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Messages - Tiamat5774

1
thank you for your help :D
2
no, I don't know what i* is for, but I have an idea, just not sure.

I looked at the window_base and couldn't seem to find what I was looking for, as far as text spacing goes.  I could easily fit 6 stats using two lines if I could shorten the amount of space between the stat and the value.

Also am I correct in assuming that changing the spacing of the text for the hp and sp for the monsters will also affect the spacing for the actors below?

Spoiler: ShowHide
3
To Heretic86 and KK20,  Thank you both for your tips, advice, and instruction.  This does help some and I appreciate it. :D

The only problem I'm having now is coordinates (placement and spacing of the information).  So far all I understand is that y is vertical and x is horizontal.  The numbers are to what degree they are spaced on the 2 axis.  No matter how I fiddle with the coordinates of the stats , it winds up like this:

Hell hound
HP     888/888      SP     888/888      ATK    100       PDEF    100

Basically, all the way across the screen, and with some coordinate changes, the stat names and the values would overlap. What I'm trying to accomplish is something like this:

Hell hound
HP  888/888  SP  888/888
ATK  100       PDEF  100

something to that effect, anyway
4
Is there any other info I need to add to this or is it that no one is interested in helping?
5
I'm just learning about scripting so my knowledge is limited.  I need help with editing (altering) this script  The script shows the enemy's Hp but would like to also see the sp, str, dex, int, agil, mdef, and pdef of the enemy as well.  I'm trying to event a level up system for the enemies and I need something visual DURING the battles to see if my events are working.  I know there are monster adaption/difficulty/level up scripts out there, but they don't work the way I want them to.  Should be able to create an event that will do the same thing.  I just need to see the event's workings in detail as I test play.

Spoiler: ShowHide


class Window_EnemyHP < Window_Base
 
 def initialize
   super(0, 0, 640, 480)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.opacity = 0
   @old_hp = []
   refresh
 end
 
 def refresh
   self.contents.clear
   for i in 0...$game_troop.enemies.size
     @enemy = $game_troop.enemies[i]
     @old_hp[i] = @enemy.hp
     unless @enemy.hp == 0
       self.contents.font.size = 15
       self.contents.font.bold = true
       self.contents.font.color = Color.new(0,0,0)
       self.contents.font.color = normal_color
       self.contents.draw_text(0, i * 45 + 37, 100, 32, @enemy.name)
       draw_actor_hp(@enemy, 0, i*45 + 50)
     end
   end
 end
 def update
   for i in 0...$game_troop.enemies.size
     enemy = $game_troop.enemies[i]
     if enemy.hp != @old_hp[i]
       refresh
     end
   end
 end
end

class Scene_Battle
 
 alias raz_update_phase5 update_phase5
 alias raz_update_phase4_step1 update_phase4_step1
 alias raz_update_phase4_step5 update_phase4_step5
 alias raz_enemy_hp_main main
 
  def main
   @troop_id = $game_temp.battle_troop_id
   $game_troop.setup(@troop_id)
   @enemy_window = Window_EnemyHP.new
   @enemy_window.z = 95
   raz_enemy_hp_main
   @enemy_window.dispose
 end
 
 def update_phase5
   # If wait count is larger than 0
   if @phase5_wait_count > 0
     # Decrease wait count
     @phase5_wait_count -= 1
     # If wait count reaches 0
     if @phase5_wait_count == 0
       @enemy_window.visible = false
       # Show result window
       @result_window.visible = true
       # Clear main phase flag
       $game_temp.battle_main_phase = false
       # Refresh status window
       @status_window.refresh
       @enemy_window.refresh
     end
     return
   end
  raz_update_phase5
end

def update_phase4_step1
 raz_update_phase4_step1
 @enemy_window.refresh
end

 def update_phase4_step5
   # Hide help window
   @help_window.visible = false
   # Refresh status window
   @status_window.refresh
   @enemy_window.refresh
   raz_update_phase4_step5
 end
end



this script works with the scripts I have, as is.  However, I'm requesting help in modifying the script to do what I need or for some one with more know-how to modify it for me.
6
RMXP Script Database / Re: [XP] Enemies That Level Up
October 22, 2014, 09:32:04 pm
This script doesn't work well.
Here's what I found....
corrupts saved games (a "nomethod" error on line 59 comes up if you edit anything in the game and you have to start over from the beginning)
Enemies go from super easy (just spam the attack button) to super hard in no time (game over easily by level 6). Really difficult to balance.  This goes for type 1 and 2.
This script needs some work before it is practical for use.