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> Jens009's Simple HUD, Show HP/SP/State in map
jens009
post Aug 10 2008, 09:05 PM
Post #1


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Posts: 2,976
Type: Scripter
RM Skill: Skilled




Simple HUD
Version 2.0
Author Jens009
Release DateAugust 9, 2008

Updated, August 10, 2008
Exclusive Script at RPG RPG Revolution


Introduction
So 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.

Script
[Show/Hide] Jens009's Simple HUD version 2.0

CODE
#============================================================================
# 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


[Show/Hide] Jens009's Simple HUD version 1.0

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



Customization
See Script for info.

Compatibility
Should 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.
Screenshot

This is a sample screenie if you want to show all actors with all 4 states used up for every actor.


DEMO
Uploading version 2.0

Installation
Paste below Materials.

FAQ
There's a bug
-Post it up
I have a suggestion
-Post it up

Terms and Conditions
RRR exclusive
Not for commercial use unless I'm contacted.
Credit me


Credits
Jens009


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Farewell RRR. =]
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Lukedevoux
post Aug 10 2008, 10:34 PM
Post #2


Level 11
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Group: Revolutionary
Posts: 181
Type: Developer
RM Skill: Beginner




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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