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Topics - MeVII

1
Greetings:

I would like to be able to set events to activate / trigger when the player clicks on them.

Is this possible via plugin or other scripting methods?

Thanks all!

MeVII
2
Resources / Edited RTP Template
November 07, 2010, 03:06:09 pm



Edited RTP Template for New Projects
Version: 1.0
Type: Visual



Introduction

        I made this RTP edit for myself. After finishing I decided to share it.
       All images have been recontrasted, color enhanced and softened.
       There are also many changes beyond those that I never bothered to keep track of.
       Although I cant list them, Im sure most of them will be seen / found.



Features


  • All images - Battlers, Battlebacks, Tilesets, Animation cells etc...
  • Recontrasted
  • Color Enhanced
  • Softened
  • Before and After Comparisons for all RTP Tilesets
  • Slight Visual Tweaks to Default Scripts*
  • Many Other Tweaks and Fixes


       *Look for "---" at the start of edited script names.



Screenshots*

            Snow Town In - Original                         Snow Town In - Edited
                            
                Click to Enlarge                                           Click to Enlarge

       *Since I edited all the visuals, Ive only posted one example to give an idea of what Ive done.



Demo

       Edited RTP Template for New Projects



Instructions

       Download the demo from above. Use it, or any of its edited content for your projects.
       There are Comments of me saying more of the same in the Common Events section of the project.
       Be sure to save a backup copy for later use if you intend to use it more than once.



Credits and Thanks


  • Thanks to Enterbrain for the Great Program!
  • Thanks to Chaos Project for the Best RPG-Maker Site on the Web!




Author's Notes

       Again, I made this for myself really. So its not perfect, or even meant to be.
       All in all, I hope others can find it somewhat useful.

                                                                                                                                                                     MeVII

3
Animated Lighting Effects
Version: 1.0
Type: Multi-Event System



Introduction

      This Event Demo Contains the Resources and Setup for Animated Lighting Effects in Dark Areas.
      Also, Grown Out of Necessity, There is Included an Evented Per-Step Random Encounter System.



Features


  • Five Fully Functional Lighting Effects
  • Lightless (Default Darkness)
  • Small Torch (Item + Icon)
  • Large Torch (Item + Icon)
  • Glow Stone (Item Only)
  • Light Spell (Skill Only)
  • Per-Step Random Encounter Event Giving Much Greater Control Over Random Encounters.




Screenshots

Lightless: ShowHide


Small Torch: ShowHide


Large Torch: ShowHide



Glow Stone: ShowHide


Light Spell: ShowHide




Demo
Animated Lighting Effects


Instructions

      Open the Demo in RPGXP.
      There are Detailed Event Comments Throurally Explaining How the Event System Functions, and How to Set It Up.



Credits and Thanks


  • Credit MeVII, cuz I made it.
  • Thanks to Chaos Project for being my RPGXP Home Site.




Author's Notes

      Im sure this can be done very easy with a script. Im not a scripter. So I need to use events.
      This is a large and complicated event system. I worked on it for two weeks before finishing it.
      It works, and works well, its just not as convenient as I thought it would be when I first started.
      The primary issue is that in changing active screens, the animation dosent re-render instantly.
      This gives a half second of "blink" where a player can see the whole area.
      This naturally broke the purpose of the event all together.
      I "fixed" this problem by setting things up to be covered with a "black out" picture when needed.
      For some reason, pictures do stay "active" while animations do not, even in-between screen changes.
      I considered using pictures altogether then, and not animations to avoid that problem,
             but then you loose the advantage of the animation following the player automatically.
      You would need to event the picture to stay centered on the player.
      Halfway done by that time, I decided to stick it through and finish it on the animation side.
      In the end, the PerStep Random Encounter Script came out as a pleasant bonus.
      (Needed to cover the screen after a battle is finished with the "Black Out" picture.)
      Again, while complicated, its boon is a much greater deal of control over random encounters.

      If there is something I didnt cover in the demo, or if you find an error, let me know here, and Ill fix it.
               

Enjoy!


                                                                                                           MeVII



     
4
General Discussion / Looking for Input
March 21, 2010, 02:23:08 pm
Hey All!

Lookin for some input here.
Which is the best visual representation for the progression of numbers/levels 1 - 10?
These will be used for my skills/spells.
The examples are for my fire spells icon.
Tell me what one you like the best.
Or even make your own and show me.
Blank Template: ShowHide

Rules
1. I am only interested in pip sequence/placement. No other editing is necessary.
2. I prefer the pips to stay on the icons edges.
(Pip is located in the upper left of the blank template.)


Any input is welcome.
I am only looking for input on the pip placement sequence.
Sequence A: ShowHide

Sequence B: ShowHide

Sequence C: ShowHide

Sequence D: ShowHide

Sequence E: ShowHide

Sequence F: ShowHide


Also, in general, which looks better for the last one?
Vertical: ShowHide




or

Horizontal: ShowHide




Thanks for any input!

                                                                                                        MeVII
 
5
Resources / 6000+ Tracks of Free Music!
March 13, 2010, 10:35:26 pm
Locked


Reason: Resource moved to primary thread HERE.


Locked
6
Thread Summary:

      I was having issues with elements set to have 0% effect on creatures still killing them.
      Blizzard said to make a demo so hed look at it.
      Blizzard noticed my mention of Tons of AddOns in my explanation and recommended an upgrade.
      I explained I had upgraded, and confirmed it was the most recent version.
      Blizzard recommended the fix of changing line 3793 in ToAO v7.39b Section#2
Recommended Changes: ShowHide
       From this...
SKILL_SETS = [9, 10, 11, 12, 13, 14, 15, 16]

      To this...
SKILL_SETS = []
Simply delete the preset numbers.


      Thanks for the input Blizzard! :)

                                                                                             MeVII

Original 1st Post: ShowHide
I was testing my skills today, and Im very confused. I have hope that someone can help.

A test skill is set to one element (test), and add one state (test).
The state (test) is set to add one state (test).
The test enemy is set to E (0%) for the element (test), and F (0%) for state efficiency (test).
When the skill is used, the test enemy still takes damage and dies.
This happens even when ALL elements are set to F (-100%), and ALL states are set to F (0%).
Why wont those settings make the enemy immune to the skill?
I am not using any dummy elements.
I am using the
class Game_Battler
 $DUMMY_ELEMENTS = [] if $DUMMY_ELEMENTS == nil
 def elements_correct(elements)
   return 100 if elements.size == 0
   multiplier = 0
   size = 0
   elements.each {|i|
       if !$DUMMY_ELEMENTS.include?(i) && self.element_rate(i) != 100
         multiplier += self.element_rate(i)
         size += 1
       end}
   return 100 if size == 0
   return multiplier/size
 end
end


So, Im lost.

Any input? Thanks to all!

                                                                                       MeVII

Edit 3/4/10
I just thought of this after I sent off a private msg to someone ...Is this because skills all do a "base" or "non-elemental" dammage on top of, or modified by the element? Hence, a skill with no element at all, would still do damage? Or in other words, is no way to make a creature totally immune to the damage to a specific element through element settings?

 
7
U.niversal R.andom G.eneration E.vent
Version: 1.5
Type: [XP] Common Parallel Process Event



Introduction

      This event allows for an unlimited degree of control over the variance of treasures generated in your game.



Features


  • v1.0
  • Generate Random Treasure Anywhere You Can Give Players an Item.
  • Treasure Can be Any Imaginable Mix and Amount of Anything You Put In Your Game.
  • Script Free, Makes it 100% Compatible at All Times.
  • Extra Chest Opening and Closing common event.
  • Extra Customed Chest Closing SE.
  • v1.5 Added...
  • Split Into Primary and Secondary Event Systems for Easy Customizing.
  • Additional Detailed Comments.
  • More Examples/Ideas of How to Use the URGE.
  • Specific example for adding Unidentified Items to a Game.
  • Runs Both v1.0 & 1.5 Demos.




Screenshots

      Screenshots Would Only Show Text Windows Giving Different Treasure. Please See the Demo Below.



Demo

      Universal Random Treasure Event



Instructions

      Open the Demo in RPGXP.
      There are Detailed Event Comments Throurally Explaining How the Event System Functions, and How to Customize It.



Credits and Thanks


  • Credit MeVII, cuz I made it.
  • Thanks to Blizzard for Being the First to be Kind to Me About a Year Ago When I Asked Him My First Harebrained Question.
  • Thanks to Everyone Here at Chaos Project Thats Ever Helped Me Out With a Question.
  • Thanks to Everyone For Their Complements on this Event!




Author's Notes

      If there is something I didnt cover in the demo, or if you find an error, let me know here, and Ill fix it.
               

Enjoy!


                                                                                                           MeVII
     
8
Script Troubleshooting / [XP] State Effectiveness %
February 22, 2010, 05:45:21 pm
Hi!

Is line 263 in game-battler-2
if rand(100) < [0,100,80,60,40,20,0][self.state_ranks[i]]

Where we can change the state effectiveness %s?
So changing 20 to 10 would make state efficiency F = 10 instead of 20?
If that is true, what is the first 0 for? A nil or no state?

Thanks!

                                                                        Me VII
9
Hello All:

      I'm just wondering if I'm missing something obvious.

      Is there an auto default for when a player is unarmed?

      So, basically, any unarmed player uses the "fist" weapon, with the "punch" animation.

      Otherwise my unarmed characters deal no damage, and have no animations.

      Thanks for the heads up!

                                                                                                        MeVII

10
Script Requests / [XP 1.02a] Stats Testing Script
February 02, 2010, 04:29:00 pm
Hello to All:

      I would appreciate a script that would be invaluable to me in my RPG making endeavors.

      A stat testing script, that would function as explained below...

      1. Select weapon or skill
      2. Select monster or actor that weapon or skill will be enacted upon.
      3. List 100 (or x) runs of that combination, and the average of the totals. (and highlight peek/highest (green) and valley/lowest (red) stats?)

      I think it would be more versatile if you manually put in the stats of the "Test Item", and "Test Dummy".
      Ultimately any way to test weapon and skill dammage and or effects on different statistical variables such as monsters with different element effectiveness's, and actors with different items and/or armor on, in a bulk fashion, would be very good.

     Should this be a separate script? Or could it be worked into the debug script etc?

      Thanks to any and all for input. effort and advise.

--- Edit --- Feb 18/10 ---

       I was thinking about this idea, and, could this very easily be done by modifying the battle scripts?
       So that any attack or skill etc, would be calculated 100x by the computer, average the results, and then the actual damage (or whatever) that gets applied and shown on screen is the average.
       Attack with a weapon, the game internally process it 100x (which I don't think would take all that horrifically long?) average it, then apply the average as the actual result on screen.
       Added to that, Ive seen some scripts, (Guillaume777 MultiWep Script for example) that had options in it that say something like this "CURSED_STRING = 'cursed'  # put (cursed) in item name for it to be cursed". So that if you name a weapon Sword cursed, it is only displayed in game as "sword" but the script knows to process it as a cursed item. (And i n this case, who cares if the tag still displayes in game.)
       SO, a battle system script, should work for this idea. It process things 100x and then applies the avrage result, and all you would need to do to activate the testing feature, is put the word "stattest" (or whatever) in the name of the skill, or weapon, and then the script would process that wep/skill accordingly in the the combat testing (troop combat test) environment.

Yes? No?

                                                                                                Me VII
11
I was going through creating weapon animations and I noticed cells were being skipped during playback.

Im not 100% sure of the cause, but I know it never happens if there's only one sound effect per frame.

Note however, it doesn't always happen if there are two or more sfx on a frame.

Imported vrs original sfx seem to have an impact as well.

This is really just a heads up, Im content to shift sounds forward or backward a frame to get 100% animation cell playback.

I figgured Id mention it because its a very hard thing to catch if its happening. (I caught it because I added a very specific animation cell to a very specific frame and noticed it did not appear in playback.)

                                                                                                            MeVII
12

Thread Summary:

       I asked for a script to fade out battler images when actors were not the visual focus.
       Fantasist made a script, and then improved on it.
       Later a critical error was noticed, and Fantasist corrected the issue.
       For convenience sake I have updated my main post with the most recent/final script,
       and added PreCode Text Information to the script.
       I would like to thank Fantasist for taking the time to make this requested script.
       Considering hes "retired", and didnt/dosent even have RPGXP installed.
       The script works very well, and I really like the visual feel of how this moves your focus to the action.
       So, thanks again Fantasist and *powerup*!
                                                                                                  MeVII


Battle Actor Image Fade - by Fantasist v1.2: ShowHide
#############################################################################
# ------v1.2----- Battle Actor Image Fade - by Fantasist ----v1.2-----------#
# ------------------ PreCode Text Information - by MeVII -------------------#
#############################################################################
# -------------------------- Script Description ----------------------------#
# This script keeps actor images invisible,                                 #
# unless actor takes an action, or is acted upon.                           #
# --------------------------------------------------------------------------#
#############################################################################
# ----------------------------- Instructions -------------------------------#
# Place this Script Below Scene_Battle 4                                    #
# --------------------------------------------------------------------------#
#############################################################################
# ---------------------------- Usage Options -------------------------------#
# Enable and disable this option at anytime with the event command "script".#
# This is found on the 3rd tab in an event config window.                   #
# Copy and paste the below code found between Start Code> <End Code.        #
# Start Code>$game_system.invibats = true # enable<End Code.                #
# Start Code>$game_system.invibats = false # disable<End Code.              #
# --------------------------------------------------------------------------#
#############################################################################
# -------------------------- Version Info ----------------------------------#
# v1.2 Critical Error Fix Mar 4 - 2010                                      #
#      239 Lines of Code                                                    #
#      The critical error in 1.1 was corrected.                             #
#      Game no longer crashes if all four actors are not present in battle. #
#                                                                           #
# v1.1 Total Overhaul Feb 18 - 2010                                         #
#      195 Lines of Code                                                    #
#      Added Ability to Enable and Disable Script In-Game with Events       #
#      Script Issues                                                        #
#      If all four actors were not present, a critical error occurs.        #
#      Script'---Battle Actor Image Fade'line 67:NoMethodError occured.     #
#      undefined method `hideme' for nil:NilClass                           #
#                                                                           #
# v1.0 First Release Feb 16 - 2010                                          #
#      34 Lines of Code                                                     #
#      Script Issues                                                        #
#      1. During time for fade in, some of the animation is missed.         #
#      (Very Slight)                                                        #
#      2. When an actor takes damage, there are two animations:             #
#      The actor getting hit, and the damage popup.                         #
#      So the script tries to fade out the actor image between the two.     #
#      (Very Slight)                                                        #
# --------------------------------------------------------------------------#
#############################################################################
class Sprite_Battler
 
 FADE_SPEED = 3
 
 attr_accessor :target_opacity
 
 alias invibats_sprite_battler_init initialize
 def initialize(*args)
   invibats_sprite_battler_init(*args)
   @target_opacity = self.opacity
 end
 
 alias invibats_sprite_battler_upd update
 def update
   invibats_sprite_battler_upd
   if $game_system.invibats
     if self.battler && self.battler.is_a?(Game_Actor)
       if fading?
         d = (self.target_opacity - self.opacity).to_f / FADE_SPEED
         self.opacity += (d < 0 ? d.floor : d.ceil)
       end
       if @battler.hideme
         self.target_opacity = 0
       end
       if !@battler.hideme
         self.target_opacity = 255 unless @battler.hidden || @battler.dead?
       end
     end
   end
 end
 
 def fading?
   return self.opacity != self.target_opacity
 end
 
end

class Game_System
 
 attr_accessor :invibats
 
 alias invibats_game_temp_init initialize
 def initialize
   invibats_game_temp_init
   @invibats = true
 end
 
end

class Game_Battler
 
 attr_accessor :hideme
 
 alias invibats_game_battler_init initialize
 def initialize
   invibats_game_battler_init
   @hideme = false
 end
 
 alias invibats_game_battler_slip_damage_effect slip_damage_effect
 def slip_damage_effect
   invibats_game_battler_slip_damage_effect
   self.hideme = false if $game_system.invibats
 end
 
end

class Scene_Battle
 
 alias invibats_scene_battle_start_phase3 start_phase3
 def start_phase3
   $game_party.actors.each {|actor| actor.hideme = true}
   invibats_scene_battle_start_phase3
 end
 
 alias invibats_scene_battle_start_phase1 start_phase1
 def start_phase1
   $game_party.actors.each {|actor| actor.hideme = false}
   invibats_scene_battle_start_phase1
 end
 
 alias invibats_scene_battle_start_phase2 start_phase2
 def start_phase2
   $game_party.actors.each {|actor| actor.hideme = false}
   invibats_scene_battle_start_phase2
 end
 
 alias invibats_scene_battle_start_phase5 start_phase5
 def start_phase5
   $game_party.actors.each {|actor| actor.hideme = false}
   invibats_scene_battle_start_phase5
 end
 
 alias invibats_upd_phase3_actor_select update_phase3_actor_select
 def update_phase3_actor_select
   invibats_upd_phase3_actor_select
   $game_party.actors.each_with_index {|actor, index|
   if actor == @active_battler
     actor.hideme = false
   elsif @actor_arrow && index == @actor_arrow.index
     actor.hideme = false
   else
     actor.hideme = true
   end
   }
 end
 
 def phase3_next_actor
   # Loop
   begin
     # Actor blink effect OFF
     if @active_battler != nil
       @active_battler.blink = false
       @active_battler.hideme = true
     end
     # If last actor
     if @actor_index == $game_party.actors.size-1
       # Start main phase
       start_phase4
       return
     end
     # Advance actor index
     @actor_index += 1
     @active_battler = $game_party.actors[@actor_index]
     @active_battler.blink = true
     @active_battler.hideme = false
   # Once more if actor refuses command input
   end until @active_battler.inputable?
   # Set up actor command window
   phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # * Go to Command Input of Previous Actor
 #--------------------------------------------------------------------------
 def phase3_prior_actor
   # Loop
   begin
     # Actor blink effect OFF
     if @active_battler != nil
       @active_battler.blink = false
       @active_battler.hideme = true
     end
     # If first actor
     if @actor_index == 0
       # Start party command phase
       start_phase2
       return
     end
     # Return to actor index
     @actor_index -= 1
     @active_battler = $game_party.actors[@actor_index]
     @active_battler.blink = true
     @active_battler.hideme = false
   # Once more if actor refuses command input
   end until @active_battler.inputable?
   # Set up actor command window
   phase3_setup_command_window
 end
 #--------------------------------------------------------------------------
 # * Frame Update (main phase step 3 : animation for action performer)
 #--------------------------------------------------------------------------
 def update_phase4_step3
   $game_party.actors.each {|actor| actor.hideme = true}
   if @active_battler.is_a?(Game_Actor)
     @active_battler.hideme = false
   end
   # Animation for action performer (if ID is 0, then white flash)
   if @animation1_id == 0
     @active_battler.white_flash = true
   else
     @active_battler.animation_id = @animation1_id
     @active_battler.animation_hit = true
   end
   # Shift to step 4
   @phase4_step = 4
 end
 #--------------------------------------------------------------------------
 # * Frame Update (main phase step 4 : animation for target)
 #--------------------------------------------------------------------------
 def update_phase4_step4
   # Animation for target
   for target in @target_battlers
     target.animation_id = @animation2_id
     target.animation_hit = (target.damage != "Miss")
     if target.is_a?(Game_Actor)
       target.hideme = false
     end
   end
   # Animation has at least 8 frames, regardless of its length
   @wait_count = 8
   # Shift to step 5
   @phase4_step = 5
 end
 
end


Original 1st Post: ShowHide
Hello All:
      I would like the actor battler images to be hidden when they are not active, for the basic/standard (non BlizABS etc...) system.
      So... (Basic)
      Start: Battle Starts, all actor battlers are visible.
      Sequence: Select "Fight" Only the actor whos action is being selected is visible.
      End: Finish selecting actions for all actors, all battlers remain invisible until next round go to Start.

      (Advanced)
      Start: Battle Starts, all actor battlers are visible.
      Sequence: Select "Fight" Only the actor whos action is being selected is visible.
      End: Finish selecting actions for all actors, all battlers remain invisible unless they are attacked by an enemy or take an action. Whereas they appear, then fade out. (For visual appeal) next round go to Start.

      Im more interested in the "Basic" application than being all tricky with it.
      If someone could post the needed script or script edits youd rock like a dump truck full of boulders.
      If not, please give me directions and info and Ill be thankful to see if I can hack it out myself.

      I thought the basic of hiding battlers during combat was a script tutorial in here, but I didnt have any luck locating it.

      Thanks to all.

                                                                                                            MeVII

EDIT
I changed
 
# If actor which should be displayed
   if @battler.is_a?(Game_Actor) and @battler_visible
     # Bring opacity level down a bit when not in main phase
     if $game_temp.battle_main_phase
       self.opacity -= 255 if self.opacity > 0
     else
       self.opacity += 255 if self.opacity < 255
     end


in Sprite_Battler to get the desired invis effect. But now actor attack animations are also transparent.
Any guidence?

 
13
I requested help understanding how Elemental modifiers get applied in combat.
After some testing I clearly observed that elemental damage was not being calculated correctly,
according to what RGPXP says in its help file.

Damage Formula: ShowHide
Quote"Damage = force × multiplier ÷ 20 × elemental modifier × critical modifier × defense modifier (± variance %)
Elemental modifier: The weakest of B's effective elements corresponding to the action's element(s).
A: 200%, B: 150%, C: 100%, D: 50%, E: 0%, F: -100%
Reduced by half if B's armor or state has a defending (opposing) element.
When there are more than one of the same defending elements, the damage may be halved multiple times. "


Blizzard verified that the game system has a fault in it, and provided a miniscript fix.
Telling me to add it placed below the entire set of Blizzards tons of add ons.

Miniscript: ShowHide
class Game_Battler
  $DUMMY_ELEMENTS = [] if $DUMMY_ELEMENTS == nil
  def elements_correct(elements)
    return 100 if elements.size == 0
    multiplier = 0
    size = 0
    elements.each {|i|
        if !$DUMMY_ELEMENTS.include?(i) && self.element_rate(i) != 100
          multiplier += self.element_rate(i)
          size += 1
        end}
    return 100 if size == 0
    return multiplier/size
  end
end


I added the script and retested the game, but still was not getting the correct results.
After no success with more troubleshooting I replied here, and blizzard provided extra
details regarding the faulty calculation system.

Blizzards Explanation: ShowHide
QuoteI'll explain the error:

Weapon with elements 1 and 2.
Enemy very weak against 1 (200% damage).
The damage will be 150%.
Why?
Simple, it takes the average between element 1 and 2 (even though 2 should be completely neutral),
resulting in average of 100% and 200% which is 150% damage.
The correct would be 200% damage since element 2 should be ignored, it doesn't alter anything.
That's the error and that's what the code I gave above fixes.


So going back I tested a 3rd time, armed with the exact information I noticed something
in the averages that caused me to recall something.
In the Blizzard TOAO, there is a setting in section 1, near or on lines 657 and 658 for setting
dummy elements and dummy states.

It was my fault.

I had been using dummy elements for something and had them listed there.
I stopped using them, and although I removed them from the list in the
systems settings, I LEFT their IDs in the scripts configuration.

Naturally this caused the legitimate elements I had recreated in those ID slots
to be ignored.
I removed the IDs, added the miniscript Blizzard provided,
and wouldn't you know it ... everything works fine now.

*Rolls Eyes and Shakes Head at Self*

Thanks for all the help Bliz.

                                                                                   Me VII

P.S. My final corrected testing stats are below, for anyone who would just like to see
how things look/came out when all was said and done.

Final Test Data: ShowHide



Battle Test Character Stat Totals
Str    1
Dex   2
Atk    100

Battle Test Monster Stat Totals
Str     1
Dex    1
PDEF  0




Miniscript = Active

Weapon
Element 1 = Inactive, Element 2 = Inactive

Enemy
Element 1 = A - 200%, Element 2 = C - 100%

Attacks
109,108,110,107,100,113,109,100,102,106 - Average = 106.4




Miniscript = Active

Weapon
Element 1 = Active, Element 2 = Inactive

Enemy
Element 1 = A - 200%, Element 2 = C - 100%

Attacks
195,183.220,202,208,231,220,210,204,207 - Average = 208




Miniscript = Active

Weapon
Element 1 = Active, Element 2 = Active

Enemy
Element 1 = A - 200%, Element 2 = C - 100%

Attacks
221,221,208,228,191,212,210,214,205,194- Average = 210.4




Miniscript = Active

Weapon
Element 1 = Active, Element 2 = Active

Enemy
Element 1 = A - 200%, Element 2 = B - 150%

Attacks
184,191,194,166,186,177,157,182,181,178 - Average = 179.6




Miniscript = Active

Weapon
Element 1 = Active, Element 2 = Active

Enemy
Element 1 = A - 200%, Element 2 = D - 50%

Attacks
116,134,147,133,126,143,196,143,123,133  - Average = 139

14
I am a screen neat freak. If I had my way, if I wasn't looking at it, it wouldn't be there. So that my whole screen is only filled with the action/environment of the game. So, naturally I wanted Blizzards HUD to have the option to both A: Be visible only when a button is held down, for quick reference, and/or B: Be turned on/off permanently with a separate button.

Blizzard in his trademark flexibility and efficiency already provided the ability to turn the HUD script on or off by calling a script command within an event, and so, these events are how I configured it to work.

The event screen shots here are specifically for the HUD system, if the script does not have a callable command for on/off enable/disable then this event is irrelevant to your needs.

However, I do believe this event architecture may have other uses for different things.

Event Screen Shots

Edit reply to post 1---Winkio is right, I overlooked the button function in the script.