Boo Mansion
Member
First of all, this is what my Battle system looks like right now (Minus the Exp Bar which I was able to remove myself):
http://img383.imageshack.us/img383/1678/jumpingky9.png[/img]
Notice the battle status at the top? Here is the script for it:
Could somebody remove the HP/FP(SP) bars and replace them with the following images:
http://img481.imageshack.us/img481/1218/hpbaroz2.png[/img]
(The heart (HP)/flower (FP) one without the numbers.)
Also move up the overworld sprite a few pixels?
Also could they fix the thing where the characters take damage on the HP when an enemy's turn begins? (Add the script in a new project and you'll see what I mean.)
If anybody could do this for me, this is a crucial part of my game so that's why I'll be VERY grateful. I could even repay anyone who does this by making some sprites for whatever project they are currently working on.
Thank you to whomever for taking the time to read this.
http://img383.imageshack.us/img383/1678/jumpingky9.png[/img]
Notice the battle status at the top? Here is the script for it:
Code:
#==============================================================================
# ** Hud Menu
#==============================================================================
# Raziel
# Version 2.0
# 2007-08-18
#------------------------------------------------------------------------------
#===============================================================================
# * Module Raz_Hud
#===============================================================================
module Raz_Hud
#switch to show/hide the hud
#set it to true to center the hud if there are less than four party members
Center_hud = true
end
#===============================================================================
# * Window_HUD
#===============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, -400, 800, 600)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@old_hp, @old_sp, @old_exp, @old_size = [],[],[],$game_party.actors.size
for actor in $game_party.actors
@old_hp << actor.hp; @old_sp << actor.sp; @old_exp << actor.exp
a = $game_party.actors.size - 1
center = Raz_Hud::Center_hud == true ? (240 - (a * 80)) : 0
x = ($game_party.actors.index(actor) * 160 + 25) + center
self.contents.font.size = 21
draw_actor_graphic(actor, x - 15, 445)
self.contents.font.color = normal_color
self.contents.draw_text(x - 25, 360, 100, 32, actor.name)
draw_slant_bar(x + 8, 396, actor.hp, actor.maxhp, 100, 6)
draw_slant_bar(x + 8, 416, actor.sp, actor.maxsp, 100, 6, Color.new(0, 0, 150), Color.new(60, 155, 155))
draw_actor_state(actor, x + 45, 360)
self.contents.font.color = normal_color
self.contents.font.bold = true
self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(x + 16, 382, 100, 32, "#{actor.hp}/#{actor.maxhp}", 1)
self.contents.font.color = actor.sp == 0 ? crisis_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(x + 16, 402, 100, 32, "#{actor.sp}/#{actor.maxsp}", 1)
self.contents.font.color = system_color
self.contents.font.size = 20
self.contents.font.bold = false
self.contents.draw_text(x, 384, 50, 32, $data_system.words.hp)
self.contents.draw_text(x, 404, 50, 32, $data_system.words.sp)
self.contents.draw_text(x, 424, 50, 32, "")
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
refresh if @old_size != $game_party.actors.size
@old_hp.each_with_index {|hp, index| refresh if hp != $game_party.actors[index].hp}
@old_sp.each_with_index {|sp, index| refresh if sp != $game_party.actors[index].sp}
end
end
#===============================================================================
# * Window_Dummy
#===============================================================================
class Window_Dummy < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# size: Party's size
#--------------------------------------------------------------------------
def initialize(size)
@old_size = $game_party.actors.size
x = Raz_Hud::Center_hud == true ? 240 - ($game_party.actors.size - 1) * 80 : 0
super(160 * size + x, 372, 160, 108)
self.opacity = 0
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Slant Bar (by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# * Now Exp
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Next Exp
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
Could somebody remove the HP/FP(SP) bars and replace them with the following images:
http://img481.imageshack.us/img481/1218/hpbaroz2.png[/img]
(The heart (HP)/flower (FP) one without the numbers.)
Also move up the overworld sprite a few pixels?
Also could they fix the thing where the characters take damage on the HP when an enemy's turn begins? (Add the script in a new project and you'll see what I mean.)
If anybody could do this for me, this is a crucial part of my game so that's why I'll be VERY grateful. I could even repay anyone who does this by making some sprites for whatever project they are currently working on.
Thank you to whomever for taking the time to read this.