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:
[Show/Hide] Version 1.1 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
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#============================================================
# ** 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
# 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
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#============================================================
# ** 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 Demo
Screenshots:
[Show/Hide] Screenshots
To install this, simply paste it above Main.
Previous Versions:
Version 1.0
[Show/Hide] 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
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#============================================================
# ** 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
# 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
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#============================================================
# ** 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 Demo
Credits:
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.
