, 26)
draw_barra_sp(enemy, 450, 26)
@actor = enemy
@enemy = [enemy.states, enemy.hp, enemy.maxhp, enemy.sp, enemy.maxsp]
@text = nil
end
self.visible = true
else
tetraz28_set_enemy(enemy)
end
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle
alias tetraz28_update_phase3_enemy_select update_phase3_enemy_select
def update_phase3_enemy_select
$game_temp.action_input_actor = @active_battler
tetraz28_update_phase3_enemy_select
end
end

 

EDIT: Sorry, forgot to say paste this above main.

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Lol.

 

Please put it in

CODE BOXES [code]$text = 'Some long code here';

[/code]

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Lol.

 

Please put it in

a code box like this

 

 

 

(write [ code ]paste[ \code ] for code boxes without the spaces.

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Lol.

 

Please put it in

a code box like this

 

 

 

(write [ code ]paste[ \code ] for code boxes without the spaces.

 

 

LOL, I'm still learning, sorry XD

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I'm the one that just double posted, lol.

 

The site takes forever to load so I press reload and that happens.

 

 

Ugg...

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Oh ok. the other day i was searching and i found out, another show enemy hp script. but it's in percentage, but it's also cool. check it out later

 

http://www.rmxpunlimited.net/index.php/rmxp/rgss1-scripts/item/huds-and-bars/actorenemy-hp-bars.html

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Cieran, please warn us before you post a link to a direct download. :ph34r: You little ninja.

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Cieran, please warn us before you post a link to a direct download. :ph34r: You little ninja.

sorry about that. hope nothing happened

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Oh ok. the other day i was searching and i found out, another show enemy hp script. but it's in percentage, but it's also cool. check it out later

 

http://www.rmxpunlimited.net/index.php/rmxp/rgss1-scripts/item/huds-and-bars/actorenemy-hp-bars.html

 

any way that it could just show the hp and mp without the bars?

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any way that it could just show the hp and mp without the bars?

 

you're talking about the last link i gave you right? where the enemy has bar in percentage, right?

i don't know... you've to ask to someone else who is good at scripting, i guess XD.

try opening a new topic, asking that.

 

i also don't like the bars very much, that's why i used the other one, too lazy to ask to remove the bars XD.

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I don't know what you are asking Cerian but if its just a script edit, then I'm sure Polraudio will help ya' out.

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the site where i downloaded isn't working, but i can give you guys the script here

it's in portuguese XD, sorry

 

 

#==============================================================================
# Meter Enemy Hp & Sp
# By Resource manager
#--------------------------------------------------------------------------
# Criado por Deibson Melciades Hatake (30.09.06)
# Baseado no script do Tetra-z
#==============================================================================
#
# Quando o cursor estiver sobre o inimigo durante a batalha, aparecerá a o HP e o Sp
# do inimigo, assim como as barras coloridas na janela de Help.
#
#==============================================================================
# Class Window_Base por Hatake
#==============================================================================

class Window_Base < Window
def draw_barra_hp(actor, x, y, width = 150, height = 4)
w = width * actor.hp / actor.maxhp
hp_color_1 = Color.new(0, 255, 0, 192)
hp_color_2 = Color.new(0, 255, 255, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1

y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end

# Barra de MP

def draw_barra_sp(actor, x, y, width = 150, height = 4)
w = width * actor.sp / actor.maxsp
hp_color_1 = Color.new( 255, 255, 0, 192)
hp_color_2 = Color.new( 255, 100, 0, 192)
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
x -= 1
y += (height/4).floor
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).ceil , hp_color_2)
x -= 1
y += (height/4).ceil
self.contents.fill_rect(x+8, y+4, width, (height/4).floor, Color.new(0, 0, 0, 128))
draw_line(x, y, x + w, y, hp_color_1, (height/4).floor, hp_color_2)
end


# Draw_Line

def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
distance = (start_x - end_x).abs + (start_y - end_y).abs
if end_color == start_color
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
self.contents.fill_rect(x, y, width, width, start_color)
end
else
for i in 1..distance
x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
r = start_color.red * (distance-i)/distance + end_color.red * i/distance
g = start_color.green * (distance-i)/distance + end_color.green * i/distance
b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance
a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
self.contents.fill_rect(x, y, width, width, Color.new(r, g, b, a))
end
end
end
end

#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :action_input_actor
end
#==============================================================================
# ■ Window_Help
#==============================================================================
class Window_Help < Window_Base
def see_through_element_all
return 0
end
def see_through_element_self
return 0
end
def enemy_status_searched(enemy)
return true if $data_enemies[enemy.id].element_ranks[see_through_element_self] < 3
return true if $data_enemies[enemy.id].element_ranks[see_through_element_all] < 3
unless (see_through_element_self <= 0 or
$data_enemies[enemy.id].element_ranks[see_through_element_self] > 3)
actor = $game_temp.action_input_actor
if ($data_classes[actor.class_id].element_ranks[see_through_element_self] < 3 or
actor.equip_element_set.include?(see_through_element_self))
return true
end
end
unless (see_through_element_all <= 0 or
$data_enemies[enemy.id].element_ranks[see_through_element_all] > 3)
for actor in $game_party.actors
if (($data_classes[actor.class_id].element_ranks[see_through_element_all] < 3 or
actor.equip_element_set.include?(see_through_element_all)) and
actor.movable?)
return true
end
end
end
return false
end
def draw_actor_name(actor, x, y)
if actor.is_a?(Game_Actor)
return super
end
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 192, 32, actor.name)
end
alias tetraz28_set_enemy set_enemy
def set_enemy(enemy)
if enemy_status_searched(enemy) and !Input.press?(Input::A)
if (enemy != @actor or @enemy.nil? or
[enemy.states, enemy.hp, enemy.maxhp, enemy.sp, enemy.maxsp] != @enemy)
self.contents.clear
draw_actor_name(enemy, 4, 0)
draw_actor_state(enemy, 196, 0)
draw_actor_hp(enemy, 299, 0)
draw_actor_sp(enemy, 460, 0)
draw_barra_hp(enemy, 290, 26)
draw_barra_sp(enemy, 450, 26)
@actor = enemy
@enemy = [enemy.states, enemy.hp, enemy.maxhp, enemy.sp, enemy.maxsp]
@text = nil
end
self.visible = true
else
tetraz28_set_enemy(enemy)
end
end
end
#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle
alias tetraz28_update_phase3_enemy_select update_phase3_enemy_select
def update_phase3_enemy_select
$game_temp.action_input_actor = @active_battler
tetraz28_update_phase3_enemy_select
end
end';

 

EDIT: Sorry, forgot to say paste this above main.

i pasted it and it didn't work(i mean nothing happend). i think the way you have it here is the problem. any chance you could send the copy of the code from you script editor?

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do you see the last line of the script where it's end'; take out the ( ' ; ) . i accidenlty put that, it is suposted to end just "end" and not with the end';

 

i'm going to edit my post, so if you didn't understand, just copy it form my other post again

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do you see the last line of the script where it's end'; take out the ( ' ; ) . i accidenlty put that, it is suposted to end just "end" and not with the end';

 

i'm going to edit my post, so if you didn't understand, just copy it form my other post again

i did everything like that already and i still didn't work.

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i did everything like that already and i still didn't work.

 

 

?? That's strange, it works fine with me, i've tested in my other pc too. well i'm going to give you the demo

If it isn't still working after the demo say something

Demo: http://www.mediafire.com/download.php?dm4u0tyzujj

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