RPG Maker DS+ Battle UI Graphics + Luna Configuration

Archeia

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For those who bought DS+ and saw this:






Download Link - https://www.dropbox.com/s/6qbbjdpwdg011jg/Futuristic GUI.rar?dl=0


Instructions

  • RPG Maker VXAce only. Unless you can program it in MV.

  • You need the Luna Engine. Because the scripts are outdated, you need to manually compare them with the Latest Luna Engine version and re-input the configs. Some of the scripts are in the Luna Engine Complete Script List.

  • I recommend replacing the Icons. I don't remember where I got them but I remember they were CC-BY-3.0. But it's better to be safe than sorry.

  • The font used is Perpetua.

  • That's it 'w')b
 
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Uzuki

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Finally! I've been waiting years for this!
 

Nirwanda

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Hey, that looks really cool! I should check it out and see what can I do with it. :)


Thanks Archeia!
 

frank1995f

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Hey very thanks for the update, just one question does this all work with MV ? Thanks!
 

Archeia

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It's only VXAce. But the graphics should work if you can program them in MV.
 
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Ace VII

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Yay! Thank's so much, I've bought DS+ but never saw this one together in it, so thank you so much :D


[EDIT]


I clearly have no idea how to install this  ;_;


and yes, I own luna engine as well  :headshake:
 
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Idril

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OMG thank you so much! This stuff is amazing :D
 

Lyseth

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If I may ask, which script is the one for the ring battle menu? I have tried out your sample scripts, but I am having trouble finding the right one, it would be greatly appreciated to know the script files name. ^_^
 

Archeia

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If I may ask, which script is the one for the ring battle menu? I have tried out your sample scripts, but I am having trouble finding the right one, it would be greatly appreciated to know the script files name. ^_^


There's no 'single' script for the ring menu. You need the full commercial version of Luna Engine to do it.
 

Lyseth

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There's no 'single' script for the ring menu. You need the full commercial version of Luna Engine to do it.


I bought it, it's the $29.99 thing correct?
 

Archeia

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I bought it, it's the $29.99 thing correct?


Yup. Then you need to follow the instructions I wrote here and reinput them. The config scripts you can see from the download are from a beta version of Luna Engine and the full version was released a year later. So it's very outdated. I included the scripts that are used to recreate the effect you see here. But you would need to find their equivalent in Luna Engine 1.5 and then reinput the parameters so they would work correctly on the new one. I won't do it since I'm busy as hell here so it has to be someone else.
 
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Lyseth

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Yup. Then you need to follow the instructions I wrote here and reinput them. The config scripts you can see from the download are from a beta version of Luna Engine and the full version was released a year later. So it's very outdated. I included the scripts that are used to recreate the effect you see here. But you would need to find their equivalent in Luna Engine 1.5 and then reinput the parameters so they would work correctly on the new one. I won't do it since I'm busy as hell here so it has to be someone else.


Wait, so the Luna Engine I purchased is outdated? Please tell me I don't have to pay for an update. ;-;
 

Archeia

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Wait, so the Luna Engine I purchased is outdated? Please tell me I don't have to pay for an update. ;-;


NO! The script files in this download is outdated and you need to reinput them to the new one! The store page one is updated and the new one.
 
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Lyseth

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NO! The script files in this download is outdated and you need to reinput them to the new one! The store page one is updated and the new one.


So in short, the ring HUD for battle needs me to reinput the script? (I'm not exactly getting where this is all going so forgive all the questions)
 

Archeia

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So in short, the ring HUD for battle needs me to reinput the script? (I'm not exactly getting where this is all going so forgive all the questions)


Basically in Luna Engine, there's parameters like these:

Spoiler






#==============================================================================
# ■ Battle Luna Configuration
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This customizes the Battle GUI.
#==============================================================================

module BattleLuna
module HUD

# -----------------------------------------------------------------
# This section adds a background beneath the Actor/Battler UI.
# -----------------------------------------------------------------
BACKGROUND_WINDOW = {
# -----------------------------------------------------------------
# :x refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move to the left, while
# Positive values mean they would move to the right.
# -----------------------------------------------------------------
:x => 0,
# -----------------------------------------------------------------
# :y refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move up, while
# Positive values mean they would move to the down.
# -----------------------------------------------------------------
:y => 296,
# -----------------------------------------------------------------
# :z refers to the item’s display priority. Think of it as layers when
# you use an image program or when mapping in RPG Maker. The higher the
# value, the higher it will be drawn/drawn above other items.
# -----------------------------------------------------------------
:z => 300,
:width => 640, # Change the width of the window.
:height => 120, # Change the height of the window.

# -----------------------------------------------------------------
# Set a Background Display Type:
# 0 - Windowskin; 1 - Gradient Background; 2 - Picture
# -----------------------------------------------------------------
:type => 0, # 0 - Window Default; 1 - Gradient; 2 - Picture

# Type 0 settings (Windowskin)
:type_0 => {
:skin => "Window", # Name of the Windowskin
:opacity => 255, # Change the transparency of the window.
# 0 = Transparent, 255 = Solid
},

# -----------------------------------------------------------------
# Type 1 settings (Gradient Background)
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:type_1 => {
:color1 => [0, 0, 0, 128],
:color2 => [0, 0, 0, 128],
:vertical => false, # Display the gradient vertically.
},

# -----------------------------------------------------------------
# Type 2 settings (Picture Background)
# :picture = Name of the Picture located in Graphics/System folder.
# :opacity = Transparency of the picture. 0 = Transparent, 255 = Solid
# -----------------------------------------------------------------
:type_2 => {
:picture => "Help_Window",
:opacity => 255, # Change the transparency of the window.
# 0 = Transparent, 255 = Solid
:offset_x => 0,
:offset_y => 0,
},
} # End BACKGROUND_WINDOW.

# -----------------------------------------------------------------
# Battler Status involves modifying the window where the actor status is
# shown. Use this to increase or decrease the limit the amount of actors
# displayed.
# -----------------------------------------------------------------
BATTLER_HUD = {
# Sizes settings
:width => 96, # Change the width of the window.
:height => 96 , # Change the height of the display.
:max_width => 640, # Used for centering horizontal HUD
:max_height => 96, # Used for centering vertical HUD
:vertical => false, # Display vertically? True/False
# -----------------------------------------------------------------
# Modify Cursor Position
# -----------------------------------------------------------------
:cursor => true, # Enable default selection.
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window
# display without affecting its base x, y, and z.
# -----------------------------------------------------------------
:cursor_offset_x => -12,
:cursor_offset_y => 0,

# Position Settings
# -----------------------------------------------------------------
# :x refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move to the left, while
# Positive values mean they would move to the right.
# -----------------------------------------------------------------
:x => 0,
# -----------------------------------------------------------------
# :z refers to the item’s display priority. Think of it as layers when
# you use an image program or when mapping in RPG Maker. The higher the
# value, the higher it will be drawn/drawn above other items.
# -----------------------------------------------------------------
:y => 308,
# -----------------------------------------------------------------
# These offsets can only be used string for eval.
# It converts the uoted string into a function with its values that can
# be called up to be used/applied. Offset Values refer to how much you
# want to nudge the window display without affecting its base x and y.
# -----------------------------------------------------------------
:z => 350,
# -----------------------------------------------------------------
# These offsets can only be used string for eval.
# It converts the uoted string into a function with its values that can
# be called up to be used/applied. Offset Values refer to how much you
# want to nudge the window display without affecting its base x and y.
# -----------------------------------------------------------------
:offset_x => "0", # index is actor index in party
:offset_y => "0",
# -----------------------------------------------------------------
# This function is the distance between the objects.
# Can be negative or positive values.
# -----------------------------------------------------------------
:spacing => 8,
# -----------------------------------------------------------------
# Enable centering for the Battler/Actor/Player UI?
# -----------------------------------------------------------------
:center => true,
# -----------------------------------------------------------------
# The main settings is for the battler UI. This allows you to add a
# custom picture background for it.
# -----------------------------------------------------------------
:main => {
:enable => false, # Enable main settings? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window
# display without affecting its base x, y, and z.
# -----------------------------------------------------------------
:offset_x => 12,
:offset_y => 66,
:offset_z => 10,
:filename => "Skin_Main", # Picture Filename.
:collapse => false, # Enable collapse options?
:collapse_type => 1, # 0 - Like Battler; 1 - Grey out.
:highlight => true, # Highlight when selected.
# -----------------------------------------------------------------
# When enabled, you can set custom graphics based on Actor ID/Index.
# filename + "_ActorID" (Example: MainHUD_1)
# -----------------------------------------------------------------
:base_actor => false,
# -----------------------------------------------------------------
# When enabled, you can set custom graphics based on Class ID/Index.
# filename + "_ActorID_ClassID" (Example: MainHUD_1_1)
# -----------------------------------------------------------------
:base_class => false,
}, # End main.

# -----------------------------------------------------------------
# The select settings is if you want to add a picture graphic
# when selecting an actor/battler.
# -----------------------------------------------------------------
:select => {
:enable => false, # Enable select settings? True/False
:active => false, # Enable for active actor. Disable this if
# only show for skill/item selection
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window
# display without affecting its base x, y, and z.
# -----------------------------------------------------------------
:offset_x => 12,
:offset_y => 66,
:offset_z => 10,
:filename => "Skin_Select",# Picture Filename.
:frame => 1, # How many frames does the picture have?
:fps => 4, # Wait time Frames Per Second.
# -----------------------------------------------------------------
# When enabled, you can set custom graphics based on Actor ID/Index.
# filename + "_ActorID" (Example: MainHUD_1)
# -----------------------------------------------------------------
:base_actor => false,
# -----------------------------------------------------------------
# When enabled, you can set custom graphics based on Class ID/Index.
# filename + "_ActorID_ClassID" (Example: MainHUD_1_1)
# -----------------------------------------------------------------
:base_class => false,
}, # End select.

# -----------------------------------------------------------------
# Face Settings allows you to set a faceset/bust shot/custom picture
# for the battlers/actors displayed in the menu.
# -----------------------------------------------------------------
:face => {
:enable => true, # Enable face settings? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window
# display without affecting its base x, y, and z.
# -----------------------------------------------------------------
:offset_x => 0,
:offset_y => 0,
:offset_z => 0,
:collapse => true, # Allow collapse effects? True/False
:collapse_type => 1, # 0 - Like Battler; 1 - Grey out.
:highlight => true, # Highlight when selected.
# -----------------------------------------------------------------
# Type allows you to set the type of face graphic you want to use.
# 0 - Default faceset; 1 - Custom face graphic.
# 2 - Custom face based on database settings. FaceName_FaceIndex
# Example for Eric: Actor4_0
# -----------------------------------------------------------------
:type => 0,
:type_1 => {
:filename => "Btskin_face", # Put image in Graphics/Faces
# -----------------------------------------------------------------
# When enabled, you can set custom graphics based on Actor ID/Index.
# filename + "_ActorID" (Example: FaceHUD_1)
# -----------------------------------------------------------------
:base_actor => true,
# -----------------------------------------------------------------
# When enabled, you can set custom graphics based on Class ID/Index.
# filename + "_ActorID_ClassID" (Example: FaceHUD_1_1)
# -----------------------------------------------------------------
:base_class => false,
},
}, # End face.

# -----------------------------------------------------------------
# This section allows you to customize name settings for actors.
# -----------------------------------------------------------------
:name => {
:enable => false, # Enable name display? True/False
:width => 120, # Change the width of the name rect.
:height => 24, # Change the height of the name rect.
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 0,
:offset_y => 0,
:offset_z => 0,
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:color => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:outline => [0, 0, 0, 255],
:bold => true, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 0,
:font => "Times New Roman", # Set Font type.
:size => 18, # Set Font Size
}, # End name.

# -----------------------------------------------------------------
# This section allows you to customize HP Bar settings for actors.
# -----------------------------------------------------------------
:hp_bar => {
:enable => true, # Enable HP Bars? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 0,
:offset_y => 72,
:offset_z => 15,
# -----------------------------------------------------------------
# Type allows you to set the type of graphic you want to use.
# 0 - Default bar; 1 - Custom bar; 2 - Custom animated bar.
# -----------------------------------------------------------------
:type => 0,
:vertical => false, # Display vertically? True/False
# Works for type 0 and 1.
:ani_rate => 0.02, # Max is 1.00. Refers to animate speed/rate.
#---
:type_0 => {
# -----------------------------------------------------------------
# Set the color for the bar background. [R,G,B,A]
# You can also use normal_color to use the default windowskin colors.
# -----------------------------------------------------------------
:back_color => [0, 0, 0, 255],
# -----------------------------------------------------------------
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:color1 => [7, 101, 58, 255],
:color2 => [84, 194, 144, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:outline => [0, 0, 0, 255],
:length => 96, # Width/Length of the bar.
:height => 12, # Height of the bar.
# -----------------------------------------------------------------
# This section allows you to customize the "HP" Vocab display.
# -----------------------------------------------------------------
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 2,
:offset_y => 63,
:offset_z => 16,
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:tcolor => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:toutline => [0, 0, 0, 128],
:bold => false, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 0,
:font => "VL Gothic", # Set Font type.
:size => 18, # Set Font Size
:text => "HP", # Change "HP" Vocab.
},
#---
:type_1 => {
:filename => "physbar-fill", # Custom HP Bar Filename.
},
#---
:type_2 => {
:filename => "Btskin_hp", # Custom Frame-based HP Bar Filename.
:frames => 10, # Amount of animation frames.
},
}, # End hp_bar.
# -----------------------------------------------------------------
# This section allows you to customize MP Bar settings for actors.
# -----------------------------------------------------------------
:mp_bar => {
:enable => true, # Enable MP Bars? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 0,
:offset_y => 84,
:offset_z => 15,
# -----------------------------------------------------------------
# Type allows you to set the type of graphic you want to use.
# 0 - Default bar; 1 - Custom bar; 2 - Custom animated bar.
# -----------------------------------------------------------------
:type => 0,
:vertical => false,# Display vertically? True/False
# Works for type 0 and 1.
:ani_rate => 0.02, # Max is 1.00. Refers to animate speed/rate.
#---
:type_0 => {
# -----------------------------------------------------------------
# Set the color for the bar background. [R,G,B,A]
# You can also use normal_color to use the default windowskin colors.
# -----------------------------------------------------------------
:back_color => [0, 0, 0, 255],
# -----------------------------------------------------------------
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:color1 => [16, 16, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:color2 => [64, 64, 255, 255],
:outline => [0, 0, 0, 255],
:length => 48, # Width/Length of the bar.
:height => 12, # Height of the bar.
# -----------------------------------------------------------------
# This section allows you to customize the "MP" Vocab display.
# -----------------------------------------------------------------
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 2,
:offset_y => 75,
:offset_z => 16,
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:tcolor => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:toutline => [0, 0, 0, 255],
:bold => false, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 0,
:font => "VL Gothic", # Set Font type.
:size => 18, # Set Font Size
:text => "MP", # Change "MP" Vocab.
},
#---
:type_1 => {
:filename => "Skin_MP", # Custom MP Bar Filename.
},
#---
:type_2 => {
:filename => "Btskin_mp", # Custom Frame-based MP Bar Filename.
:frames => 10, # Amount of animation frames.
},
}, # End mp_bar.

# -----------------------------------------------------------------
# This section allows you to customize TP Bar settings for actors.
# -----------------------------------------------------------------
:tp_bar => {
:enable => true, # Enable TP Bars? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 48,
:offset_y => 84,
:offset_z => 15,
# -----------------------------------------------------------------
# Type allows you to set the type of graphic you want to use.
# 0 - Default bar; 1 - Custom bar; 2 - Custom animated bar.
# -----------------------------------------------------------------
:type => 2,
:vertical => false, # Display vertically? True/False
# Works for type 0 and 1.
:ani_rate => 0.02, # Max is 1.00. Refers to animate speed/rate.
#---
:type_0 => {
# -----------------------------------------------------------------
# Set the color for the bar background. [R,G,B,A]
# You can also use normal_color to use the default windowskin colors.
# -----------------------------------------------------------------
:back_color => [0, 0, 0, 255],
# -----------------------------------------------------------------
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:color1 => [16, 255, 16, 255],
:color2 => [64, 255, 64, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:outline => [0, 0, 0, 255],
:length => 48, # Width/Length of the bar.
:height => 12, # Height of the bar.
# -----------------------------------------------------------------
# This section allows you to customize the "TP" Vocab display.
# -----------------------------------------------------------------
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 50,
:offset_y => 75,
:offset_z => 16,
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:tcolor => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:toutline => [0, 0, 0, 255],
:bold => false, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 0,
:font => "VL Gothic", # Set Font type.
:size => 18, # Set Font Size
:text => "TP", # Change "TP" Vocab.
},
#---
:type_1 => {
:filename => "Btskin_tp", # Custom TP Bar Filename.
},
#---
:type_2 => {
:filename => "Skin_TP", # Custom Frame-based TP Bar Filename.
:frames => 17, # Amount of animation frames.
},
}, # End tp_bar.

# -----------------------------------------------------------------
# This section allows you to customize HP Number settings for actors.
# -----------------------------------------------------------------
:hp_num => {
:enable => true, # Enable HP Numbers? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 0,
:offset_y => 67,
:offset_z => 20,
# -----------------------------------------------------------------
# Type allows you to set the type of graphic you want to use.
# # 0 - Default font; 1 - Custom number picture sheet;
# -----------------------------------------------------------------
:type => 0,
:ani_rate => 0.05, # Max is 1.00. Refers to animate speed/rate.
#--- START 2013.09.02
:with_max => false, # Set to true to show max value in this sprite.
# Only works with type 0.
:text => "%d/%d", # Only available for :with_max == true
#--- END 2013.09.02
:type_0 => {
:width => 92, # Change the width of the number rect.
:height => 24, # Change the height of the number rect.
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:color => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:outline => [0, 0, 0, 255],
:bold => false, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
:font => "VL Gothic", # Set Font type.
:size => 18, # Set Font Size
},
#---
:type_1 => {
:width => 80, # Change the width of the number rect.
# Use for adjusting alignment.
:filename => "Skin_NumSmall", # Picture Filename.
:spacing => -2, # Add spacing
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
},
}, # End hp_num.

# -----------------------------------------------------------------
# This section allows you to customize MP Number settings for actors.
# -----------------------------------------------------------------
:mp_num => {
:enable => true, # Enable MP Numbers? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 0,
:offset_y => 79,
:offset_z => 20,
# -----------------------------------------------------------------
# Type allows you to set the type of graphic you want to use.
# # 0 - Default font; 1 - Custom number picture sheet;
# -----------------------------------------------------------------
:type => 0,
:ani_rate => 0.05, # Max is 1.00. Refers to animate speed/rate.
#--- START 2013.09.02
:with_max => false, # Set to true to show Max MP Numbers in this sprite.
# Only works with type 0.
:text => "%d/%d", # Only available for :with_max == true
#--- END 2013.09.02
:type_0 => {
:width => 46, # Change the width of the number rect.
:height => 24, # Change the height of the number rect.
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:color => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:outline => [0, 0, 0, 255],
:bold => false, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
:font => "VL Gothic", # Set Font type.
:size => 18, # Set Font Size
},
#---
:type_1 => {
:width => 80, # Change the width of the number rect.
# Use for adjusting alignment.
:filename => "Skin_NumSmall", # Picture Filename.
:spacing => -2, # Add spacing
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
},
}, # End mp_num.

# -----------------------------------------------------------------
# This section allows you to customize TP Number settings for actors.
# -----------------------------------------------------------------
:tp_num => {
:enable => true, # Enable TP Numbers? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 48,
:offset_y => 79,
:offset_z => 20,
# -----------------------------------------------------------------
# Type allows you to set the type of graphic you want to use.
# # 0 - Default font; 1 - Custom number picture sheet;
# -----------------------------------------------------------------
:type => 0,
:ani_rate => 0.05, # Max is 1.00. Refers to animate speed/rate.
#--- START 2013.09.02
:with_max => false, # Set to true to show max value in this sprite.
# Currently only works with type 0.
:text => "%d/%d", # Only available for :with_max == true
#--- END 2013.09.02
:type_0 => {
:width => 46, # Change the width of the number rect.
:height => 24, # Change the height of the number rect.
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:color => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:outline => [0, 0, 0, 255],
:bold => false, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
:font => "VL Gothic", # Set Font type.
:size => 18, # Set Font Size
},
#---
:type_1 => {
:width => 30, # Change the width of the number rect.
# Use for adjusting alignment.
:filename => "Skin_NumSmall", # Picture Filename.
:spacing => -2, # Add spacing
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 1,
},
}, # End tp_num.

# -----------------------------------------------------------------
# This section allows you to customize Max HP Number settings for actors.
# -----------------------------------------------------------------
:hp_max_num => {
:enable => false, # Enable Max HP Numbers? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 76,
:offset_y => 56,
:offset_z => 5,
# -----------------------------------------------------------------
# Type allows you to set the type of graphic you want to use.
# # 0 - Default font; 1 - Custom number picture sheet;
# -----------------------------------------------------------------
:type => 0,
:ani_rate => 0.05, # Max is 1.00. Refers to animate speed/rate.
#---
:type_0 => {
:width => 76, # Change the width of the number rect.
:height => 24, # Change the height of the number rect.
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:color => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:outline => [0, 0, 0, 255],
:bold => true, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
:font => "Times New Roman", # Set Font type.
:size => 16, # Set Font Size
},
#---
:type_1 => {
:width => 76, # Change the width of the number rect.
# Use for adjusting alignment.
:filename => "Btskin_numbers", # Picture Filename.
:spacing => -2, # Add spacing
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
},
}, # End hp_max_num.

# -----------------------------------------------------------------
# This section allows you to customize Max MP Number settings for actors.
# -----------------------------------------------------------------
:mp_max_num => {
:enable => false, # Enable Max MP Numbers? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 76,
:offset_y => 70,
:offset_z => 5,
# -----------------------------------------------------------------
# Type allows you to set the type of graphic you want to use.
# # 0 - Default font; 1 - Custom number picture sheet;
# -----------------------------------------------------------------
:type => 0,
:ani_rate => 0.05, # Max is 1.00. Refers to animate speed/rate.
#---
:type_0 => {
:width => 76, # Change the width of the number rect.
:height => 24, # Change the height of the number rect.
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:color => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:outline => [0, 0, 0, 255],
:bold => true, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
:font => "Times New Roman", # Set Font type.
:size => 16, # Set Font Size
},
#---
:type_1 => {
:width => 76, # Change the width of the number rect.
# Use for adjusting alignment.
:filename => "Btskin_numbers", # Picture Filename.
:spacing => -2, # Add spacing
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
},
}, # End mp_max_num.

# -----------------------------------------------------------------
# This section allows you to customize Max TP Number settings for actors.
# -----------------------------------------------------------------
:tp_max_num => {
:enable => false, # Enable Max TP Numbers? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 76,
:offset_y => 84,
:offset_z => 5,
# -----------------------------------------------------------------
# Type allows you to set the type of graphic you want to use.
# # 0 - Default font; 1 - Custom number picture sheet;
# -----------------------------------------------------------------
:type => 0,
:ani_rate => 0.05, # Max is 1.00. Refers to animate speed/rate.
#---
:type_0 => {
:width => 76, # Change the width of the number rect.
:height => 24, # Change the height of the number rect.
# -----------------------------------------------------------------
# Set the color for the name display. [R,G,B,A]
# You can also use normal_color to use the default font color.
# -----------------------------------------------------------------
:color => [255, 255, 255, 255],
# -----------------------------------------------------------------
# Set the outline color for the name display. [R,G,B,A]
# You can also use normal_color to use the default outline color.
# -----------------------------------------------------------------
:outline => [0, 0, 0, 255],
:bold => true, # Enable Bold? True/False
:italic => false, # Enable Italic? True/False
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
:font => "Open Sans", # Set Font type.
:size => 16, # Set Font Size
},
#---
:type_1 => {
:width => 76, # Change the width of the number rect.
# Use for adjusting alignment.
:filename => "Btskin_numbers", # Picture Filename.
:spacing => -2, # Add spacing
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 2,
},
}, # End tp_max_num.

# -----------------------------------------------------------------
# This allows you to customize the states display.
# -----------------------------------------------------------------
:states => {
:enable => true, # Enable State Display? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 2,
:offset_y => 2,
:offset_z => 20,
# -----------------------------------------------------------------
# Type allows you to set the type of state display you want to use.
# # 0 - Default states; 1 - Scrolling states
# -----------------------------------------------------------------
:type => 1,
# -----------------------------------------------------------------
# This allows you to set a background image for state display.
# -----------------------------------------------------------------
:back => { # Offset is not related to above state offset
:enable => false, # Enable custom background? True/False
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x, y and z.
# -----------------------------------------------------------------
:offset_x => 2,
:offset_y => 2,
:offset_z => 19,
:filename => "Skin_State", # Filename for the background picture for states.
},
#---
:type_0 => {
:max => 4, # Max amount of states displayed.
:spacing => 1, # Spacing between states.
},
:type_1 => {
:rate => 90, # Wait time before changing to the next state.
},
}, # End states

} # End BATTLER_HUD.

end # End HUD

module WINDOWS
# -----------------------------------------------------------------
# This section modifies the window related to the commands.
# -----------------------------------------------------------------
WINDOW_COMMANDS = {
# -----------------------------------------------------------------
# Party Commands is where Fight/Escape are displayed.
# -----------------------------------------------------------------
:party_commands => {
# -----------------------------------------------------------------
# :x refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move to the left, while
# Positive values mean they would move to the right.
# -----------------------------------------------------------------
:x => 0,
# -----------------------------------------------------------------
# :y refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move up, while
# Positive values mean they would move to the down.
# -----------------------------------------------------------------
:y => 248,
# -----------------------------------------------------------------
# :z refers to the item’s display priority. Think of it as layers when
# you use an image program or when mapping in RPG Maker. The higher the
# value, the higher it will be drawn/drawn above other items.
# -----------------------------------------------------------------
:z => 300,
:width => 640, # Change the width of the window.
# -----------------------------------------------------------------
# Change the height of the window.
# By default: max lines shown is (height - 24) / 24
# -----------------------------------------------------------------
:height => 48,
# -----------------------------------------------------------------
# This refers to the spacing between the window border and the contents.
# -----------------------------------------------------------------
:padding => 12,
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 1,
:vertical => false, # Display vertically? True/False
# -----------------------------------------------------------------
# Set a Background Display Type:
# 0 - Windowskin; 1 - Gradient Background; 2 - Picture
# -----------------------------------------------------------------
:back_type => 0,
# -----------------------------------------------------------------
# This allows you to set a variable to change the skin of this particular
# section of the menu. The default is Variable 1. Remember that it reads
# it as a string (e.g. $game_variables[1] = “Menu_Green”).
# -----------------------------------------------------------------
:background_variable => 1,

# Type 0 settings (Windowskin)
:type_0 => {
:skin => "Window", # Name of the Windowskin
:opacity => 255, # Change the transparency of the window.
# 0 = Transparent, 255 = Solid
},

# -----------------------------------------------------------------
# Type 1 settings (Gradient Background)
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:type_1 => {
:color1 => [0, 0, 0, 128],
:color2 => [0, 0, 0, 128],
:vertical => false,
},

# -----------------------------------------------------------------
# Type 2 settings (Picture Background)
# :picture = Name of the Picture located in Graphics/System folder.
# :opacity = Transparency of the picture. 0 = Transparent, 255 = Solid
# -----------------------------------------------------------------
:type_2 => {
:picture => "Party_Commands", # Graphics/System
:opacity => 255,
:offset_x => 0,
:offset_y => 0,
},
}, # End party_commands

# -----------------------------------------------------------------
# Actor Commands is where the meat of the commands for battle are displayed.
# If you want a Ring Menu, use the Actor Commands script in Battle Luna
# Add-on section. There's also an add-on called Horizontal Commands.
# -----------------------------------------------------------------
:actor_commands => {
# -----------------------------------------------------------------
# This will be offset if pos_type == 1 or pos_type == 2
# String can be used for eval
# Example: :x => "aindex * 24" (aindex is actor index in party)
# -----------------------------------------------------------------
# -----------------------------------------------------------------
# :x refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move to the left, while
# Positive values mean they would move to the right.
# -----------------------------------------------------------------
:x => 0,
# -----------------------------------------------------------------
# :y refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move up, while
# Positive values mean they would move to the down.
# -----------------------------------------------------------------
:y => -132,
# -----------------------------------------------------------------
# :z refers to the item’s display priority. Think of it as layers when
# you use an image program or when mapping in RPG Maker. The higher the
# value, the higher it will be drawn/drawn above other items.
# -----------------------------------------------------------------
:z => 300,
# Sizes
:width => 128, # Change the width of the window.
# -----------------------------------------------------------------
# Change the height of the window.
# By default: max lines shown is (height - 24) / 24
# -----------------------------------------------------------------
:height => 120,
# -----------------------------------------------------------------
# This refers to the spacing between the window border and the contents.
# -----------------------------------------------------------------
:padding => 12,
#---
# -----------------------------------------------------------------
# Set alignment settings.
# 0 = Left/Default, 1 = Center, 2 = Right
# -----------------------------------------------------------------
:align => 0,
:vertical => true, # Display vertically? True/False
# -----------------------------------------------------------------
# Set a Background Display Type:
# 0 - Windowskin; 1 - Gradient Background; 2 - Picture
# -----------------------------------------------------------------
:back_type => 0,
# -----------------------------------------------------------------
# This allows you to set a variable to change the skin of this particular
# section of the menu. The default is Variable 1. Remember that it reads
# it as a string (e.g. $game_variables[1] = “Menu_Green”).
# -----------------------------------------------------------------
:background_variable => 1,
# -----------------------------------------------------------------
# Set the command window position.
# 0 - Fixed position; 1 - Above Actor HUD; 2 - Above Actor Battle Sprite
# -----------------------------------------------------------------
:pos_type => 1,
:hide_select => true, # Hide the window when a command is selected.

# Type 0 settings (Windowskin)
:type_0 => {
:skin => "Window", # Name of the Windowskin
:opacity => 255, # Change the transparency of the window.
# 0 = Transparent, 255 = Solid
},

# -----------------------------------------------------------------
# Type 1 settings (Gradient Background)
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:type_1 => {
:color1 => [0, 0, 0, 128],
:color2 => [0, 0, 0, 128],
:vertical => false,
},
# -----------------------------------------------------------------
# Type 2 settings (Picture Background)
# :picture = Name of the Picture located in Graphics/System folder.
# :opacity = Transparency of the picture. 0 = Transparent, 255 = Solid
# -----------------------------------------------------------------
:type_2 => {
:picture => "Spin40", # Graphics/System
:opacity => 255,
:offset_x => 24,
:offset_y => 24,
},
}, # End actor_commands
} # End WINDOW_COMMANDS.

# -----------------------------------------------------------------
# This section handles the GUI elements of the battle system.
# -----------------------------------------------------------------
WINDOW_GUI = {
# -----------------------------------------------------------------
# This section modifies the help window.
# -----------------------------------------------------------------
:help_window => {
# -----------------------------------------------------------------
# :x refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move to the left, while
# Positive values mean they would move to the right.
# -----------------------------------------------------------------
:x => 0,
# -----------------------------------------------------------------
# :y refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move up, while
# Positive values mean they would move to the down.
# -----------------------------------------------------------------
:y => 0,
# -----------------------------------------------------------------
# :z refers to the item’s display priority. Think of it as layers when
# you use an image program or when mapping in RPG Maker. The higher the
# value, the higher it will be drawn/drawn above other items.
# -----------------------------------------------------------------
:z => 300,
:width => 640, # Change the width of the window.
# -----------------------------------------------------------------
# This refers to the spacing between the window border and the contents.
# -----------------------------------------------------------------
:padding => 12,
# -----------------------------------------------------------------
# Refers to the amount of lines displayed. By default it's 2 lines.
# If you wish to have more and fit in the database, use the
# Notetag Descriptions script.
# -----------------------------------------------------------------
:line_number => 2,
:height_buff => 0, # Spacing between the lines vertically.
# -----------------------------------------------------------------
# Set a Background Display Type:
# 0 - Windowskin; 1 - Gradient Background; 2 - Picture
# -----------------------------------------------------------------
:back_type => 0,
# -----------------------------------------------------------------
# This allows you to set a variable to change the skin of this particular
# section of the menu. The default is Variable 1. Remember that it reads
# it as a string (e.g. $game_variables[1] = “Menu_Green”).
# -----------------------------------------------------------------
:background_variable => 1,

# Type 0 settings (Windowskin)
:type_0 => {
:opacity => 255, # Change the transparency of the window.
# 0 = Transparent, 255 = Solid
},

# -----------------------------------------------------------------
# Type 1 settings (Gradient Background)
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:type_1 => {
:color1 => [0, 0, 0, 128],
:color2 => [0, 0, 0, 128],
:vertical => false, # Display the gradient vertically.
},

# -----------------------------------------------------------------
# Type 2 settings (Picture Background)
# :picture = Name of the Picture located in Graphics/System folder.
# :opacity = Transparency of the picture. 0 = Transparent, 255 = Solid
# -----------------------------------------------------------------
:type_2 => {
:picture => "Help_Window",
:opacity => 255, # Change the transparency of the window.
# 0 = Transparent, 255 = Solid
:offset_x => 0,
:offset_y => 0,
},
}, # End help_window

# -----------------------------------------------------------------
# This section modifies the skill window.
# -----------------------------------------------------------------
:skill_window => {
# -----------------------------------------------------------------
# :x refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move to the left, while
# Positive values mean they would move to the right.
# -----------------------------------------------------------------
:x => 0,
# -----------------------------------------------------------------
# :y refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move up, while
# Positive values mean they would move to the down.
# -----------------------------------------------------------------
:y => 72,
# -----------------------------------------------------------------
# :z refers to the item’s display priority. Think of it as layers when
# you use an image program or when mapping in RPG Maker. The higher the
# value, the higher it will be drawn/drawn above other items.
# -----------------------------------------------------------------
:z => 300,
:width => 640, # Change the width of the window.
:height => 72, # Change the height of the window.
# -----------------------------------------------------------------
# This refers to the spacing between the window border and the contents.
# -----------------------------------------------------------------
:padding => 12,
# -----------------------------------------------------------------
# Set a Background Display Type:
# 0 - Windowskin; 1 - Gradient Background; 2 - Picture
# -----------------------------------------------------------------
:back_type => 0,
# -----------------------------------------------------------------
# This allows you to set a variable to change the skin of this particular
# section of the menu. The default is Variable 1. Remember that it reads
# it as a string (e.g. $game_variables[1] = “Menu_Green”).
# -----------------------------------------------------------------
:background_variable => 1,
:hide_select => true, # Hide the window when selecting a target.

# Type 0 settings (Windowskin)
:type_0 => {
:opacity => 255, # Change the transparency of the window.
# 0 = Transparent, 255 = Solid
},

# -----------------------------------------------------------------
# Type 1 settings (Gradient Background)
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:type_1 => {
:color1 => [0, 0, 0, 128],
:color2 => [0, 0, 0, 128],
:vertical => false,
},
# -----------------------------------------------------------------
# Type 2 settings (Picture Background)
# :picture = Name of the Picture located in Graphics/System folder.
# :opacity = Transparency of the picture. 0 = Transparent, 255 = Solid
# -----------------------------------------------------------------
:type_2 => {
# -----------------------------------------------------------------
# # Name of the Picture located in Graphics/System folder.
# -----------------------------------------------------------------
:picture => "Actor_Commands",
# -----------------------------------------------------------------
# When enabled, you can set custom graphics based on Skill Type.
# picture + "_SkillTypeName" (Example: SkillBG_Special)
# -----------------------------------------------------------------
:base_st => false,
:opacity => 255, # Change the transparency of the picture.
# 0 = Transparent, 255 = Solid
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window
# display without affecting its base x and y.
# -----------------------------------------------------------------
:offset_x => 0,
:offset_y => 0,
},
}, # End skill_window

# -----------------------------------------------------------------
# This section modifies the item window.
# -----------------------------------------------------------------
:item_window => {
# -----------------------------------------------------------------
# :x refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move to the left, while
# Positive values mean they would move to the right.
# -----------------------------------------------------------------
:x => 0,
# -----------------------------------------------------------------
# :y refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move up, while
# Positive values mean they would move to the down.
# -----------------------------------------------------------------
:y => 72,
# -----------------------------------------------------------------
# :z refers to the item’s display priority. Think of it as layers when
# you use an image program or when mapping in RPG Maker. The higher the
# value, the higher it will be drawn/drawn above other items.
# -----------------------------------------------------------------
:z => 300,
:width => 640, # Change the width of the window.
:height => 72, # Change the height of the window.
# -----------------------------------------------------------------
# This refers to the spacing between the window border and the contents.
# -----------------------------------------------------------------
:padding => 12,
# -----------------------------------------------------------------
# Set a Background Display Type:
# 0 - Windowskin; 1 - Gradient Background; 2 - Picture
# -----------------------------------------------------------------
:back_type => 0,
# -----------------------------------------------------------------
# This allows you to set a variable to change the skin of this particular
# section of the menu. The default is Variable 1. Remember that it reads
# it as a string (e.g. $game_variables[1] = “Menu_Green”).
# -----------------------------------------------------------------
:background_variable => 1, # Set a Variable to change Window
:hide_select => true, # Hide the window when a command is selected.

# Type 0 settings (Windowskin)
:type_0 => {
:opacity => 255, # Change the transparency of the window.
# 0 = Transparent, 255 = Solid
},
# -----------------------------------------------------------------
# Type 1 settings (Gradient Background)
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:type_1 => {
:color1 => [0, 0, 0, 128],
:color2 => [0, 0, 0, 128],
:vertical => false, # Display the gradient vertically.
},

# -----------------------------------------------------------------
# Type 2 settings (Picture Background)
# :picture = Name of the Picture located in Graphics/System folder.
# :opacity = Transparency of the picture. 0 = Transparent, 255 = Solid
# -----------------------------------------------------------------
:type_2 => {
:picture => "Actor_Commands",
:opacity => 255,
# -----------------------------------------------------------------
# Offset Values refer to how much you want to nudge the window display
# without affecting its base x and y.
# -----------------------------------------------------------------
:offset_x => 0,
:offset_y => 0,
},
}, # End item_window

# -----------------------------------------------------------------
# This section modifies the battlelog display.
# -----------------------------------------------------------------
:battlelog_window => {
:enable => true, # Enable battlelog? True/False.
# -----------------------------------------------------------------
# :x refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move to the left, while
# Positive values mean they would move to the right.
# -----------------------------------------------------------------
:x => 0,
# -----------------------------------------------------------------
# :y refers to the horizontal axis. Based on the Cartesian Plane.
# Negative values (e.g. -1) mean they would move up, while
# Positive values mean they would move to the down.
# -----------------------------------------------------------------
:y => 0,
# -----------------------------------------------------------------
# :z refers to the item’s display priority. Think of it as layers when
# you use an image program or when mapping in RPG Maker. The higher the
# value, the higher it will be drawn/drawn above other items.
# -----------------------------------------------------------------
:z => 300,
:width => 640, # Change the width of the window.
# -----------------------------------------------------------------
# Refers to the amount of lines displayed. By default it's 2 lines.
# If you wish to have more and fit in the database, use the
# Notetag Descriptions script.
# -----------------------------------------------------------------
:line_number => 4,
# -----------------------------------------------------------------
# This refers to the spacing between the window border and the contents.
# -----------------------------------------------------------------
:padding => 12,
:height_buff => 0, # Spacing between the lines vertically.
# -----------------------------------------------------------------
# Set a Background Display Type:
# 0 - Windowskin; 1 - Gradient Background; 2 - Picture;
# 3 - Default Dim for each line.
# -----------------------------------------------------------------
:back_type => 3,
# -----------------------------------------------------------------
# This allows you to set a variable to change the skin of this particular
# section of the menu. The default is Variable 1. Remember that it reads
# it as a string (e.g. $game_variables[1] = “Menu_Green”).
# -----------------------------------------------------------------
:background_variable => 1, # Set a Variable to change Window
# -----------------------------------------------------------------
# Enables or disable log display BG.
# Set to false to show it even when there is no line.
# -----------------------------------------------------------------
:show_no_line => true,

# Type 0 settings (Windowskin)
:type_0 => {
:opacity => 255, # Change the transparency of the window.
# 0 = Transparent, 255 = Solid
},

# -----------------------------------------------------------------
# Type 1 settings (Gradient Background)
# color1 = refers to the first color of the gradient. ([R,G,B,A])
# color2 = refers to the second color of the gradient. ([R,G,B,A])
# normal_color refers to the color of your default windowskin.
# -----------------------------------------------------------------
:type_1 => {
:color1 => [0, 0, 0, 128],
:color2 => [0, 0, 0, 128],
:vertical => false,
},

# -----------------------------------------------------------------
# Type 2 settings (Picture Background)
# :picture = Name of the Picture located in Graphics/System folder.
# :opacity = Transparency of the picture. 0 = Transparent, 255 = Solid
# -----------------------------------------------------------------
# BG Type 2 settings
:type_2 => {
:picture => "", # Graphics/System
:opacity => 255,
:offset_x => 0,
:offset_y => 0,
},
}, # End battlelog_window

} # End WINDOW_GUI.

end # End WINDOWS
# -----------------------------------------------------------------
# This section handles the animation and message system settings
# and how it'll affect the Battle GUI by default.
# -----------------------------------------------------------------
module CORE

VISUAL = {
# -----------------------------------------------------------------
# Enemies default attack animation ID.
# First Attack Animation and Second Attack Animation can be defined by
# notetags <atk ani 1: x> and <atk ani 2: x> respectively.
# Always disable :animation_on_hud when using a sideview script.
# -----------------------------------------------------------------
:enemy_attack_animation => 1,
:animation_on_hud => true,

# -----------------------------------------------------------------
# Below settings are used for display animation on HUD.
# This allows you to set offsets on where the animation displays on
# parts of the Actor HUD.
# -----------------------------------------------------------------
:ani_offset_x => 64,
:ani_offset_y => 0,
# -----------------------------------------------------------------
# This section hides the Battle Status and Actor GUI when a message
# is displayed. Set to False to make it permanent.
# -----------------------------------------------------------------
:status_close_msg => true, # Status close when show message
} # End VISUAL

end # End CORE
end # End BattleLuna





In short, you need to compare the parameters in the set of older scripts I gave here.


And then compare it to the existing one in a copy of Luna Engine Base and then the additional scripts found in Luna Engine Complete Script List.


I highly recommend to check the Luna Engine boards and play with it first if you haven't used this DLC pack at all.
 
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BCj

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Archeia can you reupload this one? The link is broken, sadly.
 

Nightblade50

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@Archeia Can this be used without buying the DS resource pack as long as you own Luna Engine?
 

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