Original Source
- Original title: Modifying Moghunter's Battle HUD
- Original author: RCXGaming
- Original date: October 17, 2022
- Source thread: https://forums.rpgmakerweb.com/threads/modifying-moghunters-battle-hud.152025/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support
Summary
For the past day or two, I've been hard at work customizing the Moghunter Battle HUD to make it look the way I want. So far I've mostly succeeded. But there's a few things I want to bypass/modify that seem to be outside of my power. The first of which, as much as I like the ability to put custom image graphics for windows, I currently do not have any plans to use custom menu graphics / cannot make good looking ones and I want to deploy this battle system...
Archived First Post
But there's a few things I want to bypass/modify that seem to be outside of my power.
The first of which, as much as I like the ability to put custom image graphics for windows, I currently do not have any plans to use custom menu graphics / cannot make good looking ones and I want to deploy this battle system for the time being. So the request is to modify it so it uses the engine's default menu in place of certain custom ones.
For example, I'd like the script to do this command menu positioning thing (where it hovers over the head of the actor it's on) but with the default actor command window instead.
The script also comes with a sliding function where the menus will come in at certain angles, and it looks really cool but I can't make that work if the custom windows are disabled.
But the real reason I ask for help on this is because when I click on enemies to target, it does this weird... blank name thing? It doesn't show the name of the enemy at the bottom.
I assume this is because you're meant to use the Moghunter Battle Cursor script in conjunction with this Battle HUD, but it had this weird like... displacement glitch with the cursor? Where sometimes it would put the cursor on a different enemy on the one you were actually targeting? It happens if enemies are in the same column, and it's pretty unusable for that reason.
I'd rather just remove this function entirely and use the default.
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Likewise (but not pictured), something in ATS Advanced Choices makes even the custom Enemy & Skill/Item description Help Window not show up. (This is on a project that does not have that script.)
I'd also like the HP/MP/TP numbers (which are displayed as bitmap graphics) to be replaced with the engine's in-game font.
Here's the dummy project file I'm using that contains this setup.
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