Battle Hud Request

rikucotton

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Hello, I am in a bit of a pickle. I've found a way to essentially made an ability to summon an ally that just attacks for x amount of turns... but there's a really irritating bug. From what me and a friend found out, ace is normally built to have 4 party members unless you use a script to increase it to five... however that doesn't negate my problem. The problem is, when you add a party member into a 4 man party, it glitches out to where you don't see a name, HP, MP, or TP. Everything else works, but you can still highlight it and probably use items on it.. essentially, I need a battle hud that uses the rtp battle gauges so I can use the Change Gauge Display from Pacman but can by default have up to five party members at once, which will fix the glitch and (hopefully) doesn't have compatible issues with sideview via Melody.

Pacman's Change Gauge Display: https://pacmanvx.wordpress.com/2012/02/11/change-gauge-display/

The glitch!: http://i.imgur.com/mN0xopQ.png (was too big for the image option, sorry ><)

Before anyone suggests to use something like a battle hud from MOG or the Yanfly battle engine... those don't work with Pacman's scripts, and I want to turn off MP/TP on certain actors, both on the summons... and I've tried google with no luck.
 

Shaz

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No, there's no glitch. You can edit the script to allow 5 party members, and it works just fine. What you're seeing there is either due to you not having named an actor, or one of the scripts you're using.


Try to make the same setup in a default project and see if the issue still happens. If it doesn't, it's one of the scripts you've added.
 

rikucotton

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No, there's no glitch. You can edit the script to allow 5 party members, and it works just fine. What you're seeing there is either due to you not having named an actor, or one of the scripts you're using.

Try to make the same setup in a default project and see if the issue still happens. If it doesn't, it's one of the scripts you've added.
I opened up a clean ace, copied everything but a menu script for I thought that was the reason... removed the yanfly and edited the Game_Party to make it 5 members... still got the glitch: http://i.imgur.com/nIZuuqf.png

I even removed the skill limit script just to for giggles to see if that changed anything. It did not.
 
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Shaz

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"default project" means NO scripts. By "copied everything but a menu script" does that mean you copied SOME scripts?


What actor number is that one? Do they have a name in the database? At any point do you do a Change Actor Name and give them NO name?
 

rikucotton

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"default project" means NO scripts. By "copied everything but a menu script" does that mean you copied SOME scripts?

What actor number is that one? Do they have a name in the database? At any point do you do a Change Actor Name and give them NO name?
the only script I copied was the skill limit script, which doesn't even touch parties but script and switches, and yanfly, which does affect party and if you read, I also said I tried it without the skill limit script AND yanfly and still got the same result. I didn't even touch the actor name, the actor in the RTP is Actors 5 and 6.

http://i.imgur.com/RGyCgxS.png this is a sample of what I have using Actor 5. As you can CLEARLY see, I didn't even touch him. I just simply added him.
 
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Engr. Adiktuzmiko

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So you're summoning a new member during battle?


What happens after you used an action or finished another turn after the summoning? I do think the problem is that the engine doesn't update the UI right away, I believe it only does after damage and such.
 
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rikucotton

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So you're summoning a new member during battle?

What happens after you used an action or finished another turn after the summoning? I do think the problem is that the engine doesn't update the UI right away, I believe it only does after damage and such.
well, what's suppose to happen is, the character randomly attacks from there on, slowly loosing HP, and once the HP drops, he is removed, then you can resummon him or the other 'turret' if you will. The problem is, even if it were to take damage, it still doesn't fix the UI, because it was tested when it was targetable.
 

Sharm

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Woah, how did this get approved?  I've moved this thread to Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.  It sounds like you may end up being moved to script support though, depending.
 

rikucotton

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Woah, how did this get approved?  I've moved this thread to Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.  It sounds like you may end up being moved to script support though, depending.
thanks
 

rikucotton

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This can be closed/removed... I'm going to do something else for my game.
 

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