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Battle HUDs

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Battle HUDs
Version: 3.0
Author: Pacman
Date: January 19th, 2012

Version History


  • <Version 3.0> 19.01.2012 - Added enemy HUD, revamped script
  • <Version 2.1> 12.08.2011 - Removed the error messages ._.
  • <Version 2.0> 12.04.2011 - Added further configuration options concerning the font.
  • <Version 1.1> 06.21.2011 - Fixed a minor divzero bug that occurred when a character had 0 max mp.
  • <Version 1.0> 04.18.2011 - Original Release

Planned Future Versions

  • I'll take any suggestions into consideration at the moment.

Description


There are a lot of battle scripts for VX out there, and they're
mostly fantastic. However, they all require so much configuration. This script
is the ultimate plug-and-play battle HUD: all you have to do is put it in the
editor and alter one thing if you really want to. This script simply puts the
actor's defined face into the battle window along with their HP and MP.
There is now also a HUD for the enemy selection part of battle. It contains
the enemies' names, HPs, MPs and states. You can prevent the HUD from drawing
these values buy placing certain tags in the enemy's notebox.

Features

  • Incredibly simple plug-and-play battle HUD.
  • Comprehensive display of enemies' stats in-battle.
  • Optional configuration for font size, colour and type.

Screenshots


From top to bottom: Actor HUD with new colours, Actor HUD with original colours, Enemy HUD.

Instructions

Plug-and-play. You can look at the configuration module if you must.

Script


Code: [Select]
#===============================================================================
#
# Battler HUD
# Version 3.0
# By Pacman (rmrk.net)
# Description: There are a lot of battle scripts for VX out there, and they're
# mostly fantastic. However, they all require so much configuration. This script
# is the ultimate plug-and-play battle HUD: all you have to do is put it in the
# editor and alter one thing if you really want to. This script simply puts the
# actor's defined face into the battle window along with their HP and MP.
# There is now also a HUD for the enemy selection part of battle. It contains
# the enemies' names, HPs, MPs and states. You can prevent the HUD from drawing
# these values buy placing certain tags in the enemy's notebox:
#
# UNKNOWN_STATUS      - Nothing is drawn.
# UNKNOWN_STATE       - The states are not drawn.
# UNKNOWN_NAME        - The name is not drawn.
# UNKNOWN_HP          - The HP is not drawn.
# UNKNOWN_MP          - The MP is not drawn.
#
# Instructions: Put this script under materials and above main in the script
# editor. Change CharOpa to the desired opactiy if you wish, and let the
# script do the rest. You can also change the font type, size and colour in the
# configuration.
#
# Support: I reside almost ever-presently at rmrk.net.
#
#===============================================================================

module PacBFH   # <- Do not touch
#-------------------------------------------------------------------------------
# EDITING SECTION
#-------------------------------------------------------------------------------
  USE_ACTOR = true  # Use actor HUD?
  USE_ENEMY = true  # Use enemy HUD?
  CharOpa = 150 # Default 150
  ORIG_COLOURS = true # Use original HP/MP colours or my new colours?
  Colour = [255, 255, 255]  # RGB(A) values, separated by commas.
  Size = 17 # Size of the name text
  Font = "Verdana"  # Font of the name text
  HPMP_SIZE = false # Does 'size' apply to the drawing of HP and MP?
#-------------------------------------------------------------------------------
# END EDITING SECTION
#-------------------------------------------------------------------------------
end

if PacBFH::USE_ACTOR
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================
 
class Window_BattleStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias pacman_WBS_ini initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 416, 128, 1)
    @column_max = $game_party.members.size
    refresh
    self.active = false
    self.opacity = 255
    self.cursor_rect.set(0, self.index * 96, 90, 90)
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : Item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    rect.height = 96
    self.contents.clear_rect(rect)
    self.contents.font.color = Color.new(*PacBFH::Colour)
    self.contents.font.size = PacBFH::Size
    self.contents.font.name = PacBFH::Font
    actor = $game_party.members[index]
    draw_actor_face2(actor, index * 96,0,80)
    draw_actor_name(actor, index * 96 + 8, 0)
    draw_actor_state(actor, index * 96 + 4, 32, 20)
    self.contents.font.size = PacBFH::HPMP_SIZE ? PacBFH::Size : 14
    draw_hp_and_mp(actor, index * 96, 50, 90)
    self.contents.font.color = Font.default_color
    self.contents.font.name = Font.default_name
    self.contents.font.size = Font.default_size
  end
  #--------------------------------------------------------------------------
  # * Frame update for cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(index*96, 0, 90, 96)
    end
  end
end
 
 
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a superclass of all windows in the game.
#==============================================================================
 
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Secondary Method of drawing actor face
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : width of box
  #     height: height of box
  #--------------------------------------------------------------------------
  def draw_actor_face2(actor, x, y, width = 96, height = 96)
    draw_face2(actor.face_name, actor.face_index, x, y, width, height)   
  end
  #--------------------------------------------------------------------------
  # * Secondary Method of drawing face graphics
  #     face_name  : Face graphic filename
  #     face_index : Face graphic index
  #     x          : draw spot x-coordinate
  #     y          : draw spot y-coordinate
  #     width      : width of box
  #     height     : height of box
  #--------------------------------------------------------------------------
  def draw_face2(face_name, face_index, x, y, width = 96, height = 96)
    bitmap = Cache.face(face_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = face_index % 4 * 96 + (96 - width) / 2
    rect.y = face_index / 4 * 96 + (96 - height) / 2
    rect.width = width
    rect.height = height -10
    self.contents.blt(x + 5, y + 5, bitmap, rect, PacBFH::CharOpa)
    bitmap.dispose
  end
  #--------------------------------------------------------------------------
  # * Draw Actor HP and MP
  #     actor : actor whose stats are to be drawn
  #     x     : draw spot x-coordinate
  #     y     : draw spot y_coordinate
  #     width : width of draw spot
  #--------------------------------------------------------------------------
  def draw_hp_and_mp(actor, x, y, width)
    if PacBFH::ORIG_COLOURS
      back_color = gauge_back_color
      hp_color1 = hp_gauge_color1
      hp_color2 = hp_gauge_color2
      mp_color1 = mp_gauge_color1
      mp_color2 = mp_gauge_color2
    else
      back_color = Color.new(39, 58, 83, 255)
      hp_color1 = Color.new(66, 114, 164, 255)
      hp_color2 = Color.new(122, 175, 229, 255)
      mp_color1 = Color.new(93, 50, 158, 255)
      mp_color2 = Color.new(145, 122, 229, 255)   
    end
    self.contents.fill_rect(x + 5, y + 15, width - 10, 7, back_color)
    self.contents.gradient_fill_rect(x + 7, y + 17, (width - 14) * actor.hp /
     actor.maxhp, 3, hp_color1, hp_color2)
    self.contents.draw_text(x + 5, y, width - 10, 20, Vocab::hp, 0)
    self.contents.draw_text(x + 5, y, width - 10, 20, actor.hp.to_s + "/" +
     actor.maxhp.to_s, 2)
    self.contents.fill_rect(x + 5, y + 35, width - 10, 7, back_color)
    if actor.maxmp != 0
      self.contents.gradient_fill_rect(x + 7, y + 37, (width - 14) * actor.mp /
       actor.maxmp, 3, mp_color1, mp_color2)
    else
      self.contents.gradient_fill_rect(x + 7, y + 37, (width - 14) * actor.mp,
       3, mp_color1, mp_color2)
    end
    self.contents.draw_text(x + 5, y + 20, width - 10, 20, Vocab::mp, 0)
    self.contents.draw_text(x + 5, y + 20, width - 10, 20,
     actor.mp.to_s + "/" + actor.maxmp.to_s, 2)
  end
end
end

if PacBFH::USE_ENEMY
#==============================================================================
# ** Window_TargetEnemy
#------------------------------------------------------------------------------
#  Window for selecting the enemy who is the action target on the battle
# screen.
#==============================================================================

class Window_TargetEnemy < Window_Command
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @enemies = []
    commands = []
    $game_troop.members.each do |enemy|
      next unless enemy.exist?
      @enemies.push(enemy)
      commands.push(enemy.name)
    end
    super(416, commands)
    self.height = 128
  end
  #--------------------------------------------------------------------------
  # * Get Enemy Object
  #--------------------------------------------------------------------------
  def enemy
    return @enemies[@index]
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    self.contents.clear_rect(rect)
    self.contents.font.color = normal_color
    actor = @enemies[index]
    unless actor.stat_note?('UNKNOWN_STATUS')
      draw_actor_name(actor, 4, rect.y) unless actor.stat_note?('UNKNOW_NAME')
      unless actor.stat_note?('UNKNOWN_STATUS')
        draw_actor_state(actor, 114, rect.y, 48)
      end
      unless actor.stat_note?('UNKNOWN_HP')
        draw_actor_hp(actor, 174, rect.y, 120)
      end
      unless actor.stat_note?('UNKNOWN_MP')
        draw_actor_mp(actor, 310, rect.y, 70)
      end
    end
  end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemy characters. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :status_note
  #--------------------------------------------------------------------------
  # Alias listing
  #--------------------------------------------------------------------------
  alias pac_unstat_ini initialize
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(*args)
    pac_unstat_ini(*args)
    @status_note = enemy.note
  end
  #--------------------------------------------------------------------------
  # * Get tag from enemy note
  #--------------------------------------------------------------------------
  def stat_note?(note)
    return @status_note.include?(note)
  end
end
end

#===============================================================================
#
# END OF SCRIPT
#
#===============================================================================

Credit


  • Pacman

Thanks

  • Lack of stuff to do that made me bored enough to do this.
  • darkecho666, for a bug find.

Support


I live on RMRK.net. Just post here or PM me.

Known Compatibility Issues

Probably will not work with other battle systems, although this only changes Window_BattleStatus, but let me know if you divide by zero or something (this actually happened once!).

Demo


This is far too simple to need a demo.

Author's Notes


On my script writing scale, from inspired to dead bored, this is an incredibly bored script.

Restrictions

Credit me. I exhibit no problem for usage in commercial projects, but please let me know if you are using this in a commercial project.
:ccbysa: :rmvx:
For indie games.  :nespad:
« Last Edit: January 19, 2012, 02:35:07 AM by Pacman »
it's like a metaphor or something i don't know

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this is great thanks!

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I forgot about this script XD
Now that I remember, this will work with Tankentai and the other ones... basically all battle systems that don't come with their own HUD. YEM, for example, might not like this script.
it's like a metaphor or something i don't know

**
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is there a way to script it so that instead of the hero's portrait that there Sprite would show up instead, but still have there portrait in the stats screen? Sorry if I wrote this wrong  ???

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What direction would you want the sprite to face in? Towards the player or the enemies?
it's like a metaphor or something i don't know

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well I think, Facing the player.  :)

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Nice simple script and just letting you know as stated, it does indeed have issues with certain scripts, for example, the ATB gauges will overlap the 2nd player's display, but its compatible with most other battle systems I've tried.

*****
my name is Timothy what's yours
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Hello
2014 Best IRC Quote2014 Zero to Hero2014 Most Missed Member2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
Well, I'd probably be able to write a compatibility version if anyone takes the effort to post here. Thanks for dropping by!
This script is now part of the PAC Build, so if you have any issues see if you can't post them there.
it's like a metaphor or something i don't know

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I really like this script, thanks Pacman!

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I'll be using this for my Game in a Week, nice one, Pacman. And I'm liking the new pic.

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Hello
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Why thank you, it'll be very nice to see my script in a game... for the first time.
I'm looking forward to all of your games.
it's like a metaphor or something i don't know

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is there a way to script it so that instead of the hero's portrait that there Sprite would show up instead, but still have there portrait in the stats screen? Sorry if I wrote this wrong  ???

I would like to see this too pacman!

Any chances?


:3

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At the moment, no.
I'll have a crack on it over the weekend though. ;)
it's like a metaphor or something i don't know

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Cool then :3

Ill be waiting for it.

Over

 ;)

*
Rep: +0/-0Level 68
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I'd like to use this in a game.
However there is a bug.
Some of my characters start with 0 MP and that causes the script to crash.
Here is the error output:

Code: [Select]
Script 'Battle Face HUD' line 114: ZeroDivisionError occured.

divided by 0

Of course the simple solution would be to give all my characters MP to start with, but in case there is someone else that wants a character with 0 MP somewhere in their games you might want to look over your script.
The refered line 114 is of course:

Code: [Select]
self.contents.gradient_fill_rect(x+7,y+37,(width-14)*actor.mp/actor.maxmp,3,mp_color1,mp_color2)

Oh, and thanks for the script, it makes battles look much less boring in VX  :V

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my name is Timothy what's yours
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2014 Best IRC Quote2014 Zero to Hero2014 Most Missed Member2012 Zero To HeroSecret Santa 2012 ParticipantContestant - GIAW 9For frequently finding and reporting spam and spam bots2011 Zero to Hero
I did not foresee anything like that. Thanks for pointing that out.
Anyhow, replace that line with this code:
Code: [Select]
    if actor.maxmp != 0
      self.contents.gradient_fill_rect(x+7,y+37,(width-14)*actor.mp/actor.maxmp,3,mp_color1,mp_color2)
    else
      self.contents.gradient_fill_rect(x+7,y+37,(width-14)*actor.mp,3,mp_color1,mp_color2)
    end
And it should just show up as beautiful as you on the day I met you.

Script accordingly updated to cater for this error.
« Last Edit: June 21, 2011, 10:57:52 AM by Pacman »
it's like a metaphor or something i don't know

**
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hey  :V first off really nice job on this script! I was wondering though, could you tell me what lines im gonna have to mess with if i wanna change the font type, color of the text ext... hope to hear back soon :)
« Last Edit: December 03, 2011, 02:47:57 PM by darkecho666 »

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Script updated for more configuration. See OP.
it's like a metaphor or something i don't know

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awesome, thx so much Pacman :) :) :D
« Last Edit: December 06, 2011, 09:15:36 PM by darkecho666 »

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I have encountered a problem, the game seems insistent on having text-boxes pop up telling me about all the stuff in "EDITING SECTION"! Whenever you get the time it would be awesome if you could fix.

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What do the messages say and when do they appear?
it's like a metaphor or something i don't know

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OH SHIT. THANKS FOR SHOWING ME THAT. Those were lines I had in for testing purposes and forgot to take them out! Aargh! This'll fix it.
Code: [Select]
#-------------------------------------------------------------------------------
# Battler Face HUD
# Version 2.1
# By Pacman (rmrk.net)
# Description: There are a lot of battle scripts for VX out there, and they're
# mostly fantastic. However, they all require so much configuration. This script
# is the ultimate plug-and-play battle HUD: all you have to do is put it in the
# editor and alter one thing if you really want to. This script simply puts the
# actor's defined face into the battle window along with their HP and MP.
# Instructions: Put this script under materials and above main in the script
# editor. Change CharOpa to the desired opactiy if you wish, and let the
# script do the rest. You can also change the font type, size and colour in the
# configuration.
# Support: I reside almost ever-presently at rmrk.net.
#-------------------------------------------------------------------------------
module PacBFH   # <- Do not touch
#-------------------------------------------------------------------------------
# EDITING SECTION
#-------------------------------------------------------------------------------
  CharOpa = 150 # Default 150
  Colour = [255, 255, 255]  # RGB(A) values, separated by commas.
  Size = 20
  Font = "Verdana"
  HPMP_SIZE = false # Does 'size' apply to the drawing of HP and MP?
#-------------------------------------------------------------------------------
# END EDITING SECTION
#-------------------------------------------------------------------------------
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================
 
class Window_BattleStatus < Window_Selectable
  alias pacman_WBS_ini initialize
#-------------------------------------------------------------------------------
# Rewriting Initialize
#-------------------------------------------------------------------------------
  def initialize
    super(0,0,416,128,1)
    @column_max = $game_party.members.size
    refresh
    self.active = false
    self.opacity = 255
    self.cursor_rect.set(0,self.index * 96, 90, 90)
  end
#-------------------------------------------------------------------------------
# Rewriting draw_item
#-------------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    rect.x += 4
    rect.width -= 8
    rect.height = 96
    self.contents.clear_rect(rect)
    self.contents.font.color = Color.new(*PacBFH::Colour)
    self.contents.font.size = PacBFH::Size
    self.contents.font.name = PacBFH::Font
    actor = $game_party.members[index]
    draw_actor_face2(actor, index * 96,0,80)
    draw_actor_name(actor, index * 96 + 8, 0)
    draw_actor_state(actor, index * 96 + 4, 32, 20)
    self.contents.font.size = PacBFH::HPMP_SIZE ? PacBFH::Size : 14
    draw_hp_and_mp(actor, index * 96, 50, 90)
    self.contents.font.color = Font.default_color
    self.contents.font.name = Font.default_name
    self.contents.font.size = Font.default_size
  end
#-------------------------------------------------------------------------------
# Rewriting update_cursor
#-------------------------------------------------------------------------------
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(index*96, 0, 90, 96)
    end
  end
end
 
 
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This is a superclass of all windows in the game.
#==============================================================================
 
class Window_Base < Window
#-------------------------------------------------------------------------------
# Writing draw_actor_face2
#-------------------------------------------------------------------------------
  def draw_actor_face2(actor, x, y, width = 96, height = 96)
    draw_face2(actor.face_name, actor.face_index, x, y, width, height)   
  end
#-------------------------------------------------------------------------------
# Once more for good luck!
#-------------------------------------------------------------------------------
  def draw_face2(face_name, face_index, x, y, width = 96, height = 96)
    bitmap = Cache.face(face_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = face_index % 4 * 96 + (96 - width) / 2
    rect.y = face_index / 4 * 96 + (96 - height) / 2
    rect.width = width
    rect.height = height -10
    self.contents.blt(x+5, y+5, bitmap, rect, PacBFH::CharOpa)
    bitmap.dispose
  end
#-------------------------------------------------------------------------------
# Writing draw_hp_and_mp
#-------------------------------------------------------------------------------
  def draw_hp_and_mp(actor,x,y,width)
    back_color = Color.new(39, 58, 83, 255)
    hp_color1 = Color.new(66, 114, 164, 255)
    hp_color2 = Color.new(122, 175, 229, 255) 
    mp_color1 = Color.new(93, 50, 158, 255)
    mp_color2 = Color.new(145, 122, 229, 255)   
    self.contents.fill_rect(x+5,y+15,width-10,7,back_color)
    self.contents.gradient_fill_rect(x+7,y+17,(width-14)*actor.hp/actor.maxhp,3,hp_color1,hp_color2)
    self.contents.draw_text(x+5,y,width-10,20,Vocab::hp,0)
    self.contents.draw_text(x+5,y,width-10,20,actor.hp.to_s + "/" + actor.maxhp.to_s,2)
    self.contents.fill_rect(x+5,y+35,width-10,7,back_color)
    if actor.maxmp != 0
      self.contents.gradient_fill_rect(x+7,y+37,(width-14)*actor.mp/actor.maxmp,3,mp_color1,mp_color2)
    else
      self.contents.gradient_fill_rect(x+7,y+37,(width-14)*actor.mp,3,mp_color1,mp_color2)
    end
    self.contents.draw_text(x+5,y+20,width-10,20,Vocab::mp,0)
    self.contents.draw_text(x+5,y+20,width-10,20,actor.mp.to_s + "/" + actor.maxmp.to_s,2)
  end
end
#-------------------------------------------------------------------------------
# END
#-------------------------------------------------------------------------------
it's like a metaphor or something i don't know

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Level 63
RMRK Junior
hi, im new here also new at using RPG maker, im starting a new project and i would like to use this script but it seem to be a problem, im using the script for 6 party members and this one doesnt show all the faces, it cuts all the images,  dont know anything about scripting so i dont know if there is a way to configure the size or a scroll down funtion like in the game default menu with more than 4 members, i would appretiate any help i could get :)

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my name is Timothy what's yours
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Level 79
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At the moment, there is no support for parties with more than 4 members. I'll see if I can get that in, but I guarantee nothing.
it's like a metaphor or something i don't know