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
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#============================================================ # ** 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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