here we go if you dont have a rmxp account:
someone else made this not me i might edit it to be above the monster but later he....
Ok here's the script read carefully:
in Window_Base add:
def draw_enemy_hp_meter(enemy, x, y, width = 156, type = 0)
if type == 1 and enemy.hp == 0
return
end
self.contents.font.color = system_color
self.contents.fill_rect(x-1, y+27, width+2,6, Color.new(0, 0, 0, 255)) #0, 0, 0, 255
self.contents.fill_rect(x, y+28, width * enemy.hp/ enemy.maxhp,4, Color.new(0, 100, 155, 255)) #0, 255, 255, 255
end
Make a new window under window_battlestatus and add:
class Window_EnemyBar < Window_Base
#Thanks to rpgmaker for helping me with the x and y placements.
#--------------------------------------------------------------------------
# ◠オブジェクトåˆæœŸåŒ–
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
self.z = 9998
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
refresh
end
#--------------------------------------------------------------------------
# ◠解放
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# ◠リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_troop.enemies.size
for i in 0...$game_troop.enemies.size
enemy = $game_troop.enemies[i]
if enemy = $game_troop.enemies[0]
draw_enemy_hp_meter(enemy, enemy.screen_x - 75, enemy.screen_y - 40, 120)
self.contents.font.color = brightgray_color
self.contents.draw_text(enemy.screen_x - 90, enemy.screen_y - 25, 100, 32, "HP:")
self.contents.draw_text(enemy.screen_x - 20, enemy.screen_y - 25, 100, 32, enemy.hp.to_s + " / ")
self.contents.draw_text(enemy.screen_x, enemy.screen_y - 25, 100, 32, " " + enemy.maxhp.to_s)
end
if enemy = $game_troop.enemies[1]
draw_enemy_hp_meter(enemy, enemy.screen_x - 75, enemy.screen_y - 40, 120)
self.contents.font.color = brightgray_color
self.contents.draw_text(enemy.screen_x - 90, enemy.screen_y - 25, 100, 32, "HP:")
self.contents.draw_text(enemy.screen_x - 20, enemy.screen_y - 25, 100, 32, enemy.hp.to_s + " / ")
self.contents.draw_text(enemy.screen_x, enemy.screen_y - 25, 100, 32, " " + enemy.maxhp.to_s)
end
if enemy = $game_troop.enemies[2]
draw_enemy_hp_meter(enemy, enemy.screen_x - 75, enemy.screen_y - 40, 120)
self.contents.font.color = brightgray_color
self.contents.draw_text(enemy.screen_x - 90, enemy.screen_y - 25, 100, 32, "HP:")
self.contents.draw_text(enemy.screen_x - 20, enemy.screen_y - 25, 100, 32, enemy.hp.to_s + " / ")
self.contents.draw_text(enemy.screen_x, enemy.screen_y - 25, 100, 32, " " + enemy.maxhp.to_s)
end
end
end
end
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
def update
end
In Winow_Base where you see the colors defined add:
def brightgray_color
return Color.new(200, 200, 200, 255)
end
in Scene_Battle 1 (Thanks to rpgmaker for helping me along with this)
add
@enemy_window = Window_EnemyBar.new
@enemy_window.opacity = 0
@enemy_window.back_opacity = 0
in the disposes add:
@enemy_window.dispose
same with the updates add:
@enemy_window.update
Now search for the line
@status_window.refresh
and add:
@enemy_window.refresh
Do this in scene battler 2 (There should only be one)
and 3 in scene battler 4
and that's it.
Any probs let me know.