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just like the one before it
Animations by the Button
I whipped up a new script, one that you can control whatever switch you want with whatever button you choose.
Switches by the Button v1.0
(this was edited for XAS as you will see in the demo attached)
*this edit was just an example on how you can toggle multiple HUDS by controlling so many switches with just a press of a button.
check out the demo
(click on the face)
*I could image a game having a special HUD for attacking, dashing, using a skill/item ~ etc!
Animations by the Button
I whipped up a new script, one that you can control whatever switch you want with whatever button you choose.
Switches by the Button v1.0
(this was edited for XAS as you will see in the demo attached)
- Code:
#==============================================================================
# * Switches by the Button v1.0 G@MeF@Ce 7/30/2011 edited for XAS multiple HUDs
#==============================================================================
module G101_ts
#the buttons used for toggling switches
TOGGLER1 = Input::C #action
TOGGLER2 = Input::A #defend
TOGGLER3 = Input::X #dash
TOGGLER4 = Input::Y #item
TOGGLER5 = Input::Z #skill
#the switches to be used for toggling
HUD_1 = 5 #xas standard
HUD_1A = 4 #xas active
HUD_2 = 10 #mog I hud
HUD_3 = 15 #mog cas hud
HUD_4 = 20 #mog zelda hud
HUD_5 = 24 #party hud
HUD_6 = 30 #s hud
end
#==============================================================================
class Scene_Map
include G101_ts
#--------------------------------------------------------------------------
# * initialize
#--------------------------------------------------------------------------
alias hud_set initialize
def initialize
hud_set
$game_switches[HUD_1] = false
$game_switches[HUD_1A] =false
$game_switches[HUD_2] = true
$game_switches[HUD_3] = true
$game_switches[HUD_4] = true
$game_switches[HUD_5] = false
$game_switches[HUD_6] = true
return
end
#--------------------------------------------------------------------------
# * update
#--------------------------------------------------------------------------
alias hud_check update
def update
hud_check
if Input.trigger?(TOGGLER1)#action
cycle_1
return
end
if Input.trigger?(TOGGLER2)#defend
cycle_2
return
end
if Input.press?(TOGGLER3)#dash
cycle_3
return
end
if Input.press?(TOGGLER4)
cycle_4
return
end
if Input.press?(TOGGLER5)
cycle_5
return
end
$game_player.refresh
end #def
def cycle_1 #action
$game_switches[HUD_1] = false
$game_switches[HUD_1A] = false
$game_switches[HUD_2] = true
$game_switches[HUD_3] = true
$game_switches[HUD_4] = true
$game_switches[HUD_5] = false
$game_switches[HUD_6] = true
end
def cycle_2 #defend
$game_switches[HUD_1] = true
$game_switches[HUD_1A] = true
$game_switches[HUD_2] = true
$game_switches[HUD_3] = false
$game_switches[HUD_4] = true
$game_switches[HUD_5] = true
$game_switches[HUD_6] = true
end
def cycle_3 #dash
$game_switches[HUD_1] = true
$game_switches[HUD_1A] = true
$game_switches[HUD_2] = true
$game_switches[HUD_3] = true
$game_switches[HUD_4] = true
$game_switches[HUD_5] = true
$game_switches[HUD_6] = false
end
def cycle_4 #item
$game_switches[HUD_1] = true
$game_switches[HUD_1A] = true
$game_switches[HUD_2] = true
$game_switches[HUD_3] = true
$game_switches[HUD_4] = false
$game_switches[HUD_5] = true
$game_switches[HUD_6] = true
end
def cycle_5 #skill
$game_switches[HUD_1] = true
$game_switches[HUD_1A] = true
$game_switches[HUD_2] = false
$game_switches[HUD_3] = true
$game_switches[HUD_4] = true
$game_switches[HUD_5] = true
$game_switches[HUD_6] = true
end
end #class
*this edit was just an example on how you can toggle multiple HUDS by controlling so many switches with just a press of a button.
check out the demo
(click on the face)
*I could image a game having a special HUD for attacking, dashing, using a skill/item ~ etc!
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BluE
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very cool G@MeF@Ce!
Only this is, I don't know what HUD I'm currently on :p or what it's meant to be displaying
So one HUD for health, one for spells?
Only this is, I don't know what HUD I'm currently on :p or what it's meant to be displaying
So one HUD for health, one for spells?
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G@MeF@Ce
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in the demo I used all of Moghunter's latest HUDs
a different HUD displays when pressing one of the buttons. Imagine a defender HUD displayed when blocking, showing what shield, armor, and how long the equipment is good for, what defensive power the hero has etc... and same for attack, what weapon, the weapon's name, power, how long it is good for or if it is in need of repairs etc...
Not only HUDs, but I was also thinking about using this script to make a boxing game, I could use this with the animation by the buttons script and mock up an RMXP punchout ^,^
*yea I'm abnormal, I use an RPG maker to make games that are not always RPG.
a different HUD displays when pressing one of the buttons. Imagine a defender HUD displayed when blocking, showing what shield, armor, and how long the equipment is good for, what defensive power the hero has etc... and same for attack, what weapon, the weapon's name, power, how long it is good for or if it is in need of repairs etc...
Not only HUDs, but I was also thinking about using this script to make a boxing game, I could use this with the animation by the buttons script and mock up an RMXP punchout ^,^
*yea I'm abnormal, I use an RPG maker to make games that are not always RPG.
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Ah I see. So you have "sub-HUD"s for specific things
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