RPG Maker MV + MZ Chrono Engine HP Bars over Map Enemies
A downloadable asset pack
This is a modified version of MOG_EventIndicators that adds a new comment to draw HP / health bars over enemies in Chrono Engine. Two image files are required, the HP bar frame and the HP bar itself. The images must be in your img/eventindicators folder.
If you are spawning in new events with an event spawner, use this script after spawning in the new event: SceneManager._scene._spriteset.createEventIndicators()
If you would like an HP bar above the player, use the MOG_SHud plugin available in the Moghunter master download file
Original MOG_EventIndicators plugin by Moghunter.
Chrono Engine can be downloaded from Moghunter's site or as part of Cross Engine (basically Chrono Engine on steroids and what is used in the video). It's compatible with FOSSIL so can be used in MZ projects.
I have a beginner guide to Chrono Engine here
Character graphics are byfinalbossblues
Updated | 5 days ago |
Status | Released |
Category | Assets |
Author | AquaEcho |
Tags | hp-bars, No AI, RPG Maker MV, RPG Maker MZ |
Download
Install instructions
The download includes the modified Moghunter Event Indicators and two HP bar image files that come with MOG_SHud plugin.
Comments
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Hi, I have a problem, I use rpg maker MV and the bars on the enemies work perfectly, but if I spaw an enemy with Ritter Ultimate Event Spawner, the bars on the enemy don't show up, maybe I'm doing something wrong?
It's an issue with MOG_EventIndicators itself where all the indicators, including the HP bars are created on map load. You have to refresh the map (open and close the menu or use the script SceneManager.goto (Scene_Map) for the sprites to get created on spawned events since they weren't there when the map was loaded. I'll see if I can resolve it.
Thank you very much , I will test in the meantime :)
edit: after spawning an enemy I add the script SceneManager.goto (Scene_Map) it actually works, I am already happy like that :)
I found a better solution. Whenever you spawn a new event use the script: SceneManager._scene._spriteset.createEventIndicators()
It works, thank you very much. I love you
Hi, I think I have a problem, so I did:
-as soon as I enter a room and an event in parallel creates 4 monsters and I use the script:SceneManager._scene._spriteset.createEventIndicators()
the event then gets cleared
- the dead monsters are deleted with: Ritter.unspawnEvent(this._eventId, true)
- I exit the room and clear any evoked events(I also create other things) with :Ritter.unspawnAll(true)
- I re-enter the room resetting also the event to summon monsters and it gives me this error.
Am I doing something wrong?
Translated with DeepL.com (free version)