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Advanced HUD, Author: Kendorei |
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Jan 27 2009, 06:10 PM
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Level 2

Group: Member
Posts: 25
Type: Event Designer
RM Skill: Intermediate

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Version 1.1 By: Kendorei Released: 1/27/09 Exclusive to RRR This is a HUD System made to be customizable. This is used to show the basic stats of actors. Features:- Displays Name, HP, SP, EXP, and Level by default
- Possible to change the font style for the HUDs
- Shows up to 4 HUDs by default
- Can show up to 8 HUDs for large parties
- Can be toggled with the A key by default
- Customizable colors
- No lag
- Customizable terms
- Possible to use shadowed text
- Possible to set the HUD windowskin to a separate windowskin
- Possible to vertically stack the HUDs
The Script:CODE #============================================================ # Kendorei's Advanced HUD v1.1 #------------------------------------------------------------ # ** Author: Kendorei #============================================================
#============================================================ # ** Game_System #============================================================ class Game_System attr_accessor :hud_windowskin attr_accessor :font attr_accessor :font_size attr_accessor :shadowed_text attr_accessor :level_color attr_accessor :hp_color attr_accessor :sp_color attr_accessor :exp_color attr_accessor :other_color attr_accessor :hud_switch attr_accessor :level_word attr_accessor :hp_word attr_accessor :sp_word attr_accessor :exp_word attr_accessor :large_party attr_accessor :vert_hud alias hud_initialize initialize def initialize hud_initialize #======================================================= # ** ** * * **** *** ** # * * * ** * * * * # * * * * ** ** * * ** # ** ** * * * *** *** #======================================================= # You can change the font style and terms in-game using: # Font: $game_system.font = "Font" # Terms: $game_system.x_word = y Where x is the term to change, and y # is the new word. # Examples: # Font: $game_system.font = "FangSong" # Term: $game_system.sp_word = "Mana" #------------------------------------------------------- #----------------------------- # ** HUD Windowskin #----------------------------- # Change the line below to the name of windowskin you want for the HUD. #----------------------------- @hud_windowskin = "001-Blue01" #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # ** Font Config #----------------------------- # Change the line below to a font style you wish to use. # eg. @font = "Arial" #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- @font = "Arial" #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Set this line to the size you want to use for the font. #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- @font_size = 15 #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Set this line to true to use shadowed text #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- @shadowed_text = true #-------------------- # ** Colors Config #-------------------- # This is a list of colors that you can use for the text in the HUD. # You can add more with 'Color.new(R, B, G)'. # Set the @colors to whichever colors you want. #-------------------- @level_color = sky_blue @hp_color = red @sp_color = blue @exp_color = green @other_color = white #-------------------- #-------------------- # ** Teh Switch! #-------------------- # Use '$game_system.hud_switch = true' or 'false' to turn the HUD on or off. #-------------------- @hud_switch = false #-------------------- # ** Terms #-------------------- # You can change the terms for "Lv", "HP", "SP", and "XP" here. #-------------------- @level_word = "Lv" @hp_word = "HP" @sp_word = "SP" @exp_word = "XP" #-------------------- #-------------------- # ** Large Party? #-------------------- # If you have more than 4 members possible and want to show up to 8 HUDs, # make this line true. #-------------------- @large_party = false
#-------------------- # ** Vertical HUDs #-------------------- # If you want the HUDs to be stacked vertically along the right side of the screen, # set this to true #-------------------- @vert_hud = false #======================================================= # *** * * *** ** ** * * **** *** ** # ** ** * * * * * * ** * * * * # * * ** * * * * * * ** ** * * ** # *** * * *** ** ** * * * *** ** #======================================================= end #-------------------- # ** Colors List #-------------------- def orange return Color.new(218, 83, 2) end
def yellow return Color.new(191, 218, 2) end
def green return Color.new(30, 218, 2) end
def sea_green return Color.new(2, 218, 136) end
def sky_blue return Color.new(2, 218, 216) end
def blue return Color.new(2, 58, 218) end
def blue_violet return Color.new(108, 2, 218) end
def violet return Color.new(188, 2, 218) end
def red_violet return Color.new(218, 2, 167) end
def red return Color.new(218, 2, 5) end
def black return Color.new(0, 0, 0) end
def dark_gray return Color.new(102, 102, 102) end
def gray return Color.new(204, 204, 204) end
def light_gray return Color.new(245, 245, 245) end
def white return Color.new(255, 255, 255) end end
#============================================================ # ** KenHUD #============================================================ class KenHUD < Window_Base
attr_accessor :actor # Actor
#------------------------------------ # ** Initialization # actor : actor in the party #------------------------------------ def initialize(actor) @actor_pos = actor @actor = $game_party.actors[@actor_pos] super(0, 0, 132, 92) @hud_windowskin = $game_system.hud_windowskin self.windowskin = RPG::Cache.windowskin(@hud_windowskin) self.opacity = 140 self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = $game_system.font_size self.contents.font.name = $game_system.font @shadowed_text = $game_system.shadowed_text @level_color = $game_system.level_color @hp_color = $game_system.hp_color @sp_color = $game_system.sp_color @exp_color = $game_system.exp_color @normal_color = $game_system.other_color @hud_switch = $game_system.hud_switch self.visible = @hud_switch @level_word = $game_system.level_word @hp_word = $game_system.hp_word @sp_word = $game_system.sp_word @exp_word = $game_system.exp_word unless @actor == nil @name = @actor.name @level = @actor.level @hp = @actor.hp @maxhp = @actor.maxhp @sp = @actor.sp @maxsp = @actor.maxsp @exp = @actor.exp @nexp = @actor.next_exp_s refresh else no_actor end end #------------------------------------ # ** Shadow Text Color #------------------------------------ def shadow return Color.new(0, 0, 0, 100) end
#------------------------------------ # ** No Actor #------------------------------------ def no_actor self.contents.clear self.opacity = 0 end
#------------------------------------ # ** Refresh #------------------------------------ def refresh self.contents.clear self.contents.font.color = @level_color self.contents.draw_text(10, 0, 100, 15, @level_word, 1) self.contents.font.color = @hp_color self.contents.draw_text(0, 15, 100, 15, @hp_word) self.contents.font.color = @sp_color self.contents.draw_text(0, 30, 100, 15, @sp_word) self.contents.font.color = @exp_color self.contents.draw_text(0, 45, 100, 15, @exp_word) self.contents.font.color = @normal_color self.contents.draw_text(0, 0, 100, 15, @name.to_s) self.contents.draw_text(0, 0, 100, 15, @level.to_s, 2) self.contents.draw_text(0, 15, 100, 15, @hp.to_s+" /", 1) self.contents.draw_text(0, 15, 100, 15, @maxhp.to_s, 2) self.contents.draw_text(0, 30, 100, 15, @sp.to_s+" /", 1) self.contents.draw_text(0, 30, 100, 15, @maxsp.to_s, 2) self.contents.draw_text(0, 45, 100, 15, @exp.to_s+" /", 1) self.contents.draw_text(0, 45, 100, 15, @nexp.to_s, 2) if @shadowed_text == true self.contents.font.color = shadow self.contents.draw_text(12, 2, 100, 15, @level_word, 1) self.contents.draw_text(2, 17, 100, 15, @hp_word) self.contents.draw_text(2, 32, 100, 15, @sp_word) self.contents.draw_text(2, 47, 100, 15, @exp_word) self.contents.draw_text(2, 2, 100, 15, @name.to_s) self.contents.draw_text(2, 2, 100, 15, @level.to_s, 2) self.contents.draw_text(2, 17, 100, 15, @hp.to_s+" /", 1) self.contents.draw_text(2, 17, 100, 15, @maxhp.to_s, 2) self.contents.draw_text(2, 32, 100, 15, @sp.to_s+" /", 1) self.contents.draw_text(2, 32, 100, 15, @maxsp.to_s, 2) self.contents.draw_text(2, 47, 100, 15, @exp.to_s+" /", 1) self.contents.draw_text(2, 47, 100, 15, @nexp.to_s, 2) end end
#------------------------------------ # ** Update #------------------------------------ def update @actor = $game_party.actors[@actor_pos] if (self.contents.font.name != $game_system.font) or (self.contents.font.size != $game_system.font_size) or (@level_color != $game_system.level_color) or (@hp_color != $game_system.hp_color) or (@sp_color != $game_system.sp_color) or (@exp_color != $game_system.exp_color) or (@normal_color != $game_system.other_color) or (@level_word != $game_system.level_word) or (@hp_word != $game_system.hp_word) or (@sp_word != $game_system.sp_word) or (@exp_word != $game_system.exp_word) or (@shadowed_text != $game_system.shadowed_text) self.contents.font.name = $game_system.font self.contents.font.size = $game_system.font_size @shadowed_text = $game_system.shadowed_text @level_color = $game_system.level_color @hp_color = $game_system.hp_color @sp_color = $game_system.sp_color @exp_color = $game_system.exp_color @normal_color = $game_system.other_color @level_word = $game_system.level_word @hp_word = $game_system.hp_word @sp_word = $game_system.sp_word @exp_word = $game_system.exp_word if @actor != nil refresh elsif @actor == nil no_actor end end if @actor != nil if (@name != @actor.name) or (@level != @actor.level) or (@hp != @actor.hp) or (@maxhp != @actor.maxhp) or (@sp != @actor.sp) or (@maxsp != @actor.maxsp) or (@exp != @actor.exp) or (@nexp != @actor.next_exp_s) or (@hud_switch != $game_system.hud_switch) @hud_switch = $game_system.hud_switch self.visible = @hud_switch self.opacity = 140 unless @actor == nil @name = @actor.name @level = @actor.level @hp = @actor.hp @maxhp = @actor.maxhp @sp = @actor.sp @maxsp = @actor.maxsp @exp = @actor.exp @nexp = @actor.next_exp_s refresh else no_actor end end elsif @actor == nil no_actor end end end
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#============================================================ # ** Scene_Map #============================================================ class Scene_Map
#------------------------------------ # ** Alias Listing #------------------------------------ alias initialize_hud_now main alias update_hud_now update #------------------------------------ def main @vert_hud = $game_system.vert_hud @large_party = $game_system.large_party if (@large_party == false) and (@vert_hud == false) @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window1.x = 26 @hud_window2.x = 178 @hud_window3.x = 330 @hud_window4.x = 482 elsif (@large_party == true) and (@vert_hud == false) @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window5 = KenHUD.new(4) @hud_window6 = KenHUD.new(5) @hud_window7 = KenHUD.new(6) @hud_window8 = KenHUD.new(7) @hud_window1.x = 26 @hud_window2.x = 178 @hud_window3.x = 330 @hud_window4.x = 482 @hud_window5.x = 26 @hud_window6.x = 178 @hud_window7.x = 330 @hud_window8.x = 482 @hud_window5.y = 135 @hud_window6.y = 135 @hud_window7.y = 135 @hud_window8.y = 135 elsif (@large_party == false) and (@vert_hud == true) @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window1.y = 0 @hud_window2.y = 135 @hud_window3.y = 270 @hud_window4.y = 405 elsif (@large_party == true) and (@vert_hud == true) @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window5 = KenHUD.new(4) @hud_window6 = KenHUD.new(5) @hud_window7 = KenHUD.new(6) @hud_window8 = KenHUD.new(7) @hud_window1.y = 0 @hud_window2.y = 135 @hud_window3.y = 270 @hud_window4.y = 405 @hud_window5.y = 0 @hud_window6.y = 135 @hud_window7.y = 270 @hud_window8.y = 405 @hud_window5.x = 100 @hud_window6.x = 100 @hud_window7.x = 100 @hud_window8.x = 100 end initialize_hud_now if @large_party == false @hud_window1.dispose @hud_window2.dispose @hud_window3.dispose @hud_window4.dispose elsif @large_party == true @hud_window1.dispose @hud_window2.dispose @hud_window3.dispose @hud_window4.dispose @hud_window5.dispose @hud_window6.dispose @hud_window7.dispose @hud_window8.dispose end end
def update update_hud_now if @large_party == false @hud_window1.update @hud_window2.update @hud_window3.update @hud_window4.update elsif @large_party == true @hud_window1.update @hud_window2.update @hud_window3.update @hud_window4.update @hud_window5.update @hud_window6.update @hud_window7.update @hud_window8.update end # By default controls, hit the A button on the keyboard to switch the HUD on/off. if Input.trigger?(Input::X) unless $game_system.map_interpreter.running? $game_system.se_play($data_system.decision_se) if $game_system.hud_switch == true $game_system.hud_switch = false elsif $game_system.hud_switch == false $game_system.hud_switch = true end end end end end Simply change the settings in the Config section to customize this.  This should be compatable with most scripts, but not a good idea to use this with another HUD.  Be sure to put this BELOW the SDK if you use it. Kendorei's Advanced HUD v1.1 DemoScreenshots:To install this, simply paste it above Main. Previous Versions:Version 1.0 CODE #============================================================ # Kendorei's Advanced HUD v1.0 #------------------------------------------------------------ # ** Author: Kendorei #============================================================
#============================================================ # ** Game_System #============================================================ class Game_System attr_accessor :font attr_accessor :font_size attr_accessor :shadowed_text attr_accessor :level_color attr_accessor :hp_color attr_accessor :sp_color attr_accessor :exp_color attr_accessor :other_color attr_accessor :hud_switch attr_accessor :level_word attr_accessor :hp_word attr_accessor :sp_word attr_accessor :exp_word attr_accessor :large_party alias font_hud_initialize initialize def initialize font_hud_initialize #======================================================= # ** ** * * **** *** ** # * * * ** * * * * # * * * * ** ** * * ** # ** ** * * * *** *** #======================================================= # You can change the font style and terms in-game using: # Font: $game_system.font = "Font" # Terms: $game_system.x_word = y Where x is the term to change, and y # is the new word. # Examples: # Font: $game_system.font = "FangSong" # Term: $game_system.sp_word = "Mana" #------------------------------------------------------- #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # ** Font Config #----------------------------- # Change the line below to a font style you wish to use. # eg. @font = "Arial" #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- @font = "Arial" #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Set this line to the size you want to use for the font. #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- @font_size = 15 #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Set this line to true to use shadowed text #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- @shadowed_text = false #-------------------- # ** Colors Config #-------------------- # This is a list of colors that you can use for the text in the HUD. # You can add more with 'Color.new(R, B, G)'. # Set the @colors to whichever colors you want. #-------------------- @level_color = sky_blue @hp_color = red @sp_color = blue @exp_color = green @other_color = white #-------------------- #-------------------- # ** Teh Switch! #-------------------- # Use '$game_system.hud_switch = true' or 'false' to turn the HUD on or off. #-------------------- @hud_switch = false #-------------------- # ** Terms #-------------------- # You can change the terms for "Lv", "HP", "SP", and "XP" here. #-------------------- @level_word = "Lv" @hp_word = "HP" @sp_word = "SP" @exp_word = "XP" #-------------------- #-------------------- # Large Party? #-------------------- # If you have more than 4 members possible and want to show up to 8 HUDs, # make this line true. #-------------------- @large_party = false #======================================================= # *** * * *** ** ** * * **** *** ** # ** ** * * * * * * ** * * * * # * * ** * * * * * * ** ** * * ** # *** * * *** ** ** * * * *** ** #======================================================= end #-------------------- # ** Colors List #-------------------- def orange return Color.new(218, 83, 2) end
def yellow return Color.new(191, 218, 2) end
def green return Color.new(30, 218, 2) end
def sea_green return Color.new(2, 218, 136) end
def sky_blue return Color.new(2, 218, 216) end
def blue return Color.new(2, 58, 218) end
def blue_violet return Color.new(108, 2, 218) end
def violet return Color.new(188, 2, 218) end
def red_violet return Color.new(218, 2, 167) end
def red return Color.new(218, 2, 5) end
def black return Color.new(0, 0, 0) end
def dark_gray return Color.new(102, 102, 102) end
def gray return Color.new(204, 204, 204) end
def light_gray return Color.new(245, 245, 245) end
def white return Color.new(255, 255, 255) end end
#============================================================ # ** KenHUD #============================================================ class KenHUD < Window_Base
attr_accessor :actor # Actor
#------------------------------------ # ** Initialization # actor : actor in the party #------------------------------------ def initialize(actor) @actor_pos = actor @actor = $game_party.actors[@actor_pos] super(0, 0, 132, 92) self.opacity = 140 self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = $game_system.font_size self.contents.font.name = $game_system.font @shadowed_text = $game_system.shadowed_text @level_color = $game_system.level_color @hp_color = $game_system.hp_color @sp_color = $game_system.sp_color @exp_color = $game_system.exp_color @normal_color = $game_system.other_color @hud_switch = $game_system.hud_switch self.visible = @hud_switch @level_word = $game_system.level_word @hp_word = $game_system.hp_word @sp_word = $game_system.sp_word @exp_word = $game_system.exp_word unless @actor == nil @name = @actor.name @level = @actor.level @hp = @actor.hp @maxhp = @actor.maxhp @sp = @actor.sp @maxsp = @actor.maxsp @exp = @actor.exp @nexp = @actor.next_exp_s refresh else no_actor end end #------------------------------------ # ** Shadow Text Color #------------------------------------ def shadow return Color.new(0, 0, 0, 100) end
#------------------------------------ # ** No Actor #------------------------------------ def no_actor self.contents.clear self.opacity = 0 end
#------------------------------------ # ** Refresh #------------------------------------ def refresh self.contents.clear self.contents.font.color = @level_color self.contents.draw_text(10, 0, 100, 15, @level_word, 1) self.contents.font.color = @hp_color self.contents.draw_text(0, 15, 100, 15, @hp_word) self.contents.font.color = @sp_color self.contents.draw_text(0, 30, 100, 15, @sp_word) self.contents.font.color = @exp_color self.contents.draw_text(0, 45, 100, 15, @exp_word) self.contents.font.color = @normal_color self.contents.draw_text(0, 0, 100, 15, @name.to_s) self.contents.draw_text(0, 0, 100, 15, @level.to_s, 2) self.contents.draw_text(0, 15, 100, 15, @hp.to_s+" /", 1) self.contents.draw_text(0, 15, 100, 15, @maxhp.to_s, 2) self.contents.draw_text(0, 30, 100, 15, @sp.to_s+" /", 1) self.contents.draw_text(0, 30, 100, 15, @maxsp.to_s, 2) self.contents.draw_text(0, 45, 100, 15, @exp.to_s+" /", 1) self.contents.draw_text(0, 45, 100, 15, @nexp.to_s, 2) if @shadowed_text == true self.contents.font.color = shadow self.contents.draw_text(12, 2, 100, 15, @level_word, 1) self.contents.draw_text(2, 17, 100, 15, @hp_word) self.contents.draw_text(2, 32, 100, 15, @sp_word) self.contents.draw_text(2, 47, 100, 15, @exp_word) self.contents.draw_text(2, 2, 100, 15, @name.to_s) self.contents.draw_text(2, 2, 100, 15, @level.to_s, 2) self.contents.draw_text(2, 17, 100, 15, @hp.to_s+" /", 1) self.contents.draw_text(2, 17, 100, 15, @maxhp.to_s, 2) self.contents.draw_text(2, 32, 100, 15, @sp.to_s+" /", 1) self.contents.draw_text(2, 32, 100, 15, @maxsp.to_s, 2) self.contents.draw_text(2, 47, 100, 15, @exp.to_s+" /", 1) self.contents.draw_text(2, 47, 100, 15, @nexp.to_s, 2) end end
#------------------------------------ # ** Update #------------------------------------ def update @actor = $game_party.actors[@actor_pos] if (self.contents.font.name != $game_system.font) or (self.contents.font.size != $game_system.font_size) or (@level_color != $game_system.level_color) or (@hp_color != $game_system.hp_color) or (@sp_color != $game_system.sp_color) or (@exp_color != $game_system.exp_color) or (@normal_color != $game_system.other_color) or (@level_word != $game_system.level_word) or (@hp_word != $game_system.hp_word) or (@sp_word != $game_system.sp_word) or (@exp_word != $game_system.exp_word) or (@shadowed_text != $game_system.shadowed_text) self.contents.font.name = $game_system.font self.contents.font.size = $game_system.font_size @shadowed_text = $game_system.shadowed_text @level_color = $game_system.level_color @hp_color = $game_system.hp_color @sp_color = $game_system.sp_color @exp_color = $game_system.exp_color @normal_color = $game_system.other_color @level_word = $game_system.level_word @hp_word = $game_system.hp_word @sp_word = $game_system.sp_word @exp_word = $game_system.exp_word if @actor != nil refresh elsif @actor == nil no_actor end end if @actor != nil if (@name != @actor.name) or (@level != @actor.level) or (@hp != @actor.hp) or (@maxhp != @actor.maxhp) or (@sp != @actor.sp) or (@maxsp != @actor.maxsp) or (@exp != @actor.exp) or (@nexp != @actor.next_exp_s) or (@hud_switch != $game_system.hud_switch) @hud_switch = $game_system.hud_switch self.visible = @hud_switch self.opacity = 140 unless @actor == nil @name = @actor.name @level = @actor.level @hp = @actor.hp @maxhp = @actor.maxhp @sp = @actor.sp @maxsp = @actor.maxsp @exp = @actor.exp @nexp = @actor.next_exp_s refresh else no_actor end end elsif @actor == nil no_actor end end end
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#============================================================ # ** Scene_Map #============================================================ class Scene_Map
#------------------------------------ # ** Alias Listing #------------------------------------ alias initialize_hud_now main alias update_hud_now update #------------------------------------ def main @large_party = $game_system.large_party if @large_party == false @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window1.x = 26 @hud_window2.x = 178 @hud_window3.x = 330 @hud_window4.x = 482 elsif @large_party == true @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window5 = KenHUD.new(4) @hud_window6 = KenHUD.new(5) @hud_window7 = KenHUD.new(6) @hud_window8 = KenHUD.new(7) @hud_window1.x = 26 @hud_window2.x = 178 @hud_window3.x = 330 @hud_window4.x = 482 @hud_window5.x = 26 @hud_window6.x = 178 @hud_window7.x = 330 @hud_window8.x = 482 @hud_window5.y = 100 @hud_window6.y = 100 @hud_window7.y = 100 @hud_window8.y = 100 end initialize_hud_now if @large_party == false @hud_window1.dispose @hud_window2.dispose @hud_window3.dispose @hud_window4.dispose elsif @large_party == true @hud_window1.dispose @hud_window2.dispose @hud_window3.dispose @hud_window4.dispose @hud_window5.dispose @hud_window6.dispose @hud_window7.dispose @hud_window8.dispose end end
def update update_hud_now if @large_party == false @hud_window1.update @hud_window2.update @hud_window3.update @hud_window4.update elsif @large_party == true @hud_window1.update @hud_window2.update @hud_window3.update @hud_window4.update @hud_window5.update @hud_window6.update @hud_window7.update @hud_window8.update end # By default controls, hit the A button on the keyboard to switch the HUD on/off. if Input.trigger?(Input::X) unless $game_system.map_interpreter.running? $game_system.se_play($data_system.decision_se) if $game_system.hud_switch == true $game_system.hud_switch = false elsif $game_system.hud_switch == false $game_system.hud_switch = true end end end end end Ken's Adv HUD v1.0 DemoCredits:Kendorei (me) for making it all on my own!  No credit is necessary, but would be appreciated. Claim it as yours, and I will hunt you down though.
This post has been edited by Kendorei: Feb 3 2009, 02:28 PM
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Kendorei, Old SoulCurrent Project: Elemental War: Blade of ElementsCna yuo raed tihs? Olny 55% of plepoe can. I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt! fi yuo cna raed tihs, palce it in yuor siantugre. My scripts:
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Jan 27 2009, 06:40 PM
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Enigmatic Art

Group: Revolutionary
Posts: 825
Type: Developer
RM Skill: Skilled

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This looks good if its ur first script, but a question, can you change those boxes into ones from your own?
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 Ty Holder :D [Show/Hide] My Project  Logo by Axerax Still going on Construct Classic. Currently drawing dialogue portraits for the characters. Some can be found on my DA. Mystery of the Seventh Tower: Reborn ------------------- ------------------------------------ I've got my Platform Engine now. Still have to tweak it a bit to allow the 'action' part xD. ------------------------------------ Running into some errors, I'm trying to fix them up as soon as possible though. ------------------------------------ *Fixed* Let's go back to tweaking shall we? ------------------------------------ Mega thanks to DarkYoshi for helping me on so many things. I'm understanding things better now. Just need to see how to call on some object states...mmm... ------------------------------------ Coding AI for enemies ------------------------------------ *Project Moves to Construct* ------------------------------------ I've established a deal with Christian Andersson for his music. That guy is a Fantasy Music GOD. ------------------------------------ Contacting several people for pixel work commissions. ------------------------------------ Gathering some more BGs. ------------------------------------ Editing current sprites for use in Construct. ------------------------------------ Waiting for v1 for Construct. ------------------------------------ Finishing Game Flow Design. ------------------------------------ Finished Story, yet to finalize. ------------------------------------ Finished Red and Yellow tower's level design. ------------------------------------ Finished Aeiner's Sky Port design. ------------------------------------ Character Design time. ------------------------------------
A project developed by Ambry. This used to be my old RMXP project but I converted it to GM8 and now Construct due to the game play possibilities. It's an action platformer with RPG elements and slight twists here and there. The project is based on 'The Seventh Tower' series by Garth Nix, but I assure you, I'm changing a lot of things!
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Jan 29 2009, 09:09 PM
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Level 2

Group: Member
Posts: 25
Type: Event Designer
RM Skill: Intermediate

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QUOTE (amaro57 @ Jan 27 2009, 08:40 PM)  This looks good if its ur first script, but a question, can you change those boxes into ones from your own? I'm not quite sure exactly what you mean. If you mean setting a windowskin for just the HUD, that's possible. If that's not it, then could you please be more specific?
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Kendorei, Old SoulCurrent Project: Elemental War: Blade of ElementsCna yuo raed tihs? Olny 55% of plepoe can. I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt! fi yuo cna raed tihs, palce it in yuor siantugre. My scripts:
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Aug 22 2011, 12:02 PM
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~Noctem~Shinai~

Group: Revolutionary
Posts: 261
Type: Developer
RM Skill: Advanced

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edit:figured out my problem.
This post has been edited by carnie_natas: Aug 25 2011, 01:27 PM
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Light one up! You can run.....But you'll only die tired!
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