HEALTH BARS IN RPG MAKER 2003 FOR ENEMIES/MONSTERS
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Hi everyone at rpgmaker.net!
I must say I really love the community and I appreciate the response I've got so far for my yet-to-be released game.
I do wonder if it is possible to add the healh-, mana- and progression bars over the enemies' heads so you can see how much HP they have left etc. (Progression bars are the ones that tell you when you can attack again for each turn.)
Just to be clear on one point: This is meant to be where you encounter monsters in a battle background, not the open map with an event. I hope you understand what I'm trying to imply.
Many thanks for those who can help me with this and I will make sure to make a shout-out in some way. :)
I must say I really love the community and I appreciate the response I've got so far for my yet-to-be released game.
I do wonder if it is possible to add the healh-, mana- and progression bars over the enemies' heads so you can see how much HP they have left etc. (Progression bars are the ones that tell you when you can attack again for each turn.)
Just to be clear on one point: This is meant to be where you encounter monsters in a battle background, not the open map with an event. I hope you understand what I'm trying to imply.
Many thanks for those who can help me with this and I will make sure to make a shout-out in some way. :)
There's one for just HP bars that I use in my game: http://share.cherrytree.at/showfile-9174/healthdemo.zip
author=Milennin
There's one for just HP bars that I use in my game: http://share.cherrytree.at/showfile-9174/healthdemo.zip
How do you use it/install it? I have the file but don't know what to do with it...
Download has a sample project to see how it works:
You need to patch your game with DynRPG, then place the health_bars.dll in the DynPlugins folder.
Copy the DynRPG.ini file and place it in your game folder.
Copy the bar.png and health.png files and place it in your game's Picture folder.
You need to patch your game with DynRPG, then place the health_bars.dll in the DynPlugins folder.
Copy the DynRPG.ini file and place it in your game folder.
Copy the bar.png and health.png files and place it in your game's Picture folder.
author=Milennin
Download has a sample project to see how it works:
You need to patch your game with DynRPG, then place the health_bars.dll in the DynPlugins folder.
Copy the DynRPG.ini file and place it in your game folder.
Copy the bar.png and health.png files and place it in your game's Picture folder.
How do I patch the game with DynRPG? is it a separate file?
All information, including download, on this site: http://rpg-maker.cherrytree.at/dynrpg/
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you haven't used DynRPG before you'll be in for some work figuring it out. It's a hacking tool that lets you apply fan-made or self-made patches to your game for various effects that are impossible to do in the engine. It only works in the non-Steam, usually-pirated version of RM2K3.
In the official legal English version of RM2K3, adding health bars is *extremely* difficult. You would have to have about ten or twenty different enemy graphics per enemy, each with a health bar at a different point. And then you would need to create battle events for every enemy in every battle that checked the HP of every enemy after every turn and adjusted their graphics appropriately. For a medium-sized game, I would estimate that this would take a few hundred hours of work. It's really not worth it.
It would probably be faster to get a job at McDonalds, earn enough money to buy RPG Maker VX Ace, quit after one day, learn how to use VX Ace, recreate your game so far in VX Ace, and download an HP bar script that's compatible with VX Ace than it would be to create this feature in the Steam version of RM2K3.
In the official legal English version of RM2K3, adding health bars is *extremely* difficult. You would have to have about ten or twenty different enemy graphics per enemy, each with a health bar at a different point. And then you would need to create battle events for every enemy in every battle that checked the HP of every enemy after every turn and adjusted their graphics appropriately. For a medium-sized game, I would estimate that this would take a few hundred hours of work. It's really not worth it.
It would probably be faster to get a job at McDonalds, earn enough money to buy RPG Maker VX Ace, quit after one day, learn how to use VX Ace, recreate your game so far in VX Ace, and download an HP bar script that's compatible with VX Ace than it would be to create this feature in the Steam version of RM2K3.
Wouldn't this topic belong into the "Help me!" thread? You'd want to use this forum if you wanted to talk about the use of health bars on enemies from a design aspect (like how to display them, when they should be visible, how to color them etc.).
i mean you could also have like 10 graphics for each monster based on how full their HP was, and have them transform into a new monster based on their current HP. not at all worth your time, but hey that's 2k3 for ya
In case you do still want to use DynRPG, the DynBattleDisplay plugin handles all three types of bars and more.
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