Jens009's Simple HUD, Show HP/SP/State in map |
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Aug 10 2008, 09:05 PM
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L Did you know? Death gods... only eat apples

Group: +Gold Member
Posts: 2,976
Type: Scripter
RM Skill: Skilled

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Simple HUD Version 2.0 Author Jens009 Release DateAugust 9, 2008 Updated, August 10, 2008 Exclusive Script at RPG RPG RevolutionIntroductionSo I was in the RGSS2 Request forum and VerifyedRasta requested for a simple HUD that shows an actor's HP and SP. So I took on the request and here it is. Features-Remove HUD with a call script -Change maximum actors shown in HUD -Can change update methods This decreases lag and increases performance of script -Either Always update HUD on map or update the HUD only when necessary - Less buggy and more flexible. ScriptCODE #============================================================================ # Jens009 Simple HP/SP/State HUD # Version 2.0 # Release Date: August 11,2008 # Description: Display an HP/SP and State HUD information in map. # Compatibility: Should be compatible with any system # Configuration: # I. Turning off the HUD in game # use the call script $game_system.show_hud = true/false # true = show HUD, false = disable HUD # II. Changing maximum information shown # look at SHOW_MAX under JCONFIG, you can change the value to show # how many of the actors in the party to display their information # by default, it is set to show only 2 actors. # III. Changing maximum information shown in game # use the call script JCONFIG::SHOW_MAX = *integer* # You can change the amount of actors displayed in the HUD in game. # simply change integer to the value you want. # IV. Changing Update methods # if you want the HUD to always update, set ALWAYS_UPDATE_HUD to true # but if you want to only update the HUD whenever you want to, set # this to false. # When $game_sysyem.always_update is false, you can update the hud # manually in game using the call script $game_system.refresh_hud = true. # this will refresh the hud information once. # However, you can also switch between always updating the HUD and # only updating the hud once during in game. # Simply use the call script: # $game_sysyem.always_update = true/false # and to reupdate once # $game_system.refresh_hud = true # # Optimization to achieve higher FPS # 1) Set SHOW_MAX to a low value # You can also: # 2) Set $game_sysyem.always_update = false # 2.1) Use $game_temp.refresh_hud = true to reupdate the hud manually. #============================================================================ module JCONFIG SHOW_MAX = 4 # By default, show 4 actor's information end
#====================================== # Game_System edit #===================================== class Game_System # Add new instance attr_accessor :refresh_hud attr_accessor :show_hud attr_accessor :always_update alias jens009_initialize_hud initialize def initialize # Initialize instances @show_hud = true @always_update = true @refresh_hud = false # Call default methods jens009_initialize_hud end end
#============================================================================= # Window Hud < Window_Base # Description: Handles Information to be shown in HUD #=============================================================================
class Window_Hud < Window_Base #========================== # Initialize Values #========================== def initialize super(0,0,544,110) self.opacity = 0 self.visible = false if $game_system.show_hud == false refresh end #========================= # Create Information #=========================== def refresh self.contents.clear @item_max = JCONFIG::SHOW_MAX @party_size = $game_party.members.size for actor in $game_party.members x = actor.index * 120 y = 0 if actor.index < @item_max draw_actor_information(actor, x, y) end end end def draw_actor_information(actor, x, y) draw_actor_name(actor,x,y + 0) draw_actor_hp(actor, x, y + 16, 96) draw_actor_mp(actor, x, y + 32, 96) draw_actor_state(actor, x, y + 54) end #================================= # Define Update #==================================== def update refresh end
end #=============================== # Start Scene_Map edit #=============================== class Scene_Map # Alias methods main, update and terminate alias jens009_hud_main main alias jens009_hud_update update alias jens009_hud_terminate terminate # Edit Main def main # Call HUD @hud = Window_Hud.new # Call previous Methods jens009_hud_main end
# Edit Update def update # Update hud only if $game_system.show_hud is true if $game_system.show_hud and $game_system.always_update @hud.update end if $game_system.refresh_hud == true @hud.update $game_system.refresh_hud = false end if $game_system.show_hud == true @hud.visible = true else @hud.visible = false end # Call previous methods jens009_hud_update end
# Edit Terminate def terminate # Call previous methods, dispose of other windows first before HUD jens009_hud_terminate # Dispose HUD @hud.dispose end
#======================== # End of Scene_Map edit #======================== end CODE #============================================================================ # Jens009 Simple HP/SP/State HUD # Version 1.0 # Release Date: August 10,2008 # Description: Display an HP/SP and State HUD information in map. # Compatibility: Should be compatible with any system # Configuration: # I. Turning off the HUD in game # use the call script $game_system.show_hud = true/false # true = show HUD, false = disable HUD # II. Changing maximum information shown # look at SHOW_MAX under JCONFIG, you can change the value to show # how many of the actors in the party to display their information # by default, it is set to show only 2 actors. # III. Changing maximum information shown in game # use the call script JCONFIG::SHOW_MAX = *integer* # You can change the amount of actors displayed in the HUD in game. # simply change integer to the value you want. # Optimization # For the sake of simplicity, I made this script as user friendly as # much as possible. Because of this, the game map will get laggy if # there are a lot of actors are shown in the HUD all at the same time # it is recommended that you show only 2 actors or less for a higher FPS. # # Besides, this HUD was meant to show only one actor at a time. #============================================================================ module JCONFIG SHOW_MAX = 1 # By default, show only 1 actor's information end
#====================================== # Game_System edit #===================================== class Game_System # Add new instance attr_accessor :show_hud alias jens009_initialize_hud initialize def initialize # Initialize instances @show_hud = true # Call default methods jens009_initialize_hud end end
#============================================================================= # Window Hud < Window_Base # Description: Handles Information to be shown in HUD #=============================================================================
class Window_Hud < Window_Base #========================== # Initialize Values #========================== def initialize super(0,0,544,110) self.opacity = 0 self.visible = false if $game_system.show_hud == false refresh end #========================= # Create Information #=========================== def refresh self.contents.clear @item_max = JCONFIG::SHOW_MAX + 1 for i in 1...@item_max actor = $game_actors[i] x = actor.index * 120 draw_actor_name(actor,x,0) draw_actor_hp(actor, x, 16, 96) draw_actor_mp(actor, x, 32, 96) draw_actor_state(actor, x, 54) end end #================================= # Define Update #==================================== def update refresh end
end #=============================== # Start Scene_Map edit #=============================== class Scene_Map # Alias methods main, update and terminate alias jens009_hud_main main alias jens009_hud_update update alias jens009_hud_terminate terminate # Edit Main def main # Call HUD @hud = Window_Hud.new # Call previous Methods jens009_hud_main end
# Edit Update def update # Update hud only if $game_system.show_hud is true @hud.update if $game_system.show_hud if $game_system.show_hud == true @hud.visible = true else @hud.visible = false end # Call previous methods jens009_hud_update end
# Edit Terminate def terminate # Call previous methods, dispose of other windows first before HUD jens009_hud_terminate # Dispose HUD @hud.dispose end
#======================== # End of Scene_Map edit #======================== end CustomizationSee Script for info. CompatibilityShould be compatible with any system. Except if you have another system that also has a HUD which defines the window as Window_Hud. But high compatibility nonetheless. ScreenshotThis is a sample screenie if you want to show all actors with all 4 states used up for every actor.  DEMOUploading version 2.0 InstallationPaste below Materials. FAQThere's a bug -Post it up I have a suggestion -Post it up Terms and ConditionsRRR exclusive Not for commercial use unless I'm contacted. Credit me CreditsJens009
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Replies
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Aug 10 2008, 10:34 PM
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Level 11

Group: Revolutionary
Posts: 181
Type: Developer
RM Skill: Beginner

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I figured out the reason why the error is coming up, it's because you're using One character, it's not clashing with any other scripts, i just tried it in a new game an it worked.
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There are two Mandalorians are out in the woods. One of them collapses. He doesn't seem to be breathing and his eyes are glazed. The other Mandalorian takes out his communicator and contacts his commander. He gasps: "My partner has collapsed! I don't know what to do!" After a moment, the commander responds: "Calm down. I can help. First let's make sure your partner is dead." There is a silence then a blaster shot is heard. Back on the communicator, the Mandalorian says: "Okay, now what?"
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Posts in this topic
jens009 Jens009's Simple HUD Aug 10 2008, 09:05 PM VerifyedRasta Great work! Thanks for helping me with my requ... Aug 10 2008, 10:11 PM jens009 Odd errror.
Try these:
1) Place my script below ... Aug 10 2008, 10:22 PM jens009 QUOTE (Lukedevoux @ Aug 10 2008, 10:56 PM... Aug 10 2008, 11:03 PM VerifyedRasta Ok i did all the steps you mentioned ...
I ended ... Aug 10 2008, 10:35 PM Lukedevoux Ive got it, the answer to solve this problem is to... Aug 10 2008, 10:37 PM VerifyedRasta Thanks alot Luke! And Jens for making the scri... Aug 10 2008, 10:45 PM VerifyedRasta lol k
Well user friendly or not, it should be pl... Aug 10 2008, 11:19 PM jens009 QUOTE (VerifyedRasta @ Aug 10 2008, 11:41... Aug 10 2008, 11:25 PM VerifyedRasta Lol as i said i am a fast learner ...
Sounds easy... Aug 10 2008, 11:42 PM Lukedevoux Instead of posting the many errors you can get fro... Aug 11 2008, 09:37 AM jens009 @Luke: Version 2.0 tested and posted
This time, I... Aug 11 2008, 11:30 AM VerifyedRasta It works great now!! And updating the HUD ... Aug 11 2008, 12:00 PM kreytor This works better than I hoped it would. Now I ju... Aug 11 2008, 02:33 PM gamox1 I don't need an mp bar for my game how do you ... Aug 12 2008, 07:34 AM VerifyedRasta QUOTE (gamox1 @ Aug 12 2008, 07:56 AM) I ... Aug 12 2008, 10:01 AM JoRu I don't know if this is the right place to ask... Aug 12 2008, 11:34 AM VerifyedRasta Heres an extremely easy common event i just whippe... Aug 12 2008, 12:34 PM jens009 QUOTE (VerifyedRasta @ Aug 12 2008, 12:56... Aug 12 2008, 02:34 PM JoRu Thanks, VerifyedRasta! This will come in handy... Aug 12 2008, 01:38 PM VerifyedRasta No problem!
QUOTE I can also do this with sc... Aug 12 2008, 04:58 PM TheJonathanStewart I was just wondering whether it would be possible ... Jan 26 2011, 01:58 PM Sel Feena Thanks for sharing this, hopefully I can use it as... Mar 1 2011, 11:15 AM Kread-EX Uh no. Aliases are really important. They copy the... Mar 1 2011, 11:18 AM Sel Feena Ah, OK, thankyou. I've tried searching through... Mar 1 2011, 03:12 PM Kread-EX This is not the place to ask this. Make a topic in... Mar 2 2011, 02:02 AM Wellus Very nice it is my 1st script & it worked 100%... Apr 11 2011, 11:40 PM
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