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> ReinoRpg HUD (Ace)
dartdaman
post Jan 3 2012, 06:09 PM
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ReinoRpg Hud


Author: LB
Translation: Dartdaman
Toggle Key: Kal

This script was wrote by LB in RGSS2 in Portuguese. Some time ago i translated this script into English, now i have ported this script from RGSS2 to RGSS3. I have also made few edits to the script other than porting it from RGSS2 to RGSS3. Thanks to Kal for adding the toggle key to the script and fixing a few bugs.
Screenshot


Ruby Text file download link
Script
CODE
#================================================#
# ¦ ReinoRPG HUD v0.6
# Script: LB
# Design: Night'Walker
# Translated: Dartdaman
# Toggle key: Kal
#================================================#
puts "HUD Loaded"
module PR_RRPG_HUD

#================================================#
#============= General Settings ===============#
#================================================#
  # Post nil if you want to center on screen
  # Place a minus sign in front of value to refer to the opposite side.
  Position_X = nil
  Position_Y = -8
  Bottom_of_the_HUD = "Back.png"
  Bar_HP = "HP.png"
  Bar_MP = "MP.png"

  Using_transparency_in_the_entrance = true # Makes the HUD fade when go under it
  Using_transparency_in_the_exit = true # FadeOut to disappear in just

  Speed = 3 # Speed to FadeIn/FadeOut
  Final_Opacity = 255 # Final 0pacity of the HUD
  Opacity_Final_Element = 255 # Opacity of the final elements of the HUD
  Character_Opacity = 150 # Opacity if the character is under
  Opacity_Character_Element = 160 # Opacity of the elements

  Switch_Control = 1 # Switch that controls whether the HUD is active or not
                     # HUD to be active ON and OFF to turn it off.
                        
  Number_Character = 1 # The number of character in order according to menu

  HUD_Toggle_Show_Key = Input::L # Press this key to show/hide the HUD
                                 # L is the Q key on a keyboard.
                                 # Press F1 in a game to see what the default
                                 # key mappings are.

#==============================================#
#=============== HUD Elements ================#
#==============================================#

  # Set to true to display graphic charset (false to not display)
  Char_Show = true
  Char_X = 46
  Char_Y = 66

  # Set true to show the character's name (false to not display)
  Name_Show = true
  Name_Alignment = 1 # 0 = Left | 1 = Center | 2 = Right
  Name_X = 92
  Name_Y = 25
  Name_Width = 134
  Name_Color = Color.new(255,255,255)
  Name_Font = nil # Font to use, write nil to use the default
  Name_Size_of_Font = 17 # Size_of Font

  # Set true to show the character's class (false to not display)
  Class_Show = true
  Class_Alignment = 0 # 0 = Left | 1 = Center | 2 = Right
  Class_X = 229
  Class_Y = 25
  Class_Width = 60
  Class_Color = Color.new(255,255,255)
  Class_Font = nil # Font to use, write nil to use the default
  Class_Size_of_Font = 16 # Size_of Font

  # Set true to show the bar that represents the character's HP (false to not display)
  HP_Show = true
  HP_X = 92
  HP_Y = 42

  # Set true to show the bar that represents the character's MP (false to not display)
  MP_Show = true
  MP_X = 92
  MP_Y = 59

  # Set true to show the value of Current HP bar (false to not display)
  Values_HP_Show_Current = true
  # Set true to show the maximum value of the HP bar (false to not display)
  Values_HP_Show_Total = true
  Values_HP_Color = Color.new(255,255,255)
  Values_HP_Font = nil # Font to use, write nil to use the default
  Values_HP_Size_of_Font = 14 # Size_of Font
  Values_HP_X = 92
  Values_HP_Y = 38

  # Set true to show the value of Current MP bar (false to not display)
  Values_MP_Show_Current = true
  # Set true to show the maximum value of the MP bar (false to not display)
  Values_MP_Show_Total = true
  Values_MP_Color = Color.new(255,255,255)
  Values_MP_Font = nil # Font to use, write nil to use the default
  Values_MP_Size_of_Font = 14 # Size_of Font
  Values_MP_X = 92
  Values_MP_Y = 55

  # Set true to show the character's level (false to not display)
  LV_Show = true
  LV_Color = Color.new(255,255,255)
  LV_Font = nil # Font to use, write nil to use the default
  LV_Size_of_Font = 19 # Size_of Font
  LV_Width = 30
  LV_X = 241
  LV_Y = 49

  # Set true to show the character of money (false to not display)
  Gold_Show = true
  Gold_Color = Color.new(255,255,255)
  Gold_Font = nil # Font to use, write nil to use the default
  Gold_Size_of_Font = 18 # Size_of Font
  Gold_X = 281
  Gold_Y = 35
  Gold_Width = 50

  # Set true to show the suffix of play money (false to not display)
  Text_Show = true
  Text_Color = Color.new(255,255,255)
  Text_Font = nil # Font to use, write nil to use the default
  Text_Size_of_Font = 15 # Size_of Font
  Text_X = 281
  Text_Y = 50
  Text_Width = 50
  Text = "Gold" # Name of game currency
end
#===============================================#
#============ End of Settings ================#
#===============================================#
#============ Top of Script ==================#
#===============================================#
module Cache
  #--------------------------------------------------------------------------
  # * Get HUD Graphic
  # filename : Filename
  #--------------------------------------------------------------------------
  def self.hud(filename)
    load_bitmap("Graphics/Hud/", filename)
  end
end
class Scene_Map < Scene_Base
  include PR_RRPG_HUD

  alias hud_start start
  alias hud_update update
  alias hud_terminate terminate

  def start
    active_hud
    hud_start
  end

  def active_hud
    unless @hud_has_run_before
      $game_switches[Switch_Control] = true
      @hud_has_run_before = true
    end
    @animation_hud1 = Using_transparency_in_the_entrance
    @animation_hud2 = Using_transparency_in_the_entrance
    @animation_hud_1 = Using_transparency_in_the_exit
    @animation_hud_2 = Using_transparency_in_the_exit
    @back = Sprite.new
    @back.bitmap = Cache.hud(Bottom_of_the_HUD)
    @back.opacity = 0 if @animation_hud1 == true
    x = Position_X
    y = Position_Y
    w = @back.width
    h = @back.height
    x = ( x == nil ? ( 544 - w ) / 2 : ( x < 0 ? ( 544 + x - w ) : x ) )
    y = ( y == nil ? ( 416 - h ) / 2 : ( y < 0 ? ( 416 + y - h ) : y ) )
    @back.x = x
    @back.y = y
    @back.z = 190
    @wind = Window_Base.new(x-16,y-16,w+32,h+32)
    @wind.opacity = 0
    @wind.contents_opacity = 0 if @animation_hud2 == true
    @wind.z = 195
    @wind.contents.font.shadow = false
    @id = Number_Character-1
    @info = []
    @hp = Sprite.new
    @hp.bitmap = Bitmap.new(32,32)
    @mp = Sprite.new
    @mp.bitmap = Bitmap.new(32,32)
    @hp.x = HP_X + x
    @mp.x = MP_X + x
    @hp.y = HP_Y + y
    @mp.y = MP_Y + y
    @hp.z = 192
    @mp.z = 193
    @hp.opacity = 0 if @animation_hud2 == true
    @mp.opacity = 0 if @animation_hud2 == true
    hud_real_update if status_update
  end

  def terminate
    if @animation_hud_1 == true
      @back.bitmap.dispose
      @back.dispose
    end
    if @animation_hud_2 == true
      @hp.bitmap.dispose
      @hp.dispose
      @mp.bitmap.dispose
      @mp.dispose
      @wind.contents.dispose
      @wind.dispose
    end
    hud_terminate
  end

  def update
    if $game_switches[Switch_Control] == true and @hud_keyboard_switch
      if @back != nil
        if @back.opacity < Final_Opacity and @animation_hud1 == true
          @back.opacity += Speed
        else
          @back.opacity = Final_Opacity
          @animation_hud1 = false
        end
        if @wind.contents_opacity < Opacity_Final_Element and @animation_hud2 == true
          @wind.contents_opacity += Speed
          @hp.opacity += Speed
          @mp.opacity += Speed
        else
          @wind.contents_opacity = Opacity_Final_Element
          @hp.opacity = Opacity_Final_Element
          @mp.opacity = Opacity_Final_Element
          @animation_hud2 = false
        end
      else
        active_hud
      end
    else
      if @back != nil
        if @back.opacity > Speed-1 and @animation_hud_1 == true
          @back.opacity -= Speed
        else
          @back.bitmap.dispose
          @back.dispose
          @back = nil
          @animation_hud_1 = false
        end
        if @wind.contents_opacity > Speed-1 and @animation_hud_2 == true
          @wind.contents_opacity -= Speed
          @hp.opacity -= Speed
          @mp.opacity -= Speed
        else
          if @animation_hud_2 == true
            @hp.bitmap.dispose
            @hp.dispose
            @hp = nil
            @mp.bitmap.dispose
            @mp.dispose
            @mp = nil
            @wind.contents.dispose
            @wind.dispose
            @wind = nil
            @animation_hud_2 = false
          end
        end
      end
    end
    if @back != nil
      if $game_player.screen_x >= @back.x and $game_player.screen_x <= @back.x + @back.width and
         $game_player.screen_y >= @back.y and $game_player.screen_y <= @back.y + @back.height
        @back.opacity = Character_Opacity
        @hp.opacity = Opacity_Character_Element
        @mp.opacity = Opacity_Character_Element
        @wind.contents_opacity = Opacity_Character_Element
      end
    end
    real_update if status_update
    hud_check_key_toggle
    hud_update
  end

  def hud_real_update
    a = $game_party.members[@id]
    @wind.contents.clear
    @wind.draw_character(a.character_name, a.character_index, Char_X, Char_Y) if Char_Show
    if Name_Show
      @wind.contents.font.name = Name_Font if Name_Font != nil
      @wind.contents.font.color = Name_Color
      @wind.contents.font.size = Name_Size_of_Font
      @wind.contents.draw_text(Name_X, Name_Y, Name_Width, Name_Size_of_Font, a.name, Name_Alignment)
    end
    if Class_Show
      @wind.contents.font.name = Class_Font if Class_Font != nil
      @wind.contents.font.color = Class_Color
      @wind.contents.font.size = Class_Size_of_Font
      @wind.contents.draw_text(Class_X, Class_Y, Class_Width, Class_Size_of_Font, a.class.name, Class_Alignment)
    end
    if HP_Show
      @hp.bitmap.dispose
      @hp.bitmap = Cache.hud(Bar_HP)
      @hp.bitmap.clear_rect(Rect.new((@hp.width*a.hp/a.mhp),0,@hp.width,@hp.height))
    end
    if MP_Show
      @mp.bitmap.dispose
      @mp.bitmap = Cache.hud(Bar_MP)
      @mp.bitmap.clear_rect(Rect.new((@mp.width*a.mp/a.mmp),0,@mp.width,@mp.height))
    end
    if Values_HP_Show_Current
      text = a.hp.to_s
    end
    if Values_HP_Show_Total
      text = a.mhp.to_s
    end
    if Values_HP_Show_Current and Values_HP_Show_Total
      text = a.hp.to_s + "/" + a.mhp.to_s
    end
    if text != nil
      @wind.contents.font.name = Values_HP_Font if Values_HP_Font != nil
      @wind.contents.font.color = Values_HP_Color
      @wind.contents.font.size = Values_HP_Size_of_Font
      @wind.contents.draw_text(Values_HP_X, Values_HP_Y, @hp.width, Values_HP_Size_of_Font, text, 2)
    end
    text = nil
    if Values_MP_Show_Current
      text = a.mp.to_s
    end
    if Values_MP_Show_Total
      text = a.mmp.to_s
    end
    if Values_MP_Show_Current and Values_MP_Show_Total
      text = a.mp.to_s + "/" + a.mmp.to_s
    end
    if text != nil
      @wind.contents.font.name = Values_MP_Font if Values_MP_Font != nil
      @wind.contents.font.color = Values_MP_Color
      @wind.contents.font.size = Values_MP_Size_of_Font
      @wind.contents.draw_text(Values_MP_X, Values_MP_Y, @hp.width, Values_MP_Size_of_Font, text, 2)
    end
    if LV_Show
      @wind.contents.font.name = LV_Font if LV_Font != nil
      @wind.contents.font.color = LV_Color
      @wind.contents.font.size = LV_Size_of_Font
      @wind.contents.draw_text(LV_X, LV_Y, LV_Width, LV_Size_of_Font, a.level, 1)
    end
    if Gold_Show
      @wind.contents.font.name = Gold_Font if Gold_Font != nil
      @wind.contents.font.color = Gold_Color
      @wind.contents.font.size = Gold_Size_of_Font
      @wind.contents.draw_text(Gold_X, Gold_Y, Gold_Width, Gold_Size_of_Font, $game_party.gold, 1)
    end
    if Text_Show
      @wind.contents.font.name = Text_Font if Text_Font != nil
      @wind.contents.font.color = Text_Color
      @wind.contents.font.size = Text_Size_of_Font
      @wind.contents.draw_text(Text_X, Text_Y, Text_Width, Text_Size_of_Font, Text, 1)
    end
  end

  def status_update
    return false if @wind == nil
    a = $game_party.members[@id]
    return update_infos if a.id != @info[0]
    return update_infos if a.character_name != @info[1]
    return update_infos if a.character_index != @info[2]
    return update_infos if a.name != @info[3]
    return update_infos if a.class_id != @info[4]
    return update_infos if a.class.name != @info[5]
    return update_infos if a.hp != @info[6]
    return update_infos if a.mhp != @info[7]
    return update_infos if a.mp != @info[8]
    return update_infos if a.mmp != @info[9]
    return update_infos if a.level != @info[10]
    return update_infos if $game_party.gold != @info[11]
    return false
  end

  def update_infos
    a = $game_party.members[@id]
    @info[0] = a.id
    @info[1] = a.character_name
    @info[2] = a.character_index
    @info[3] = a.name
    @info[4] = a.class_id
    @info[5] = a.class.name
    @info[6] = a.hp
    @info[7] = a.mhp
    @info[8] = a.mp
    @info[9] = a.mmp
    @info[10] = a.level
    @info[11] = $game_party.gold
    return true
  end
  def hud_check_key_toggle
    @hud_keyboard_switch = true if @hud_keyboard_switch.nil?
    if Input.trigger?(HUD_Toggle_Show_Key)
      @hud_keyboard_switch = !@hud_keyboard_switch
    end
  end

end


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Giver proper credit
not for use in commercial games

This post has been edited by dartdaman: Mar 31 2012, 08:39 PM


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seroc
post Jan 4 2012, 01:16 AM
Post #2



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The demo link is broken or misspelled.
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gazza-911
post Jan 4 2012, 09:11 AM
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Here you are, just incorrect format of the url.

Script Download
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edd0345
post Mar 28 2012, 06:58 AM
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Terms and Conditions please? smile.gif


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dartdaman
post Mar 31 2012, 08:37 PM
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terms and use are give proper credit and no use in commercial projects


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