Mac;154209":1hb5kau5 said:This deserves more attention! Everybody get here and download and post feedback *shakes fist*
I really like this script, its easily customizable and so far i haven't bumped into any bugs so its smooth sailing ^_^, shall report back if anything goes wrong.
Hmmm. I've been asked by a number of people just why my 'Animated Battlers' script removes your HP, MP and AT bars. Frankly... 'Why ARE they disappearing?' O_o Happens in-battle only, not in the field menu. Seems inquiring minds want to know... :wink01:Trickster;161210 said:Compatibility
.....I am not promising compatibility with all other battle addons, but if there is then it is something minor, inform me and I'll create a patch (depends)
#--------------------------------------------------------------------------
# â— Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('Animated Gradient Bars')
#==========================================================================
class Sprite_Battler
#--------------------------------------------------------------------------
alias_method :tibuda_enbar_spr_battler_update, :update
def update
tibuda_enbar_spr_battler_update
if $scene.is_a?(Scene_Battle) && $scene.spriteset.is_a?(Spriteset_Battle)
if @battler.is_a?(Game_Enemy)
if @hpbar.is_a?(Sprite_ActorHpBar)
@hpbar.visible = @battler_visible
@hpbar.update
else
@hpbar = Sprite_ActorHpBar.new(@battler, self.x-48, self.y, 100, 8)
@hpbar.z = self.z - 1
end
end
end
end
#--------------------------------------------------------------------------
alias_method :tibuda_enbar_spr_battler_dispose, :dispose
def dispose
tibuda_enbar_spr_battler_dispose
@hpbar.dispose if @hpbar.is_a?(Sprite_ActorHpBar)
end
#--------------------------------------------------------------------------
end
#==========================================================================
#--------------------------------------------------------------------------
# End SDK Enabled Check
#--------------------------------------------------------------------------
end
class Sprite_GradientBar
def opacity=(value)
super(value)
self.background.opacity = value
end
end
I can't understand why, but the window is not initializing @hp_bar_sprites hash (i believe the same will happen with @sp_bar_sprites)Script 'Window_Base' line 48: NoMethodError occurred. undefined method `[]' for nil:NilClass
tibuda;166159 said:Hey Trickster,
this is a little gift for you.
Code:#-------------------------------------------------------------------------- # â— Begin SDK Enabled Check #-------------------------------------------------------------------------- if SDK.enabled?('Animated Gradient Bars') #========================================================================== class Sprite_Battler #-------------------------------------------------------------------------- alias_method :tibuda_enbar_spr_battler_update, :update def update tibuda_enbar_spr_battler_update if $scene.is_a?(Scene_Battle) && $scene.spriteset.is_a?(Spriteset_Battle) if @battler.is_a?(Game_Enemy) if @hpbar.is_a?(Sprite_ActorHpBar) @hpbar.visible = @battler_visible @hpbar.update else @hpbar = Sprite_ActorHpBar.new(@battler, self.x-48, self.y, 100, 8) @hpbar.z = self.z - 1 end end end end #-------------------------------------------------------------------------- alias_method :tibuda_enbar_spr_battler_dispose, :dispose def dispose tibuda_enbar_spr_battler_dispose @hpbar.dispose if @hpbar.is_a?(Sprite_ActorHpBar) end #-------------------------------------------------------------------------- end #========================================================================== #-------------------------------------------------------------------------- # End SDK Enabled Check #-------------------------------------------------------------------------- end
Edit: when I change the bar opacity, the background op will not change. I'm adding this
Code:class Sprite_GradientBar def opacity=(value) super(value) self.background.opacity = value end end
Edit: just found a bug when selecting an actor to heal (using item or skill). I noticed the error is happening when calling draw_actor_hp from Window_Help#set_actor.
I can't understand why, but the window is not initializing @hp_bar_sprites hash (i believe the same will happen with @sp_bar_sprites)