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RPG RPG Revolution Forums > Scripting > Script Tutorials > RGSS2
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SojaBird
Hey all,

Since people just like HUD's, I'll start making some out of requests.
I'll all post them here so that you can select what you want.

You can also request by yourself here. Please do, and I'll make it biggrin.gif


Greatzz,
SojaBird.


PS. Open the spoilers to see a example screenshot of each HUD.


You can also download the blueprint, so that any scripter with very little knowledge of scripting can make it's own HUD's with easy.

Version 3.2
Click to view attachment




Item, HP, MP: This HUD will show three things. An item (icon+value) and the HP and MP of one actor. The HUD can be faded when the player hit's the HUD.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                                                                              #
################################################################################
module HUD_ITEM_HP_MP
  HUD_SWITCH = 1 # Turn this ON to show HUD
  
  ITEM_ID = 1 # Id of item to show
  ACTOR_ID = 0 # Id of actor to show hp/mp (actor1=0, actor2=1...actorN=N-1)
  
  HIDE = true # Hide if player is beneath the hud (true/false)
  OPACITY = 100 # Opacity when hidden
end
################################################################################
class Window_HUD_Item_HP_MP < Window_Base
  include HUD_ITEM_HP_MP
  
  def initialize
    super(0, 0, 90, 104)
    self.opacity = OPACITY
    self.visible = $game_switches[HUD_SWITCH]
    hide_status
    refresh
  end
  
  def refresh
    contents.clear
    @actor = $game_party.members[ACTOR_ID]
    @hp = @actor.hp
    @mp = @actor.mp
    @item = $game_party.item_number($data_items[ITEM_ID])
    item_icon = $data_items[ITEM_ID].icon_index
    draw_icon(item_icon, 0, 0)
    contents.draw_text(24, 0, contents.width - 24, WLH, @item, 2)
    draw_actor_hp(@actor, 0, 24, self.width - 32)
    draw_actor_mp(@actor, 0, 48, self.width - 32)
  end
  
  def hide_status
    if HIDE == true
      if $game_player.screen_x + 16 > self.x and
      $game_player.screen_y + 4 > self.y and
      $game_player.screen_x - 16 < self.x + self.width and
      $game_player.screen_y - 28 < self.y + self.height
        self.opacity = OPACITY
        self.contents_opacity = OPACITY
      else
        self.opacity = 255
        self.contents_opacity = 255
      end
    end
  end
  
  def update
    self.visible = $game_switches[HUD_SWITCH]
    return if !self.visible
    if @icon != $game_party.item_number($data_items[ITEM_ID]) or
      @hp != @actor.hp or @mp != @actor.mp
      refresh
    end
    hide_status
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_hud start
  alias terminate_hud terminate
  alias update_hud update
  def start
    start_hud
    @item_hp_mp_hud = Window_HUD_Item_HP_MP.new
  end
  def terminate
    @item_hp_mp_hud.dispose
    terminate_hud
  end
  def update
    update_hud
    @item_hp_mp_hud.update
  end
end



X/Y position (scripters-tool): If you want to know where the player is in the screen, you can just put this simple HUD in your scriptingboard to show it. Choose wheter to show the screen coordinates or just the map position.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                                                                              #
################################################################################
module HUD_X_Y
  REAL_MAP = "MAP" # Real x/y coördinates or map position ("REAL", "MAP")
  VISIBLE = true # Visible or not (true/false)
end
################################################################################

class Hud_X_Y < Window_Base
  
  include HUD_X_Y
  
  def initialize
    super(0, 336, 90, 80)
    self.visible = VISIBLE
    refresh
  end
  
  def refresh
    contents.clear
    case REAL_MAP
    when "REAL"
      @x = $game_player.real_x
      @y = $game_player.real_y
    when "MAP"
      @x = $game_player.x
      @y = $game_player.y
    end
    contents.draw_text(0, 0, self.width - 32, WLH, "X: #{@x}", 1)
    contents.draw_text(0, 24, self.width - 32, WLH, "Y: #{@y}", 1)
  end

  def update
    case REAL_MAP
    when "REAL"
      if @x != $game_player.real_x or @y != $game_player.real_y
        refresh
      end
    when "MAP"
      if @x != $game_player.x or @y != $game_player.y
        refresh
      end
    end
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_xy_hud start
  alias terminate_xy_hud terminate
  alias update_xy_hud update
  def start
    start_xy_hud
    @x_y = Hud_X_Y.new
  end
  def terminate
    @x_y.dispose
    terminate_xy_hud
  end
  def update
    update_xy_hud
    @x_y.update
  end
end



  • HP, MP, EXP, NAME, FACE, LEVEL: This HUD will show six things. The HP, MP, EXP, name, face-picture and level of one actor. The HUD can be faded when the player hit's the HUD. You can also enable to function to scroll through the actors with the L and R (default Q and W) buttons.
    CODE
    ################################################################################
    #                                                                              #
    #                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
    #                                                                              #
    ################################################################################

    # To toggle the hud's display, just do a callscript "hud"
    # To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

    module HUD_HP_MP_EXP_NAME_FACE_LEVEL
      HUD_WIDTH = 126 # The width of the HUD (when 126, face will be drawn)
      FACE_OPACITY = 100 # The opacity of the background face (when HUD_WIDTH = 126)

      BG_DISPLAY = true # Show or hide the backgroundwindow [true/false]

      EXP_NAME = "E" # What should be displayed for the EXP
      
      ACTOR_ID = 0 # Id of actor to show data of (actor1=0, actor2=1...actorN=N-1)
      
      HIDE = true # Hide if player is beneath the HUD [true/false]
      OPACITY = 100 # Opacity when hidden [0-255]
      
      HUD_START_DISPLAY = true # Wheter to display the HUD at start [true/false]
      
      CYCLE = true # Wheter to enable to cyle through actors with L&R buttons
    end

    ################################################################################
    def hud(arg = nil)
      $game_system.hud_display = !$game_system.hud_display if arg == nil
      $game_system.hud_display = arg if arg != nil
    end
    ################################################################################
    class Window_HUD_HP_MP_EXP_NAME_FACE_LEVEL < Window_Base
      include HUD_HP_MP_EXP_NAME_FACE_LEVEL
      
      attr_reader :index
      
      def initialize(index)
        @index = index
        super(0, 0, HUD_WIDTH, WLH * 4 + 32)
        self.visible = $game_system.hud_display
        self.opacity = OPACITY
        self.opacity = 0 if !BG_DISPLAY
        @actor = $game_party.members[@index]
        @width = HUD_WIDTH - 32
        hide_status
        refresh
      end
      
      def refresh
        contents.clear
        @hp = @actor.hp
        @mp = @actor.mp
        @exp = @actor.exp
        @name = @actor.name
        @level = @actor.level
        @face = [@actor.face_name, @actor.face_index]
        draw_actor_face_picture(@actor, 0, 0, FACE_OPACITY) if HUD_WIDTH == 126
        draw_actor_name_and_level(@actor, 0, WLH * 0)
        draw_actor_hp(@actor, 0, WLH * 1, @width)
        draw_actor_mp(@actor, 0, WLH * 2, @width)
        draw_actor_exp(@actor, 0, WLH * 3, @width)
      end
      
      def hide_status
        if HIDE == true
          if $game_player.screen_x + 16 > self.x and
          $game_player.screen_y + 4 > self.y and
          $game_player.screen_x - 16 < self.x + self.width and
          $game_player.screen_y - 28 < self.y + self.height
            self.opacity = OPACITY if BG_DISPLAY
            self.contents_opacity = OPACITY
          else
            self.opacity = 255 if BG_DISPLAY
            self.contents_opacity = 255
          end
        end
      end
      
      def draw_actor_face_picture(actor, x, y, opacity, size = 94)
        bitmap = Cache.face(actor.face_name)
        rect = Rect.new(0, 0, 0, 0)
        rect.x = actor.face_index % 4 * 96 + (96 - size) / 2
        rect.y = actor.face_index / 4 * 96 + (96 - size) / 2
        rect.width = size
        rect.height = size
        self.contents.blt(x, y, bitmap, rect, opacity)
        bitmap.dispose
      end
      
      def draw_actor_name_and_level(actor, x, y)
        self.contents.font.color = hp_color(actor)
        self.contents.draw_text(x, y, @width - 32 - 24, WLH, actor.name)
        self.contents.font.color = system_color
        x = @width / 2
        width = (@width.to_f / 2) / (32 + 24)
        self.contents.draw_text(x, y, width * 32, WLH, Vocab::level_a)
        self.contents.font.color = normal_color
        self.contents.draw_text(x + width * 32, y, width * 24, WLH, actor.level, 2)
      end
      
      def draw_actor_exp(actor, x, y, width)
        s1 = actor.exp_s
        s2 = actor.next_rest_exp_s + s1
        if s1.is_a? String or s2.is_a? String
          s1 = actor.exp
          s2 = actor.exp
        end
        draw_actor_exp_gauge(actor, x, y, s1, s2, width)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 30, WLH, EXP_NAME)
        self.contents.font.color = normal_color
        last_font_size = self.contents.font.size
        xr = x + width
        if width < 120
          self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)
        else
          self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)
          self.contents.font.color = normal_color
          self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
          self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)
        end
      end
      
      def draw_actor_exp_gauge(actor, x, y, s1, s2, width)
        gw = width * s1 / s2
        gc1 = text_color(31)
        gc2 = text_color(27)
        self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
        self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
      end
      
      def update
        self.visible = $game_system.hud_display
        return if !self.visible
        if @hp != @actor.hp or
          @mp != @actor.mp or
          @exp != @actor.exp or
          @name != @actor.name or
          @level != @actor.level or
          @face != [@actor.face_name, @actor.face_index]
          refresh
        end
        hide_status
      end
    end

    #------------------------------------------------------------
    # * Scene_Map: Attach HUD to map
    #------------------------------------------------------------
    class Scene_Map < Scene_Base
      alias start_hmexp_name_face_lvl start
      alias terminate_hmexp_name_face_lvl terminate
      alias update_hmexp_name_face_lvl update
      def start
        start_hmexp_name_face_lvl
        @index = HUD_HP_MP_EXP_NAME_FACE_LEVEL::ACTOR_ID
        new_hud
        
      end
      def terminate
        @hp_mp_exp_name_face_hud.dispose
        terminate_hmexp_name_face_lvl
      end
      def update
        update_hmexp_name_face_lvl
        @hp_mp_exp_name_face_hud.update
        return if !HUD_HP_MP_EXP_NAME_FACE_LEVEL::CYCLE
        return if !@hp_mp_exp_name_face_hud.visible
        if Input.trigger?(Input::R)
          if @index == $game_party.members.size - 1
            @index = 0
          else
            @index += 1
          end
        elsif Input.trigger?(Input::L)
          if @index == 0
            @index = $game_party.members.size - 1
          else
            @index -= 1
          end
        end
        new_hud if @index != @hp_mp_exp_name_face_hud.index
      end
      
      def new_hud
        @hp_mp_exp_name_face_hud.dispose if !@hp_mp_exp_name_face_hud.nil?
        @hp_mp_exp_name_face_hud = Window_HUD_HP_MP_EXP_NAME_FACE_LEVEL.new(@index)
      end
    end

    #------------------------------------------------------------
    # * Game_System: Check for display
    #------------------------------------------------------------
    class Game_System
      alias hud_initialize initialize
      attr_accessor :hud_display
      def initialize
        hud_initialize
        @hud_display = HUD_HP_MP_EXP_NAME_FACE_LEVEL::HUD_START_DISPLAY
      end
    end


  • HP, MP, G, NAME, FACE, LEVEL: This HUD will show the same things as the one above, though it has been modifief a bit so the EXP is replaced by the total gold amount (with icon). For more info on this HUD, see one above.
    CODE
    ################################################################################
    #                                                                              #
    #                      ~~~~~ Copyright 2010 SojaBird ~~~~~                     #
    #                                                                              #
    ################################################################################

    # To toggle the hud's display, just do a callscript "hud"
    # To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

    module HUD_HP_MP_G_NAME_FACE_LEVEL
      HUD_WIDTH = 126 # The width of the HUD (when 126, face will be drawn)
      FACE_OPACITY = 100 # The opacity of the background face (when HUD_WIDTH = 126)

      BG_DISPLAY = true # Show or hide the backgroundwindow [true/false]
      
      ACTOR_ID = 0 # Id of actor to show data of (actor1=0, actor2=1...actorN=N-1)
      
      ICON_ID = 147 # Number of the gold icon
      
      HIDE = true # Hide if player is beneath the HUD [true/false]
      OPACITY = 100 # Opacity when hidden [0-255]
      
      HUD_START_DISPLAY = true # Wheter to display the HUD at start [true/false]
      
      CYCLE = true # Wheter to enable to cyle through actors with L&R buttons
    end

    ################################################################################
    def hud(arg = nil)
      $game_system.hud_display = !$game_system.hud_display if arg == nil
      $game_system.hud_display = arg if arg != nil
    end
    ################################################################################
    class Window_HUD_HP_MP_G_NAME_FACE_LEVEL < Window_Base
      include HUD_HP_MP_G_NAME_FACE_LEVEL
      
      attr_reader :index
      
      def initialize(index)
        @index = index
        super(0, 0, HUD_WIDTH, WLH * 4 + 32)
        self.visible = $game_system.hud_display
        self.opacity = OPACITY
        self.opacity = 0 if !BG_DISPLAY
        @actor = $game_party.members[@index]
        @width = HUD_WIDTH - 32
        hide_status
        refresh
      end
      
      def refresh
        contents.clear
        @hp = @actor.hp
        @mp = @actor.mp
        @gold = $game_party.gold
        @name = @actor.name
        @level = @actor.level
        @face = [@actor.face_name, @actor.face_index]
        draw_actor_face_picture(@actor, 0, 0, FACE_OPACITY) if HUD_WIDTH == 126
        draw_actor_name_and_level(@actor, 0, WLH * 0)
        draw_actor_hp(@actor, 0, WLH * 1, @width)
        draw_actor_mp(@actor, 0, WLH * 2, @width)
        draw_gold_amount(0, WLH * 3)
      end
      
      def hide_status
        if HIDE == true
          if $game_player.screen_x + 16 > self.x and
          $game_player.screen_y + 4 > self.y and
          $game_player.screen_x - 16 < self.x + self.width and
          $game_player.screen_y - 28 < self.y + self.height
            self.opacity = OPACITY if BG_DISPLAY
            self.contents_opacity = OPACITY
          else
            self.opacity = 255 if BG_DISPLAY
            self.contents_opacity = 255
          end
        end
      end
      
      def draw_actor_face_picture(actor, x, y, opacity, size = 94)
        bitmap = Cache.face(actor.face_name)
        rect = Rect.new(0, 0, 0, 0)
        rect.x = actor.face_index % 4 * 96 + (96 - size) / 2
        rect.y = actor.face_index / 4 * 96 + (96 - size) / 2
        rect.width = size
        rect.height = size
        self.contents.blt(x, y, bitmap, rect, opacity)
        bitmap.dispose
      end
      
      def draw_actor_name_and_level(actor, x, y)
        self.contents.font.color = hp_color(actor)
        self.contents.draw_text(x, y, @width - 32 - 24, WLH, actor.name)
        self.contents.font.color = system_color
        x = @width / 2
        width = (@width.to_f / 2) / (32 + 24)
        self.contents.draw_text(x, y, width * 32, WLH, Vocab::level_a)
        self.contents.font.color = normal_color
        self.contents.draw_text(x + width * 32, y, width * 24, WLH, actor.level, 2)
      end
      
       def draw_gold_amount(x, y)
        draw_icon(ICON_ID, x, y)
        draw_currency_value(@gold, x + 24, y, 94 - 24)
      end
      
      def update
        self.visible = $game_system.hud_display
        return if !self.visible
        if @hp != @actor.hp or
          @mp != @actor.mp or
          @name != @actor.name or
          @level != @actor.level or
          @face != [@actor.face_name, @actor.face_index] or
          @gold != $game_party.gold
          refresh
        end
        hide_status
      end
    end

    #------------------------------------------------------------
    # * Scene_Map: Attach HUD to map
    #------------------------------------------------------------
    class Scene_Map < Scene_Base
      alias start_hmp_g_name_face_lvl start
      alias terminate_hmp_g_name_face_lvl terminate
      alias update_hmp_g_name_face_lvl update
      def start
        start_hmp_g_name_face_lvl
        @index = HUD_HP_MP_G_NAME_FACE_LEVEL::ACTOR_ID
        new_hud
      end
      def terminate
        @hp_mp_g_name_face_hud.dispose
        terminate_hmp_g_name_face_lvl
      end
      def update
        update_hmp_g_name_face_lvl
        @hp_mp_g_name_face_hud.update
        return if !HUD_HP_MP_G_NAME_FACE_LEVEL::CYCLE
        return if !@hp_mp_g_name_face_hud.visible
        if Input.trigger?(Input::R)
          if @index == $game_party.members.size - 1
            @index = 0
          else
            @index += 1
          end
        elsif Input.trigger?(Input::L)
          if @index == 0
            @index = $game_party.members.size - 1
          else
            @index -= 1
          end
        end
        new_hud if @index != @hp_mp_g_name_face_hud.index
      end
      
      def new_hud
        @hp_mp_g_name_face_hud.dispose if !@hp_mp_g_name_face_hud.nil?
        @hp_mp_g_name_face_hud = Window_HUD_HP_MP_G_NAME_FACE_LEVEL.new(@index)
      end
    end

    #------------------------------------------------------------
    # * Game_System: Check for display
    #------------------------------------------------------------
    class Game_System
      alias hud_initialize initialize
      attr_accessor :hud_display
      def initialize
        hud_initialize
        @hud_display = HUD_HP_MP_G_NAME_FACE_LEVEL::HUD_START_DISPLAY
      end
    end



Vertical Bars: This HUD will show six things. The HP, MP, EXP, name and face-picture of one actor, and the gold amount with an icon (optional). The HUD can be faded when the player hit's the HUD.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                                                                              #
################################################################################

# To toggle the hud's display, just do a callscript "hud"
# To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

module Vertical_Bars
  EXP_NAME = "E" # What should be displayed for the EXP
  
  FILL_BOTTOM_UP = true # The way the bars fill (true = bottom up) [true/false]
  
  ACTOR_ID = 0 # Id of actor to show data of (actor1=0, actor2=1...actorN=N-1)
  
  ICON_ID = 147 # Number of the gold icon (use "" for no gold-display)
  
  HIDE = true # Hide if player is beneath the HUD [true/false]
  OPACITY = 100 # Opacity when hidden [0-255]
  
  HUD_START_DISPLAY = true # Wheter to display the HUD at start [true/false]
end

################################################################################
def hud(arg = nil)
  $game_system.hud_display = !$game_system.hud_display if arg == nil
  $game_system.hud_display = arg if arg != nil
end
################################################################################
class Vertical_Bars_HUD < Window_Base
  include Vertical_Bars
  
  def initialize
    @bw = 24
    height = 94 + WLH + 32
    height += WLH if Vertical_Bars::ICON_ID != ""
    super(0, 0, 94 + (@bw * 3) + 32, height)
    self.opacity = OPACITY
    self.visible = $game_system.hud_display
    @actor = $game_party.members[ACTOR_ID]
    hide_status
    refresh
  end
  
  def refresh
    contents.clear
    @hp = @actor.hp
    @mp = @actor.mp
    @exp = @actor.exp
    @name = @actor.name
    @face = [@actor.face_name, @actor.face_index]
    @gold = $game_party.gold if ICON_ID != ""
    draw_actor_face_picture(@actor, 0, 0)
    draw_actor_name(@actor, 0, 94)
    draw_actor_HUD_hp(@actor, 94 + (@bw * 0) + 5, 0, self.contents.height)
    draw_actor_HUD_mp(@actor, 94 + (@bw * 1) + 5, 0, self.contents.height)
    draw_actor_HUD_exp(@actor, 94 + (@bw * 2) + 5, 0, self.contents.height)
    draw_gold_amount(0, 94 + WLH) if ICON_ID != ""
  end
  
  def hide_status
    if HIDE == true
      if $game_player.screen_x + 16 > self.x and
      $game_player.screen_y + 4 > self.y and
      $game_player.screen_x - 16 < self.x + self.width and
      $game_player.screen_y - 28 < self.y + self.height
        self.opacity = OPACITY
        self.contents_opacity = OPACITY
      else
        self.opacity = 255
        self.contents_opacity = 255
      end
    end
  end
  
  def draw_actor_face_picture(actor, x, y, opacity = 255, size = 94)
    bitmap = Cache.face(actor.face_name)
    rect = Rect.new(0, 0, 0, 0)
    rect.x = actor.face_index % 4 * 96 + (96 - size) / 2
    rect.y = actor.face_index / 4 * 96 + (96 - size) / 2
    rect.width = size
    rect.height = size
    self.contents.blt(x, y, bitmap, rect, opacity)
    bitmap.dispose
  end
  
  def draw_actor_HUD_hp(actor, x, y, height)
    draw_actor_HUD_hp_gauge(actor, x + 2, y, height)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, @bw, WLH, Vocab::hp_a)
    self.contents.font.color = hp_color(actor)
    last_font_size = self.contents.font.size
    actor.hp.to_s.scan(/./).each do |i|
      y += 1
      self.contents.draw_text(x + 1, y * 14 + 10, 11, WLH, i, 1)
    end
  end
  
  def draw_actor_HUD_hp_gauge(actor, x, y, height)
    gh = (height - 16) * actor.hp / actor.maxhp
    gc1 = hp_gauge_color2
    gc2 = hp_gauge_color1
    self.contents.fill_rect(x, y + WLH - 8, 10, height, gauge_back_color)
    y += height - gh - 16 if FILL_BOTTOM_UP
    self.contents.gradient_fill_rect(x, y + 16, 10, gh, gc1, gc2, true)
  end
  
  def draw_actor_HUD_mp(actor, x, y, height)
    draw_actor_HUD_mp_gauge(actor, x + 2, y, height)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, @bw, WLH, Vocab::mp_a)
    self.contents.font.color = mp_color(actor)
    last_font_size = self.contents.font.size
    actor.mp.to_s.scan(/./).each do |i|
      y += 1
      self.contents.draw_text(x + 1, y * 14 + 10, 11, WLH, i, 1)
    end
  end
  
  def draw_actor_HUD_mp_gauge(actor, x, y, height)
    gh = (height - 16) * actor.mp / [actor.maxmp, 1].max
    gc1 = mp_gauge_color2
    gc2 = mp_gauge_color1
    self.contents.fill_rect(x, y + WLH - 8, 10, height, gauge_back_color)
    y += height - gh - 16 if FILL_BOTTOM_UP
    self.contents.gradient_fill_rect(x, y + 16, 10, gh, gc1, gc2, true)
  end
  
  def draw_actor_HUD_exp(actor, x, y, height)
    s1 = actor.exp_s
    s2 = actor.next_rest_exp_s + s1
    if s1.is_a? String or s2.is_a? String
      s1 = actor.exp
      s2 = actor.exp
    end
    draw_actor_HUD_exp_gauge(actor, x + 2, y, s1, s2, height)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, @bw, WLH, EXP_NAME)
    self.contents.font.color = normal_color
    last_font_size = self.contents.font.size
    actor.exp.to_s.scan(/./).each do |i|
      y += 1
      self.contents.draw_text(x + 1, y * 14 + 10, 11, WLH, i, 1)
    end
  end
  
  def draw_actor_HUD_exp_gauge(actor, x, y, s1, s2, height)
    gh = (height - 16) * s1 / s2
    gc1 = text_color(27)
    gc2 = text_color(31)
    self.contents.fill_rect(x, y + WLH - 8, 10, height, gauge_back_color)
    y += height - gh - 16 if FILL_BOTTOM_UP
    self.contents.gradient_fill_rect(x, y + 16, 10, gh, gc1, gc2, true)
  end
  
  def draw_gold_amount(x, y)
    draw_icon(ICON_ID, x, y)
    draw_currency_value(@gold, x + 24, y, 94 - 24)
  end
  
  def update
    self.visible = $game_system.hud_display
    return if !self.visible
    if @hp != @actor.hp or
    @mp != @actor.mp or
    @exp != @actor.exp or
    @name != @actor.name or
    @face != [@actor.face_name, @actor.face_index]
      refresh
    end
    if @gold != $game_party.gold and ICON_ID != ""
      refresh
    end
    hide_status
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_hud start
  alias terminate_hud terminate
  alias update_hud update
  def start
    start_hud
    @vertical_bars_hud = Vertical_Bars_HUD.new
  end
  def terminate
    @vertical_bars_hud.dispose
    terminate_hud
  end
  def update
    update_hud
    @vertical_bars_hud.update
  end
end

#------------------------------------------------------------
# * Game_System: Check for display
#------------------------------------------------------------
class Game_System
  alias hud_initialize initialize
  attr_accessor :hud_display
  def initialize
    hud_initialize
    @hud_display = Vertical_Bars::HUD_START_DISPLAY
  end
end



Enemy amount 'MiniMap add-on': This HUD will show the amount of enemies that are still on the map. Though it'll only work when Woratana's MiniMap script is used. The style of the HUD is the same as the one for the minimap, it uses the same configuration. To let it work, place the add-on script below the original MiniMap script.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                                                                              #
################################################################################
#------------------------------------------------------------
# * Game_MiniMap: Gets amount of enemies on the map
#------------------------------------------------------------
class Game_MiniMap
  attr_reader :enemies
  
  alias hud_initialize initialize
  alias draw_hud_object draw_object
  
  def initialize(tilemap)
    @enemies = 0
    hud_initialize(tilemap)
  end
  
  def draw_object
    @enemies = 0
    draw_hud_object
    @object_list.each do |key, events|
      color = MiniMap::OBJECT_COLOR[key]
      next if events.nil? or color.nil?
      events.each do |obj|
        if !obj.character_name.empty?
          @enemies += 1 if color == MiniMap::OBJECT_COLOR['enemy']
        end
      end
    end
  end
end

#------------------------------------------------------------
# * Woratana_MiniMap_Enemy_HUD: Creates the HUD
#------------------------------------------------------------
class Woratana_MiniMap_Enemy_HUD < Window_Base
  include MiniMap
  
  def initialize
    @x = MAP_RECT[0]
    @y = MAP_RECT[1] + MAP_RECT[3] - 16
    @width = MAP_RECT[2]
    @height = WLH + 32
    super(@x, @y, @width, @height)
    self.visible = $game_system.show_minimap
    self.opacity = 0
    self.z = MAP_Z + 1
    @enemies_total = $scene.spriteset.minimap.enemies
    @enemies = $scene.spriteset.minimap.enemies
    refresh
  end
  
  def color
    return knockout_color if @enemies >= (@enemies_total.to_f / 2)
    return crisis_color if @enemies > 0
    return power_up_color
  end
  
  def draw_border
    @border = Sprite.new
    @border.x = @x - MINIMAP_BORDER_SIZE
    @border.y = @y + 16
    b_width = @width + (MINIMAP_BORDER_SIZE * 2)
    b_height = @height + (MINIMAP_BORDER_SIZE * 2) - 32
    @border.bitmap = Bitmap.new(b_width, b_height)
    @border.bitmap.fill_rect(@border.bitmap.rect, MINIMAP_BORDER_COLOR)
    @border.bitmap.clear_rect(MINIMAP_BORDER_SIZE, MINIMAP_BORDER_SIZE,
    @border.bitmap.width - (MINIMAP_BORDER_SIZE * 2),
    @border.bitmap.height - (MINIMAP_BORDER_SIZE * 2))
    @border.z = MAP_Z
  end
  
  def draw_background
    @background = Sprite.new
    @background.x = @x
    @background.y = @y + MINIMAP_BORDER_SIZE + 16
    b_width = @width
    b_height = @height - 32
    @background.bitmap = Bitmap.new(b_width, b_height)
    @background.bitmap.fill_rect(@background.bitmap.rect, BACKGROUND_COLOR)
    @background.z = MAP_Z
  end
  
  def refresh
    contents.clear
    draw_border if @border.nil?
    draw_background if @background.nil?
    @enemies = $scene.spriteset.minimap.enemies
    self.contents.font.color = color
    @string = "#{@enemies}/#{@enemies_total}"
    self.contents.draw_text(0, 0, self.width - 32, WLH, @string, 1)
  end
  
  def dispose
    @border.dispose if !@border.nil?
    @background.dispose if !@background.nil?
  end
  
  def update
    self.visible = $game_system.show_minimap
    return if !self.visible
    if $scene.is_a?(Scene_Map) and @enemies != $scene.spriteset.minimap.enemies
      refresh
    end
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_hud start
  alias terminate_hud terminate
  alias update_hud update
  def start
    start_hud
    @woratana_minimap_enemy_hud = Woratana_MiniMap_Enemy_HUD.new
  end
  def terminate
    @woratana_minimap_enemy_hud.dispose
    terminate_hud
  end
  def update
    update_hud
    @woratana_minimap_enemy_hud.update
  end
end



All Name Hp Mp: This HUD will show the HP, MP, and name of all actors. The HUD can be faded when the player hit's the HUD.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                                                                              #
################################################################################

# To toggle the hud's display, just do a callscript "hud"
# To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

module ALL_NAME_HP_MP
  HUD_SWITCH = 1 # Turn this ON to show HUD
  
  ITEM_ID = 1 # Id of item to show
  ACTOR_ID = 0 # Id of actor to show hp/mp (actor1=0, actor2=1...actorN=N-1)
  
  HIDE = true # Hide if player is beneath the hud (true/false)
  OPACITY = 100 # Opacity when hidden
  
  WIDTH = 150 # The width of the HUD [>32-544]
  NAME_WIDTH = 50 # The width the name uses
  
  BG_DISPLAY = true # Wheter to display the HUD's borderwindow [true/false]
  
  HUD_START_DISPLAY = true # Wheter to display the HUD at start [true/false]
end
################################################################################
def hud(arg = nil)
  $game_system.hud_display = !$game_system.hud_display if arg == nil
  $game_system.hud_display = arg if arg != nil
end
################################################################################
class All_Name_Hp_Mp < Window_Base
  include ALL_NAME_HP_MP
  
  def initialize
    @m = $game_party.members
    @as = @m.size
    @w = WIDTH
    @h = @as * 24 + 32
    @x = 544 - @w
    @y = 416 - @h
    super(@x, @y, @w, @h)
    @bw = self.contents.width - NAME_WIDTH
    @bh = 6
    self.visible = $game_system.hud_display
    self.opacity = OPACITY
    self.opacity = 0 if !BG_DISPLAY
    hide_status
    refresh
  end
  
  def refresh
    @y = 0
    @a_list = []
    contents.clear
    @m.each do |i|
      @name = i.name
      @hp = i.hp
      @mp = i.mp
      @lvl = i.level
      @act = [@name, @hp, @mp, @lvl]
      @a_list.push(@act)
      
      draw_actor_info(i, "name", 0, @y, NAME_WIDTH)
      draw_actor_info(i, "hp", NAME_WIDTH, @y + (WLH / 2) - @bh, @bw, @bh)
      @y += 12
      draw_actor_info(i, "mp", NAME_WIDTH, @y, @bw, @bh)
      @y += 12
    end
  end

  def draw_actor_info(actor, info, x, y, width, height = WLH)
    case info
    when "name"
      self.contents.font.color = hp_color(actor)
      self.contents.draw_text(x, y, width, height, actor.name)
    when "hp"
      draw_actor_gauge(actor, info, x, y, width, height)
    when "mp"
      draw_actor_gauge(actor, info, x, y, width, height)
    end
  end
  
  def draw_actor_gauge(actor, info, x, y, width, height)
    case info
    when "hp"
      gw = width * actor.hp / [actor.maxhp, 1].max
      gc1 = hp_gauge_color1
      gc2 = hp_gauge_color2
    when "mp"
      gw = width * actor.mp / [actor.maxmp, 1].max
      gc1 = mp_gauge_color1
      gc2 = mp_gauge_color2
    end
    self.contents.fill_rect(x, y, width, height, gauge_back_color)
    self.contents.gradient_fill_rect(x, y, gw, height, gc1, gc2)
  end

  def draw_actor_mp(actor, x, y, width = 120)
    draw_actor_mp_gauge(actor, x, y, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
    self.contents.font.color = mp_color(actor)
    last_font_size = self.contents.font.size
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 44, y, 44, WLH, actor.mp, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, actor.mp, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 44, y, 44, WLH, actor.maxmp, 2)
    end
  end
  
  def draw_actor_mp_gauge(actor, x, y, width = 120)
    gw = width * actor.mp / [actor.maxmp, 1].max
    gc1 = mp_gauge_color1
    gc2 = mp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
  
  
  def hide_status
    if HIDE == true
      if $game_player.screen_x + 16 > self.x and
      $game_player.screen_y + 4 > self.y and
      $game_player.screen_x - 16 < self.x + self.width and
      $game_player.screen_y - 28 < self.y + self.height
        self.opacity = OPACITY if BG_DISPLAY
        self.contents_opacity = OPACITY
      else
        self.opacity = 255 if BG_DISPLAY
        self.contents_opacity = 255
      end
    end
  end
  
  def update
    self.visible = $game_system.hud_display
    return if !self.visible
    hide_status
    @m.each do |i|
      if @a_list[i.index][0] != i.name or
      @a_list[i.index][1] != i.hp or
      @a_list[i.index][2] != i.mp or
      @a_list[i.index][3] != i.level
        refresh
      end
    end
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_hud start
  alias terminate_hud terminate
  alias update_hud update
  def start
    start_hud
    @all_name_hp_mp = All_Name_Hp_Mp.new
  end
  def terminate
    @all_name_hp_mp.dispose
    terminate_hud
  end
  def update
    update_hud
    @all_name_hp_mp.update
  end
end

#------------------------------------------------------------
# * Game_System: Check for display
#------------------------------------------------------------
class Game_System
  alias hud_initialize initialize
  attr_accessor :hud_display
  def initialize
    hud_initialize
    @hud_display = ALL_NAME_HP_MP::HUD_START_DISPLAY
  end
end



Tile ID reader (scripters-tool): If you want to know what kinda tile the player's at, you should press F5 in the test mode. It'll show a HUD at the bottom of the screen wich tells you the ID of the tile you're at.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                                                                              #
################################################################################

class Hud_Tile_ID < Window_Base
  
  def initialize
    super(0, 416-(WLH+32), 544, WLH+32)
    self.visible = false
    refresh
  end
  
  def refresh
    contents.clear
    contents.draw_text(0, 0, self.width - 32, WLH, map_data, 1)
  end
  
  def map_data
    @x = $game_player.x
    @y = $game_player.y
    @map_id = $game_map.map_id
    @map = load_data(sprintf("Data/Map%03d.rvdata", @map_id))
    @tile_id = []
    for i in [2, 1, 0]
      tile_id = @map.data[@x, @y, i]
      @tile_id.push(tile_id)
    end
    return "#{@tile_id[2]} | #{@tile_id[1]} | #{@tile_id[0]}"
  end
  
  def update
    self.visible = Input.press?(Input::F5) if $TEST
    if @x != $game_player.x or @y != $game_player.y
      refresh
    end
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_Hud_Tile_ID start
  alias terminate_Hud_Tile_ID terminate
  alias update_Hud_Tile_ID update
  def start
    start_Hud_Tile_ID
    @Hud_Tile_ID = Hud_Tile_ID.new
  end
  def terminate
    @Hud_Tile_ID.dispose
    terminate_Hud_Tile_ID
  end
  def update
    update_Hud_Tile_ID
    @Hud_Tile_ID.update
  end
end



Tile ID Shower (BluePrint used) (scripter-tool): If you want to know what kinda tiles are on your map, just go in the testmode and find out.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                               HUD BluePrint v3.0                             #
#                                                                              #
################################################################################

# To toggle the hud's display, just do a callscript "hud"
# To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

module Tile_ID_Shower; WLH = Window_Base::WLH
################################################################################
# User Customazation
  Start_Display = true #true/false
  Opacity = 100 #0-255
  BG_Display = false #true/false
  Hide = false #true/false
################################################################################
# Don't touch below (if ure're not a scripter)
################################################################################
=begin #########################################################################
Some standard value's you might want to use are allready pre-defiend so that you
don't have to write the whole function for your self anymore.
Here follows a list: (just copy+past and fill in the value's to let it work)
  * draw_actor_graphic(actor, x, y)
  * draw_actor_face(actor, x, y, size = 96)
  * draw_actor_name(actor, x, y)
  * draw_actor_class(actor, x, y)
  * draw_actor_level(actor, x, y)
  * draw_actor_state(actor, x, y, width = 96)
  * draw_actor_hp(actor, x, y, width = 120)
  * draw_actor_mp(actor, x, y, width = 120)
  * draw_actor_parameter(actor, x, y, type)
      FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi
  * draw_item_name(item, x, y, enabled = true)
  * draw_currency_value(value, x, y, width)
=end ###########################################################################
################################################################################
  def xywh
    @x = -16 #Set the x-position
    @y = -16 #Set the y-position
    @w = 544+32 #Set the width
    @h = 416+32 #Set the height
    return[@x, @y, @w, @h]
  end; def hud_values #Set the value's that you're using (also used at refresh)
    @display_x = $game_map.display_x/256
    @display_y = $game_map.display_y/256
    @map_id = $game_map.map_id
    @map = load_data(sprintf("Data/Map%03d.rvdata",@map_id))
    #Example: @actor = $game_party.members[0]
  end; def hud_contents #Set the things you want to draw
    x = 0
    y = 0
    for i in @display_x..@display_x+17
      for j in @display_y..@display_y+14
        @tile_id = @map.data[i,j,1]
        @tile_id = @map.data[i,j,2] if @tile_id == 0
        self.contents.draw_text(x*32,y*32,32,32,@tile_id,1)
        y += 1
      end
      x += 1
      y = 0
    end
    #Example: draw_actor_hp(@actor, x, y)
  end; def hud_refresh?; if #Set wich value's make the HUD to refresh
    @display_x != $game_map.display_x/256 or
    @display_y != $game_map.display_y/256 or
    @map_id != $game_map.map_id
    #Example: if @actor != $game_party.members[0]
    return true; end
  end
end
################################################################################
# Don't touch below
################################################################################

################################################################################
# Call script function
################################################################################
def hud(arg = nil)
  $game_system.hud_display = !$game_system.hud_display if arg == nil
  $game_system.hud_display = arg if arg != nil
end
################################################################################
#------------------------------------------------------------
# * Hud_Name: Create Hud window
#------------------------------------------------------------
class Hud_Tile_ID_Shower < Window_Base
  include Tile_ID_Shower
  
  def initialize
    super(xywh[0],xywh[1],xywh[2],xywh[3])
    self.visible = $game_system.hud_display
    self.opacity = Opacity
    self.opacity = 0 if !BG_Display
    hide_status if Hide
    hud_values
    refresh
  end
  
  def refresh
    contents.clear
    hud_values
    hud_contents
  end
  
  def hide_status
    if Hide
      if $game_player.screen_x + 16 > self.x and
      $game_player.screen_y + 4 > self.y and
      $game_player.screen_x - 16 < self.x + self.width and
      $game_player.screen_y - 28 < self.y + self.height
        self.opacity = Opacity if BG_Display
        self.contents_opacity = Opacity
      else
        self.opacity = 255 if BG_Display
        self.contents_opacity = 255
      end
    end
  end
  
  def update
    self.visible = $game_system.hud_display
    return if !self.visible
    refresh if hud_refresh?
    hide_status if Hide
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_hud_name start
  alias terminate_hud_name terminate
  alias update_hud_name update
  def start
    start_hud_name
    @hud_tile_id_shower = Hud_Tile_ID_Shower.new if $TEST
  end
  def terminate
    @hud_tile_id_shower.dispose if !@hud_tile_id_shower.nil?
    terminate_hud_name
  end
  def update
    update_hud_name
    @hud_tile_id_shower.update if !@hud_tile_id_shower.nil?
  end
end

#------------------------------------------------------------
# * Game_System: Check for display
#------------------------------------------------------------
class Game_System
  alias hud_initialize initialize
  attr_accessor :hud_display
  def initialize
    hud_initialize
    @hud_display = Tile_ID_Shower::Start_Display
  end
end



Hp Mp Exp VarPic (BluePrint used): This HUD will show four things. The HP, MP and EXP of one actor, and a picture based on a variable. The HUD can be faded when the player hit's the HUD.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                               HUD BluePrint v3.1                             #
#                                                                              #
################################################################################

# To toggle the hud's display, just do a callscript "hud"
# To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

module Hp_Mp_Exp_VarPic_Module; WLH = Window_Base::WLH
################################################################################
# User Customazation
  Start_Display = true #true/false
  Opacity = 100 #0-255
  BG_Display = true #true/false
  Hide = true #true/false
  
  Picture_Variable = 1 #Number of the variable to use for the picture
  Picture_Name = "" #Name of the picture, in front of the variable value
  #Example:
  # Picture_Name = "hud"
  # Picture_Variable it's value = 1
  # Picture that will be shown on the HUD = "hud1"
  
  Actor_ID = 0 #The ID of the actor of wich the value's are displayed
  
  Exp_Name = "E" #Name that will be displayed as Exp
################################################################################
# Don't touch below (if ure're not a scripter)
################################################################################
=begin #########################################################################
Some standard value's you might want to use are allready pre-defiend so that you
don't have to write the whole function for your self anymore.
Here follows a list: (just copy+past and fill in the value's to let it work)
  * draw_actor_graphic(actor, x, y)
  * draw_actor_face(actor, x, y, size = 96)
  * draw_actor_name(actor, x, y)
  * draw_actor_class(actor, x, y)
  * draw_actor_level(actor, x, y)
  * draw_actor_state(actor, x, y, width = 96)
  * draw_actor_hp(actor, x, y, width = 120)
  * draw_actor_mp(actor, x, y, width = 120)
  * draw_actor_parameter(actor, x, y, type)
      FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi
  * draw_item_name(item, x, y, enabled = true)
  * draw_currency_value(value, x, y, width)
  
  Custom new standard functions:
  * draw_actor_exp(actor, x, y, width = 120)
=end ###########################################################################
################################################################################
  def xywh
    @x = 0 #Set the x-position
    @y = 0 #Set the y-position
    @w = 120+32 #Set the width
    @h = 3*WLH+32 #Set the height
    return[@x, @y, @w, @h]
  end; def hud_values #Set the value's that you're using (also used at refresh)
    @var = $game_variables[Picture_Variable]
    @actor = $game_party.members[Actor_ID]
    @hp = @actor.hp
    @mp = @actor.mp
    @exp = @actor.exp
    #Example: @actor = $game_party.members[0]
  end; def hud_contents #Set the things you want to draw
    draw_variable_picture(@var, 0, 0*WLH)
    draw_actor_hp(@actor, 0, 0*WLH)
    draw_actor_mp(@actor, 0, 1*WLH)
    draw_actor_exp(@actor, 0, 2*WLH)
    #Example: draw_actor_hp(@actor, x, y)
  end; def hud_refresh?; if #Set wich value's make the HUD to refresh
    @var != $game_variables[Picture_Variable] or
    @actor != $game_party.members[Actor_ID] or
    @hp != @actor.hp or
    @mp != @actor.mp or
    @exp != @actor.exp
    #Example: if @actor != $game_party.members[0]
    return true; end
  end
end
################################################################################
# Don't touch below
################################################################################

################################################################################
# Call script function
################################################################################
def hud(arg = nil)
  $game_system.hud_display = !$game_system.hud_display if arg == nil
  $game_system.hud_display = arg if arg != nil
end
################################################################################
#------------------------------------------------------------
# * Hp_Mp_Exp_VarPic: Create Hud window
#------------------------------------------------------------
class Hp_Mp_Exp_VarPic < Window_Base
  include Hp_Mp_Exp_VarPic_Module
  
  def initialize
    super(xywh[0],xywh[1],xywh[2],xywh[3])
    self.visible = $game_system.hud_display
    self.opacity = Opacity
    self.opacity = 0 if !BG_Display
    hide_status if Hide
    hud_values
    refresh
  end
  
  def refresh
    contents.clear
    hud_values
    hud_contents
  end
  
  def draw_variable_picture(var, x, y)
    @bm = Cache.picture(Picture_Name + var.to_s)
    @cw = self.contents.width
    @ch = self.contents.height
    @rect = Rect.new(@bm.width/2 - @cw/2, @bm.height/2 - @ch/2, @cw, @ch)
    self.contents.blt(x, y, @bm, @rect)
  end
  
  def hide_status
    if Hide
      if $game_player.screen_x + 16 > self.x and
      $game_player.screen_y + 4 > self.y and
      $game_player.screen_x - 16 < self.x + self.width and
      $game_player.screen_y - 28 < self.y + self.height
        self.opacity = Opacity if BG_Display
        self.contents_opacity = Opacity
      else
        self.opacity = 255 if BG_Display
        self.contents_opacity = 255
      end
    end
  end
  
  def update
    self.visible = $game_system.hud_display
    return if !self.visible
    refresh if hud_refresh?
    hide_status if Hide
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_hp_mp_exp_varpic start
  alias terminate_hp_mp_exp_varpic terminate
  alias update_hp_mp_exp_varpic update
  def start
    start_hp_mp_exp_varpic
    @hp_mp_exp_varpic = Hp_Mp_Exp_VarPic.new
  end
  def terminate
    @hp_mp_exp_varpic.dispose
    terminate_hp_mp_exp_varpic
  end
  def update
    update_hp_mp_exp_varpic
    @hp_mp_exp_varpic.update
  end
end

#------------------------------------------------------------
# * Game_System: Check for display
#------------------------------------------------------------
class Game_System
  alias hud_initialize initialize
  attr_accessor :hud_display
  def initialize
    hud_initialize
    @hud_display = Hp_Mp_Exp_VarPic_Module::Start_Display
  end
end

#------------------------------------------------------------
# * Window_Base: Some new standard function
#------------------------------------------------------------
class Window_Base < Window
  
  def draw_actor_exp(actor, x, y, width = 120)
    s1 = actor.exp_s
    s2 = actor.next_rest_exp_s + s1
    if s1.is_a? String or s2.is_a? String
      s1 = actor.exp
      s2 = actor.exp
    end
    draw_actor_exp_gauge(actor, x, y, s1, s2, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, Hp_Mp_Exp_VarPic_Module::Exp_Name)
    self.contents.font.color = normal_color
    last_font_size = self.contents.font.size
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)
    end
  end
  
  def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120)
    gw = width * s1 / s2
    gc1 = text_color(31)
    gc2 = text_color(27)
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end



Actor_Selector (BluePrint used): This HUD will show several things from the by you selected actor by using the L and R buttons (default Q and W). Those things are; HP, MP, EXP, FACE, NAME, CLASS and LEVEL. Also the gold amount will be shown, as well a indicator to display wich actor is selected. The HUD can be faded when the player hit's the HUD. You can also choose to put an key-input in the script so that the HUD only shows when that key is pressed.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                               HUD BluePrint v3.2                             #
#                                                                              #
################################################################################

# To toggle the hud's display, just do a callscript "hud"
# To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

module Actor_Selector_HUD_Module; WLH = Window_Base::WLH
################################################################################
# User Customazation
  Start_Display = true #true/false
  Opacity = 100 #0-255
  BG_Display = true #true/false
  Hide = true #true/false
  
  #Put nil if you don't want to use it
  Visible_Key = Input::F5 #Input::__
  
  EXP_NAME = "E"
################################################################################
# Don't touch below (if ure're not a scripter)
################################################################################
=begin #########################################################################
Some standard value's you might want to use are allready pre-defiend so that you
don't have to write the whole function for your self anymore.
Here follows a list: (just copy+past and fill in the value's to let it work)
  * draw_actor_graphic(actor, x, y)
  * draw_actor_face(actor, x, y, size = 96)
  * draw_actor_name(actor, x, y)
  * draw_actor_class(actor, x, y)
  * draw_actor_level(actor, x, y)
  * draw_actor_state(actor, x, y, width = 96)
  * draw_actor_hp(actor, x, y, width = 120)
  * draw_actor_mp(actor, x, y, width = 120)
  * draw_actor_parameter(actor, x, y, type)
      FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi
  * draw_item_name(item, x, y, enabled = true)
  * draw_currency_value(value, x, y, width)
  
  Custom new standard functions:
  * draw_actor_exp(actor, x, y, width = 120)
=end ###########################################################################
################################################################################
  def xywh
    @x = 0 #Set the x-position
    @y = 0 #Set the y-position
    @w = 108+120+32 #Set the width
    @h = 7*WLH+32 #Set the height
    return[@x, @y, @w, @h]
  end; def hud_values #Set the value's that you're using (also used at refresh)
    @actor = $game_party.members[@index]
    @hp = @actor.hp
    @mp = @actor.mp
    @exp = @actor.exp
    @name = @actor.name
    @face = [@actor.face_name, @actor.face_index]
    @gold = $game_party.gold
    #Example: @actor = $game_party.members[0]
  end; def hud_contents #Set the things you want to draw
    draw_actor_face(@actor, 0, 0*WLH)
    draw_actor_hp(@actor, 108, 0*WLH)
    draw_actor_mp(@actor, 108, 1*WLH)
    draw_actor_exp(@actor, 108, 2*WLH)
    draw_actor_name(@actor, 0, 4*WLH)
    draw_actor_level(@actor, 108, 4*WLH)
    draw_index(@index, 108, 5*WLH)
    draw_actor_class(@actor, 0, 5*WLH)
    draw_currency_value(@gold, 0, 6*WLH, 108)
    #Example: draw_actor_hp(@actor, x, y)
  end; def hud_refresh?; if #Set wich value's make the HUD to refresh
    @hp != @actor.hp or
    @mp != @actor.mp or
    @exp != @actor.exp or
    @name != @actor.name or
    @face != [@actor.face_name, @actor.face_index] or
    @gold != $game_party.gold
    #Example: if @actor != $game_party.members[0]
    return true; end
  end
end
################################################################################
# Don't touch below
################################################################################

################################################################################
# Call script function
################################################################################
def hud(arg = nil)
  $game_system.hud_display = !$game_system.hud_display if arg == nil
  $game_system.hud_display = arg if arg != nil
end
################################################################################
#------------------------------------------------------------
# * Hud_Name: Create Hud window
#------------------------------------------------------------
class Actor_Selector_HUD < Window_Base
  include Actor_Selector_HUD_Module
  
  attr_reader :index
  
  def initialize(index)
    @index = index
    super(xywh[0],xywh[1],xywh[2],xywh[3])
    self.visible = $game_system.hud_display
    self.opacity = Opacity
    self.opacity = 0 if !BG_Display
    self.visible = Input.press?(Visible_Key) if !Visible_Key.nil?
    hide_status if Hide
    hud_values
    refresh
  end
  
  def refresh
    contents.clear
    hud_values
    hud_contents
  end
  
  def draw_index(index, x, y)
    count = 0
    for i in 0..$game_party.members.size - 1
      count = 0 if count == 5
      @x = x + count * 24 if (i/5).ceil
      @y = (i/5).floor * WLH + y
      self.contents.font.color = normal_color
      self.contents.font.color = text_color(14) if i == @index
      self.contents.draw_text(@x, @y, WLH, 24, i+1, 1)
      count += 1
    end
  end
  
  def hide_status
    if Hide
      if $game_player.screen_x + 16 > self.x and
      $game_player.screen_y + 4 > self.y and
      $game_player.screen_x - 16 < self.x + self.width and
      $game_player.screen_y - 28 < self.y + self.height
        self.opacity = Opacity if BG_Display
        self.contents_opacity = Opacity
      else
        self.opacity = 255 if BG_Display
        self.contents_opacity = 255
      end
    end
  end
  
  def update
    self.visible = Input.press?(Visible_Key) if !Visible_Key.nil?
    self.visible = $game_system.hud_display if Visible_Key.nil?
    return if !self.visible
    refresh if hud_refresh?
    hide_status if Hide
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_actor_selector_hud start
  alias terminate_actor_selector_hud terminate
  alias update_actor_selector_hud update
  def start
    start_actor_selector_hud
    @index = 0
    new_hud
  end
  def terminate
    @actor_selector_hud.dispose
    terminate_actor_selector_hud
  end
  def update
    update_actor_selector_hud
    @actor_selector_hud.update
    return if !@actor_selector_hud.visible
    if Input.trigger?(Input::R)
      if @index == $game_party.members.size - 1
        @index = 0
      else
        @index += 1
      end
    elsif Input.trigger?(Input::L)
      if @index == 0
        @index = $game_party.members.size - 1
      else
        @index -= 1
      end
    end
    new_hud if @index != @actor_selector_hud.index
  end
  def new_hud
    @actor_selector_hud.dispose if !@actor_selector_hud.nil?
    @actor_selector_hud = Actor_Selector_HUD.new(@index)
  end
end

#------------------------------------------------------------
# * Game_System: Check for display
#------------------------------------------------------------
class Game_System
  alias hud_initialize initialize
  attr_accessor :hud_display
  def initialize
    hud_initialize
    @hud_display = Actor_Selector_HUD_Module::Start_Display
  end
end

#------------------------------------------------------------
# * Window_Base: Some new standard function
#------------------------------------------------------------
class Window_Base < Window
  
  def draw_actor_exp(actor, x, y, width = 120)
    s1 = actor.exp_s
    s2 = actor.next_rest_exp_s + s1
    if s1.is_a? String or s2.is_a? String
      s1 = actor.exp
      s2 = actor.exp
    end
    draw_actor_exp_gauge(actor, x, y, s1, s2, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, Actor_Selector_HUD_Module::EXP_NAME)
    self.contents.font.color = normal_color
    last_font_size = self.contents.font.size
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)
    end
  end
  
  def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120)
    gw = width * s1 / s2
    gc1 = text_color(31)
    gc2 = text_color(27)
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end



Sprite Hp Mp Exp States (BluePrint used): This HUD will show five things from the selected actor. Selection can be made through the L and R buttons (default Q and W). Those things are; SPRITE, HP, MP, EXP and STATES. The HUD can be faded when the player hit's the HUD.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                               HUD BluePrint v3.2                             #
#                                                                              #
################################################################################

# To toggle the hud's display, just do a callscript "hud"
# To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

module Module_Name; WLH = Window_Base::WLH
################################################################################
# User Customazation
  Start_Display = true #true/false
  Opacity = 100 #0-255
  BG_Display = true #true/false
  Hide = true #true/false
  EXP_NAME = "E"
################################################################################
# Don't touch below (if ure're not a scripter)
################################################################################
=begin #########################################################################
Some standard value's you might want to use are allready pre-defiend so that you
don't have to write the whole function for your self anymore.
Here follows a list: (just copy+past and fill in the value's to let it work)
  * draw_actor_graphic(actor, x, y)
  * draw_actor_face(actor, x, y, size = 96)
  * draw_actor_name(actor, x, y)
  * draw_actor_class(actor, x, y)
  * draw_actor_level(actor, x, y)
  * draw_actor_state(actor, x, y, width = 96)
  * draw_actor_hp(actor, x, y, width = 120)
  * draw_actor_mp(actor, x, y, width = 120)
  * draw_actor_parameter(actor, x, y, type)
      FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi
  * draw_item_name(item, x, y, enabled = true)
  * draw_currency_value(value, x, y, width)
  
  Custom new standard functions:
  * draw_actor_exp(actor, x, y, width = 120)
=end ###########################################################################
################################################################################
  def xywh
    @x = 0 #Set the x-position
    @y = 0 #Set the y-position
    @w = 96+32 #Set the width
    @h = 72+24+32 #Set the height
    return[@x, @y, @w, @h]
  end; def hud_values #Set the value's that you're using (also used at refresh)
    @actor = $game_party.members[@index]
    @temp_states = @actor.states
    #Example: @actor = $game_party.members[0]
  end; def hud_contents #Set the things you want to draw
    draw_actor_graphic(@actor, 14, 42)
    draw_actor_hp(@actor, 32, 0, 93-32)
    draw_actor_mp(@actor, 32, 24, 96-32)
    draw_actor_exp(@actor, 0, 48, 96)
    draw_actor_state(@actor, 0, 72, 96)
    #Example: draw_actor_hp(@actor, x, y)
  end; def hud_refresh?
    if @temp_actor != @actor or
    @temp_actor.character_name != @actor.character_name or
    @temp_actor.character_index != @actor.character_index or
    @temp_actor.hp != @actor.hp or
    @temp_actor.mp != @actor.mp or
    @temp_actor.exp != @actor.exp or
    @temp_states != @actor.states
    @temp_states = @actor.states
    #Example: if @actor != $game_party.members[0]
    return true; end
  end
end
################################################################################
# Don't touch below
################################################################################

################################################################################
# Call script function
################################################################################
def hud(arg = nil)
  $game_system.hud_display = !$game_system.hud_display if arg == nil
  $game_system.hud_display = arg if arg != nil
end
################################################################################
#------------------------------------------------------------
# * Hud_Name: Create Hud window
#------------------------------------------------------------
class Hud_Name < Window_Base
  include Module_Name
  
  attr_reader :index
  
  def initialize(index)
    @index = index
    super(xywh[0],xywh[1],xywh[2],xywh[3])
    self.visible = $game_system.hud_display
    self.opacity = Opacity
    self.opacity = 0 if !BG_Display
    hide_status if Hide
    hud_values
    refresh
  end
  
  def refresh
    contents.clear
    hud_values
    hud_contents
  end
  
  def hide_status
    if Hide
      if $game_player.screen_x + 16 > self.x and
      $game_player.screen_y + 4 > self.y and
      $game_player.screen_x - 16 < self.x + self.width and
      $game_player.screen_y - 28 < self.y + self.height
        self.opacity = Opacity if BG_Display
        self.contents_opacity = Opacity
      else
        self.opacity = 255 if BG_Display
        self.contents_opacity = 255
      end
    end
  end
  
  def update
    self.visible = $game_system.hud_display
    return if !self.visible
    refresh if hud_refresh?
    hide_status if Hide
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_hud_name start
  alias terminate_hud_name terminate
  alias update_hud_name update
  def start
    start_hud_name
    @index = 0
    new_hud
  end
  def terminate
    @hud_name.dispose
    terminate_hud_name
  end
  def update
    update_hud_name
    @hud_name.update
    return if !@hud_name.visible
    if Input.trigger?(Input::R)
      if @index == $game_party.members.size - 1
        @index = 0
      else
        @index += 1
      end
    elsif Input.trigger?(Input::L)
      if @index == 0
        @index = $game_party.members.size - 1
      else
        @index -= 1
      end
    end
    new_hud if @index != @hud_name.index
  end
  def new_hud
    @hud_name.dispose if !@hud_name.nil?
    @hud_name = Hud_Name.new(@index)
  end
end

#------------------------------------------------------------
# * Game_System: Check for display
#------------------------------------------------------------
class Game_System
  alias hud_initialize initialize
  attr_accessor :hud_display
  def initialize
    hud_initialize
    @hud_display = Module_Name::Start_Display
  end
end

#------------------------------------------------------------
# * Window_Base: Some new standard function
#------------------------------------------------------------
class Window_Base < Window
  include Module_Name
  
  def draw_actor_exp(actor, x, y, width = 120)
    s1 = actor.exp_s
    s2 = actor.next_rest_exp_s + s1
    if s1.is_a? String or s2.is_a? String
      s1 = actor.exp
      s2 = actor.exp
    end
    draw_actor_exp_gauge(actor, x, y, s1, s2, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, EXP_NAME)
    self.contents.font.color = normal_color
    last_font_size = self.contents.font.size
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)
    end
  end
  
  def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120)
    gw = width * s1 / s2
    gc1 = text_color(31)
    gc2 = text_color(27)
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
end



Map Name (BluePrint used): This HUD will the map name the player is on. Maps can also be excluded and be replaced by other text (such as ???). The HUD can be faded when the player hit's the HUD. Also the position can be set.
CODE
################################################################################
#                                                                              #
#                      ~~~~~ Copyright 2009 SojaBird ~~~~~                     #
#                               HUD BluePrint v3.2                             #
#                                                                              #
################################################################################

# To toggle the hud's display, just do a callscript "hud"
# To set the hud's display, just do a callscript "hud(true)" or "hud(false)"

module Map_Name; WLH = Window_Base::WLH
################################################################################
# User Customazation
  Start_Display = true #true/false
  Opacity = 100 #0-255
  BG_Display = true #true/false
  Hide = true #true/false
  
  #Choose:
  #         TopLeft
  #         TopCenter
  #         TopRight
  #         BottomLeft
  #         BottomCenter
  #         BottomRight
  Location = "TopRight"
  
  Exclude_Map_IDs = []
  Exclude_Display = "???" #Put "" to hide the window
################################################################################
# Don't touch below (if ure're not a scripter)
################################################################################
=begin #########################################################################
Some standard value's you might want to use are allready pre-defiend so that you
don't have to write the whole function for your self anymore.
Here follows a list: (just copy+past and fill in the value's to let it work)
  * draw_actor_graphic(actor, x, y)
  * draw_actor_face(actor, x, y, size = 96)
  * draw_actor_name(actor, x, y)
  * draw_actor_class(actor, x, y)
  * draw_actor_level(actor, x, y)
  * draw_actor_state(actor, x, y, width = 96)
  * draw_actor_hp(actor, x, y, width = 120)
  * draw_actor_mp(actor, x, y, width = 120)
  * draw_actor_parameter(actor, x, y, type)
      FOR TYPE: 0=atk, 1=def, 2=spi, 3=agi
  * draw_item_name(item, x, y, enabled = true)
  * draw_currency_value(value, x, y, width)
  
  Custom new standard functions:
  * draw_actor_exp(actor, x, y, width = 120)
=end ###########################################################################
################################################################################
  def xywh
    @w = 200 #Set the width
    @h = 24+32 #Set the height
    case Map_Name::Location
    when "TopLeft"
      @x = 0 #Set the x-position
      @y = 0 #Set the y-position
    when "TopCenter"
      @x = 544/2-@w/2 #Set the x-position
      @y = 0 #Set the y-position
    when "TopRight"
      @x = 544-@w #Set the x-position
      @y = 0 #Set the y-position
    when "BottomLeft"
      @x = 0 #Set the x-position
      @y = 416-32-24 #Set the y-position
    when "BottomCenter"
      @x = 544/2-@w/2 #Set the x-position
      @y = 416-32-24 #Set the y-position
    when "BottomRight"
      @x = 544-@w #Set the x-position
      @y = 416-32-24 #Set the y-position
    end
    return[@x, @y, @w, @h]
  end; def hud_values #Set the value's that you're using (also used at refresh)
    @map_info ||= load_data("Data/MapInfos.rvdata")
    @map_name = @map_info[$game_map.map_id].name
    @map_id = $game_map.map_id
    #Example: @actor = $game_party.members[0]
  end; def hud_contents #Set the things you want to draw
    draw_map_name(@map_name)
    #Example: draw_actor_hp(@actor, x, y)
  end; def hud_refresh?; if @map_id != @map_info[@map_id].name
    #Example: if @actor != $game_party.members[0]
    return true; end
  end
  
  def draw_map_name(map_name)
    text = map_name
    text = Exclude_Display if Exclude_Map_IDs.include?($game_map.map_id)
    self.contents.draw_text(0, 0, self.width - 32, WLH, text, 1)
    self.visible = !(Exclude_Map_IDs.include?($game_map.map_id) and text == "")
  end
end

################################################################################
# Don't touch below
################################################################################

################################################################################
# Call script function
################################################################################
def hud(arg = nil)
  $game_system.hud_display = !$game_system.hud_display if arg == nil
  $game_system.hud_display = arg if arg != nil
end
################################################################################
#------------------------------------------------------------
# * Hud_Name: Create Hud window
#------------------------------------------------------------
class Map_Name_Hud < Window_Base
  include Map_Name
  
  def initialize
    super(xywh[0],xywh[1],xywh[2],xywh[3])
    self.visible = $game_system.hud_display
    self.opacity = Opacity
    self.opacity = 0 if !BG_Display
    hide_status if Hide
    hud_values
    refresh
  end
  
  def refresh
    contents.clear
    hud_values
    hud_contents
  end
  
  def hide_status
    if Hide
      if $game_player.screen_x + 16 > self.x and
      $game_player.screen_y + 4 > self.y and
      $game_player.screen_x - 16 < self.x + self.width and
      $game_player.screen_y - 28 < self.y + self.height
        self.opacity = Opacity if BG_Display
        self.contents_opacity = Opacity
      else
        self.opacity = 255 if BG_Display
        self.contents_opacity = 255
      end
    end
  end
  
  def update
    self.visible = $game_system.hud_display
    return if !self.visible
    refresh if hud_refresh?
    hide_status if Hide
  end
end

#------------------------------------------------------------
# * Scene_Map: Attach HUD to map
#------------------------------------------------------------
class Scene_Map < Scene_Base
  alias start_map_name_hud start
  alias terminate_map_name_hud terminate
  alias update_map_name_hud update
  alias fadein_map_name_hud fadein
  def start
    start_map_name_hud
    @map_name_hud = Map_Name_Hud.new
  end
  def terminate
    @map_name_hud.dispose
    terminate_map_name_hud
  end
  def update
    update_map_name_hud
    @map_name_hud.update
  end
  def fadein(duration)
    @map_name_hud.refresh
    fadein_map_name_hud(duration)
  end
end

#------------------------------------------------------------
# * Game_System: Check for display
#------------------------------------------------------------
class Game_System
  alias hud_initialize initialize
  attr_accessor :hud_display
  def initialize
    hud_initialize
    @hud_display = Map_Name::Start_Display
  end
end

#------------------------------------------------------------
# * Window_Base: Some new standard function
#------------------------------------------------------------
class Window_Base < Window
  include Map_Name
  
  def draw_actor_exp(actor, x, y, width = 120)
    s1 = actor.exp_s
    s2 = actor.next_rest_exp_s + s1
    if s1.is_a? String or s2.is_a? String
      s1 = actor.exp
      s2 = actor.exp
    end
    draw_actor_exp_gauge(actor, x, y, s1, s2, width)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 30, WLH, EXP_NAME)
    self.contents.font.color = normal_color
    last_font_size = self.contents.font.size
    xr = x + width
    if width < 120
      self.contents.draw_text(xr - 44, y, 44, WLH, s1, 2)
    else
      self.contents.draw_text(xr - 99, y, 44, WLH, s1, 2)
      self.contents.font.color = normal_color
      self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2)
      self.contents.draw_text(xr - 44, y, 44, WLH, s2, 2)
    end
  end
  
  def draw_actor_exp_gauge(actor, x, y, s1, s2, width = 120)
    gw = width * s1 / s2
    gc1 = text_color(31)
    gc2 = text_color(27)
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
  end
  
end
woratana
Nice~^^

Do you take request? >_> If so, let people know~!
SojaBird
Yea I do...How to tell?
Anyway,

Thanks.


Greatzz,
SojaBird.
woratana
Make a banner and put in your sig, maybe? >_>"
SojaBird
Hehe oke tongue.gif
I will,

Thanks.


Greatzz,
SojaBird.
Omegas7
Cool, I would like to try out your HUDs, but it would be much funnier to just see a screenshot XD.
Michael
Basic HUD!
But it's still good!
I like it!
SojaBird
Hehe ok I'll add screenshots.
For the HUDs are basic. It's because their from requests.
You may all request HUDs, no matter how diffecult.
Anyway, hope ppl like it wink.gif


Greatzz,
SojaBird.
Omegas7
QUOTE (pim321 @ Jan 25 2009, 02:24 AM) *
Hehe ok I'll add screenshots.
For the HUDs are basic. It's because their from requests.
You may all request HUDs, no matter how diffecult.
Anyway, hope ppl like it wink.gif


Greatzz,
SojaBird.


Ok, then I want HUD battle system huh.gif lol.
You know, there is a window with a sword, crushing another window, but another window uses magic, and defeats the window!

cool.gif Nevemind.
SojaBird
Lol tongue.gif Ghehe
yea thought so, nvm biggrin.gif

Anyway,


Greatzz,
SojaBird.
Omegha
So I want a HUD with HP and MP bars and also experience bar.. Of course that +name and face: P
Thanks xd
Omegha
SojaBird
Sure,

I'll do what I can smile.gif


EDIT:
It's done, hope you like it wink.gif


Greatzz,
SojaBird.
Omegha
It's good, but can you change two things? At first, can you make that HUD appears with script, instead of switch? And second, if you delete face? It takes too much space on screen: P Sorry for problems:P Oh.. And instead of "HP" "MP" and "E" can you make "Punkty Zycia" "Punkty Many" "Doswiadczenie" ?

Thanks for any help,
Omegha
SojaBird
Hey,

Sure I can do those tings.
Though remind, the letters will be pushed together. Or should I make the hud to fill the whole top row (could also be interesting)? biggrin.gif

Anyway, I shall try to do it like you want wink.gif


Greatzz,
SojaBird.
onidsouza
Hey, i am making an HUD like GTA, shows a face, and your money, and your healt! i am almost finishing, when be ready i tell you, say me if is good. It's my first HUD thoguth.
SojaBird
Ya sure biggrin.gif
Go ahead wink.gif


Greatzz,
SojaBird.
Omegha
Hm.. so instead of those inscriptions, use "Zycie" "Mana" "Exp".

Once again thanks for all,
Omegha
onidsouza
Yah! i never really used windows before (only in my about menu script) . I am having some problems:



CODE

class Window_GTAHUD < Window_Base

def initialize(x, y, width, height)
super(x, y, width, height)
self.opacity = 120
end

def refresh
self.contents.clear
draw_onihud_hp
end

def draw_onihud_hp
draw_actor_hp($game_actors[1], self.x, self.y + 10)
end

end


#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs the map screen processing.
#==============================================================================

class Scene_Map < Scene_Base

alias onidsouza_start start
alias onidsouza_update update

#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
onidsouza_start
@gtahud =Window_GTAHUD.new(404, 0, 140, 120)
end

#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
onidsouza_update
@gtahud.update
end

end



The script just create an empty window, and don't show the information that i want to. Thats not the hole thing. It unfinished yet. Can you help me?
SojaBird
@onidsouza,

Yea sure I can help.
Though perhaps I've the podcast I want to create about this, finished earlier than that I take time to look at this.
Perhaps you want to wait for that wink.gif


@Omegha,

I've looked at your script again.
Now it does what you want.
If you keep the width of the hud at 126, it'll display the face of your actor as background, I though that would be a good compromise smile.gif
Though if the HUD's width isn't 126 precies, the picture won't be drawed.
The HP and MP text is defiend in the system, so perhaps you want to changes it there.
To changes the display, you can set the startdisplay in the customazation.
To changes the display by script, just use a call script with "hud" to toggle the hud, or use "hud(true)"/"hud(false)" to show and hide the hud.
Hope it does what you want now wink.gif


Greatzz,
SojaBird.
Omegha
Hmm.. Now I have a bug, that Experience bar is always full, don't matter how many exp I have... Can you fix it?
SojaBird
MMm yea true...
I'll see what I can do about it smile.gif

THanks, and greetz



It's fixed wink.gif

Greatzz,
SojaBird.
Omegha
It's perfect. Thank you: )
onidsouza
Here you go.

What do you think?
toboisgreat
Could I request for a HUD similar to the last one, but without the window background and smaller width of the bars please.
This would be super handy!
Thank you =)
SojaBird
Hey toboisgreat,

Actualy what you can do is simply use the last HUD biggrin.gif
I've build in the function so that you can set your own width of the HUD in the script.
When you past the script in the editor, changes the setting HUD_WIDTH or something to a smaller width.
It'll do the trick for you wink.gif


Greatzz,
SojaBird.


ps. onidsouze, I check the topic and reply there smile.gif
toboisgreat
QUOTE (pim321 @ Feb 15 2009, 10:45 PM) *
Hey toboisgreat,

Actualy what you can do is simply use the last HUD biggrin.gif
I've build in the function so that you can set your own width of the HUD in the script.
When you past the script in the editor, changes the setting HUD_WIDTH or something to a smaller width.
It'll do the trick for you wink.gif


Greatzz,
SojaBird.


ps. onidsouze, I check the topic and reply there smile.gif


Okay thanx that works perfect, but is it possible to take away the window background?
I find it too distracting.
=)
SojaBird
Sure it is smile.gif
Try the script again now, I've added the function to show/hide the background wink.gif


Greatzz,
SojaBird.
toboisgreat
Yay!
It perfect. thank you very much!

Your the best!
=)
SojaBird
Haha sure,

You're welcome smile.gif
Just contact me again if you want something else.


Greatzz,
SojaBird.
maker2008
wow! great HUDs!
biggrin.gif
SojaBird
Haha thanks,

If you need one or have some cool idears, just request them wink.gif


Greatzz,
SojaBird.
spaceboy221
Could you make me a hud, where in the top left corner is the picture, below that is the name, and to the right of the picture is the health, mana, and experience bars(vertically arranged). Finally, on the bottom left, is an icon followed by how much gold you have. Thanks in advance.

EDIT: As a special feature, could you make it so that the gold display can be shifted through corners? So for different styles of play, I can move it.(Such as combining this with your radar system and coming up with a Halo-type HUD)
SojaBird
Yea sure smile.gif
That should going to be fun.

I'll hope to have it finished soon.


Greatzz,
SojaBird.
shapoop4
Whenever you can, can you please make me a hud that would go below woratana's mini map, and would tell you how many more preset enemies on the page? I have never scripted, but would like to learn how, so please don't ridicule me if it isn't possible. Just tell me that.
SojaBird
Hey,

I could try yes smile.gif
Though could you pls link me to that script?


Greatzz,
SojaBird.
Omegha
Catch:
http://www.rpgrevolution.com/forums/index....showtopic=17207

Omegha
SojaBird
Oke thanks,

I'll see what I can do wink.gif


Greatzz,
SojaBird.
SojaBird
QUOTE (spaceboy221 @ Feb 17 2009, 04:40 AM) *
Could you make me a hud, where in the top left corner is the picture, below that is the name, and to the right of the picture is the health, mana, and experience bars(vertically arranged). Finally, on the bottom left, is an icon followed by how much gold you have. Thanks in advance.

EDIT: As a special feature, could you make it so that the gold display can be shifted through corners? So for different styles of play, I can move it.(Such as combining this with your radar system and coming up with a Halo-type HUD)



Hey spaceboy,

I've done your request, check it out in the first post.
Your edit thing...I don't realy get that.
Perhaps you can explain a little more wink.gif


Greatzz,
SojaBird.
charbelramy
Great HUDs, SojaBird! biggrin.gif The best HUDs! laugh.gif
Thanks!
SojaBird
Haha well thanks and you're welcome.
Well if you need something special or custom, just scream it out and I'll be your man wink.gif


EDIT:
I've just posted the HUD request for the MiniMap add-on for Woratana's MiniMap script wink.gif
Go check it out in the first post.



Greatzz,
SojaBird.
buny
I hope you can give the demo not video ?
SojaBird
QUOTE (buny @ Feb 20 2009, 03:20 PM) *
I hope you can give the demo not video ?

???
What's that about... confused.gif


Grz,
SojaBird.
spaceboy221
EDIT: N\m about the gold part. Now that I can see it, would it be possible for you to separate the Health, Mana, and the Exp. Bars and place them on the right side of the screen away from the Face and name? And could you move the gold icon and readout to the bottom left? So far, it looks great.
SojaBird
Sure I can smile.gif
Though I've a hard time figuring out how to go read the amount of enemies are on the map for the other request.
But yes,
I'll see what I can do wink.gif

Oh and for the gold thing, you could set the icon_id to "", then it'll be gone smile.gif


Greatzz,
SojaBird.
viperfrost
Hello can you maker a hud like in the top right that shows a map of the area aswell as a bar an the right of the map with hp and on the left mp, i hope this ant going to be hard if it is dont bother with.
abit like the gta 4 hud

Thax
SojaBird
Hey viperfrost,

For the map thing, I suggest you use woratana's minimap script.
Though for it, I could make an add-on.
Tell me what ya think.


Greatzz,
SojaBird.
viperfrost
Thank you for making it, it brillient but it not what i imagened but it nice.
Thank you.

The viper.........
rob2515
Can you make a HUD something like this:



If so then thanks biggrin.gif its like your other one kind of only it displays your Lvl as well biggrin.gif
Cooliodafabio
Hello pim321!

What I need is a display where is shows the health bars/mp bars of ALL the current party members to the bottom right of the screen. I have attached a picture of about what I would like it to look like. Also, if possible, could you make it easily editable what colors all of the bars are? Thanks in advance for any and all who can get to doing this!

[Show/Hide] Here's what I pretty much want

Keep in mind that I would like all the colors to be editable, in case I change my mind about how they should look
The bottom Actor should be the 1st bar, and when a party member is added, they get one bar above him.


Oh! and almost forgot, I also need the ability to call script so that the entire display disappears when a scene is happening.
SojaBird
Heya all,

@rob,
Can see the img now wink.gif
I'll see when I've it done.

@Coolio
Sure I'll do ya request, fairly easy wink.gif
I'll let ya know when it's done.

Edit: It's done biggrin.gif


Greatzz,
SojaBird.
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