DYNBATTLEDISPLAY

A DynRPG plugin which displays visual info about health, mana, turn order, and status conditions in battle



The DynBattleDisplay plugin adds an informational display near heroes and/or monsters in an RPG Maker 2003 battle. These displays can show the health, mana, and turn readiness of each battler as small gauges--the same ones used by RPG Maker 2003 when the "Gauge" Battle Type is chosen from the Battle Layout section of a project's database. In addition, DynBattleDisplay can show icons representing which status conditions each battler is currently under, and the minimum number of turns for which that status condition will last. DynBattleDisplay is highly configurable, allowing you to decide which display elements are shown, how long they are shown after a relevant change, and where to place the display in relation to a battler, with all of these options being separate for heroes and monsters. The special features of DynBattleDisplay include:

  • Optional "enhanced" mode for health and mana gauges, in which changes to values are shown as darkened bar sections and animated shrinking
  • Optional "special" mode for turn readiness gauge, in which bar appearance changes to match status conditions which double or halve agility


Change Log

v1.2 (07/04/2017):
  • Added capability to set the alpha values (transparency) of gauge and icon displays.


v1.1.4 (01/11/2016):
  • Fixed bugs which caused potential game crashes and an error message and incomplete process termination on exiting the game if the image file for condition icons was not large enough to contain icons for all conditions.


v1.1.3 (08/22/2015):
  • Fixed a bug which could cause battle displays to be overwritten by battlers (thanks to Corti for his BattleOverlay subsystem!).
  • Fixed a bug which would cause heroes added in mid-battle to not have battle displays.


v1.1.2 (08/17/2015):
  • Fixed a bug which caused an error message and incomplete process termination on exiting the game if condition icons were not used.
  • Added a check to handle cases where a battler's maximum HP is zero or less (never happens in vanilla RPG Maker 2003, but could with patches/plugins).
  • Replaced some code for drawing the number of condition turns remaining with a more sophisticated method (no change to visible workings except that it can now correctly show 1000).


v1.1.1 (08/03/2015):
  • Fixed a bug which caused the "show display when selected" behavior to work incorrectly for monsters.


v1.1 (08/01/2015):
  • Fixed a bug related to monsters transforming in RPG Maker 2003.
  • Fixed a bug that was causing the Hero Mana Bar Mode configuration option to not be read in from DynRPG.ini.
  • Changed plugin behavior so that gauges which are not set to show permanently will not appear at the start of battle.
  • Added options to allow displaying exact numbers for health or mana.
  • Added options to allow forcing an individual battler's display to show when the player has selected that battler as a potential target.


v1.0 (06/27/2015):
  • First public release.

Details

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  • 04/09/2024 02:26 PM

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I tried to reproduce it and it is repeated in the plugin demo, present on the site here. Same thing on the one on github.
However, I use a skill that inflicts 6 statuses

HeroMaxConditionDisplay=6
ConditionYOffset= if >=15 works if<15 show the error after closing the game

This is the file I use for the conditions(the icons are 15X15 pixels):
I wasn't able to reproduce that bug in my demo game. Can you tell me anything else about how it happened in your game? What the dimensions of the icons were, how many of them were stacked on top of each other, etc.? Maybe put up a download of your project with instructions on how to reproduce the bug?
After several tests with the size of the icons (to understand which one was more suitable visually in my game), I ran into a bug.
If the ConditionYOffset value is less than the icon height, this error occurs when exiting the game.
Yes!
So I hadn't skipped something in the readme
You mean have each new icon show up to the right of the previous one instead of above? That's not possible in the plugin as-is.
is there a way to horizontally align the status icons?
You mean to make the menu transparent? That would be an entirely separate project, and offhand I don't see an easy way to do it, sorry.
there is a way to add this feature, to the main menu pages?
July 4, 2017: uploaded a version with the following changes:

  • Added capability to set the alpha values (transparency) of gauge and icon displays.
Looks good! That's a useful patch you did! :)
Thank you for the info.
Yes, you can use the "Show ATB Gauges" and "Health/Mana Gauge Show Duration" configuration fields in DynRPG.ini to control whether the gauges are shown for both heroes and monsters. For positioning the gauges, you can use the "Horizontal and Vertical Alignment" configuration fields. For the situation you describe, you probably want to have MonsterHorizontalDisplayAlign=0 and MonsterVerticalDisplayAlign=-4, which will cause the top of the display to stick to the bottom of the monster sprite. I'm afraid the plugin doesn't support tweaking the position beyond that. The instructions for these configurations are in the readme.html which comes with the plugin.
Hello,
The plugin seems great.

I have a question: is it possible to display only 1 gauge like the HP gauge only or the ATB gauge only?
Also, does the position of the gauges can be tweaked with X and Y parameters according to the monster sprite position? Let say I want it just below the monster but not to far away.

Cheers!
Alas, I don't think that's something I can fix. There would need to be a callback in DynRPG which happens between the battlers being drawn and the damage indicator being drawn, and there doesn't appear to be one.
Hey, I'm using your plug in and it works great. My only gripe is that the damage indicator appears underneath the Health/Mana/ATb bars when I think it should be shown above. By damage indicator, I mean the number that appears when one of the actors is attacked.

Is there any way to change this? I have the bars positioned near the center of the enemies: if I position it above or below, the bars are often cut off by the edge of the screen.
Yes, and just because others have missed this before and still others may come looking to this thread for help, note that changing the relevant variables won't have any actual effect until you use the @dynbattledisplay_update comment command. ;)
Is there a way to set it so that you can only see the monsters' information when one of your party members has a certain item equipped? Is there a switch or something that activates it? Also, is there a way to disable the icons for the heroes? I'm using the FF-style battle system which already displays status.

EDIT: Oh, I see. I'm looking at the readme file and it appears you can use variables to determine whether or not to show the information if I'm reading this correctly.
Both of those and more configuration options are available, yes. You need to copy the data from the DynRPG.ini file in the demo project to the DynRPG.ini file in your own project and alter the data to your own preferences, otherwise DynBattleDisplay will run with default configuration. Look in the readme.html for instructions.
I think it's awesome! But is it possible to display only few things?
Like, for the enemies, only display the speed gauge?
And maybe choose its position? Like below the sprite instead of above.

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