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#1 RMXP + XAS = Hero Mini HUD Empty RMXP + XAS = Hero Mini HUD
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G@MeF@Ce

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With the support of Hackel, mr_wiggles, and LiTTleDRAgo we now have a stable version of the new "XAS Hero Mini HUD!"

thought I'd share with our guests too!

*I'll continue to add more features to the script if it makes sense.

RMXP + XAS = Hero Mini HUD Hud12

HERO MINI HUD 3.1

+ XP/VX (cross engined)
+ no graphics required
+ disable switch
+ configure two buttons to toggle display
+ Red HP heart containers
+ Blue Special bar
+ Green Experience bar
+ White Hero Name
+ Yellow Stamina bar (requires XAS)
+ Purple Charge bar (requires XAS)
+ reduced lag (or no lag at all)

Code:
################################################################################
# ============= XAS Hero Mini HUD v3.1 by gameface101 4/11/2011 ================
# special thanks to: Hackel, mr_wiggles, and LiTTleDRAgo for RGSS support
################################################################################

module Hero_Mini_HUD
#[display options]==============================================================
  HMINI_DISABLE = 2
  PRESS_HOLD  = Input::A  # (Shift)
  TRIGGER_HUD = Input::C  # (Space/Enter)
  VISIBLE_DEF = false
  HMINI_HUD_SKIN = 0
  HMINI_HUD_OPACITY = 255
#[health bar settings]==========================================================
  HP_HEARTS = true
  HP_QUANTITY = 3
  HP_X = 37
  HP_Y = 85
#[special bar settings]=========================================================
  SP_ON = true
  SP_X = 2
  SP_Y = 14
  SP_WID = 36
  SP_HET = 4
#[experience bar settings]======================================================
  EXP_ON = true
  EXP_X = 2
  EXP_Y = 72
  EXP_WID = 36
  EXP_HET = 4
#[name settings]================================================================
  HERO_NAME = true
  NAME_SIZE = 14
  N_X = 10
  N_Y = 67
#[stamina bar settings](requires XAS)===========================================
  ST_ON = true
  ST_X = 2
  ST_Y = 68
  ST_WID = 36
  ST_HET = 2
#[charge bar settings](requires XAS)============================================
  CHARGE_ON = true
  CH_X = 2
  CH_Y = 20
  CH_WID = 36
  CH_HET = 2
 
  XAS_39 = true
end

#===============================================================================
class HMini_Hud < Window_Base
  def initialize
      super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
      self.visible = (Hero_Mini_HUD::VISIBLE_DEF)
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.font.name = "Impact"
      self.contents.font.size = 24
      self.z = 3000
      self.opacity = Hero_Mini_HUD::HMINI_HUD_SKIN
      @hearts  = Hero_Mini_HUD::HP_QUANTITY
      @opacity = Hero_Mini_HUD::HMINI_HUD_OPACITY
      @old_name = ''
      @old_hp = @old_sp = @old_exp = @hr = 0
 
      @name_sprite = Sprite.new
      @name_sprite.bitmap = Bitmap.new(132, 132)
      @name_sprite.z = self.z
      @name_sprite.bitmap.font.name = self.contents.font.name
      @name_sprite.bitmap.font.size = self.contents.font.size
      @name_sprite.visible = self.visible
      refresh
    end
 
  def refresh
    actor = !rpgvx? ? $game_party.actors[0] : $game_party.members[0]
    return if @old_hp == actor.hp
    self.contents.clear
    self.opacity = Hero_Mini_HUD::HMINI_HUD_SKIN
    self.contents_opacity = Hero_Mini_HUD::HMINI_HUD_OPACITY

    if Hero_Mini_HUD::HERO_NAME && @old_name != actor.name
      @old_name = actor.name
      @name_sprite.bitmap.clear
      @name_sprite.bitmap.font.size = Hero_Mini_HUD::NAME_SIZE
      @name_sprite.bitmap.font.color.set(0, 0, 0)#black
      @name_sprite.bitmap.draw_text(N_X - 1, N_Y - 1, 160, 32, actor.name, 0)
      @name_sprite.bitmap.draw_text(N_X - 1, N_Y + 1, 160, 32, actor.name, 0)
      @name_sprite.bitmap.draw_text(N_X + 1, N_Y - 1, 160, 32, actor.name, 0)
      @name_sprite.bitmap.draw_text(N_X + 1, N_Y + 1, 160, 32, actor.name, 0)
      @name_sprite.bitmap.font.color = normal_color #white
      @name_sprite.bitmap.draw_text(N_X, N_Y, 160, 32, actor.name, 0)
    end

    if Hero_Mini_HUD::HP_HEARTS
      @old_hp = actor.hp
      @n = actor.hp
      @mn = actor.maxhp
      @hr = 0
      @lh = 0
      @hearts = Hero_Mini_HUD::HP_QUANTITY
      @c = 255
      @l = @n*100/@mn
      @ho = @l*@hearts
      for i in 0..@hearts-1
        x = self.contents
#-------------------------------------------------------------[heart containers]
        c = Color.new(0, 0, 0, @opacity)
        x.fill_rect(i*14, 4, 1, 3, c)
        x.fill_rect(i*14+1, 3, 1, 5, c)
        x.fill_rect(i*14+2, 2, 1, 7, c)
        x.fill_rect(i*14+3, 1, 1, 9, c)
        x.fill_rect(i*14+4, 0, 1, 11, c)
        x.fill_rect(i*14+5, 1, 1, 11, c)
        x.fill_rect(i*14+6, 2, 1, 11, c)
        x.fill_rect(i*14+7, 1, 1, 11, c)
        x.fill_rect(i*14+8, 0, 1, 11, c)
        x.fill_rect(i*14+9, 1, 1, 9, c)
        x.fill_rect(i*14+10, 2, 1, 7, c)
        x.fill_rect(i*14+11, 3, 1, 5, c)
        x.fill_rect(i*14+12, 4, 1, 3, c)
 
#----------------------------------------------------------------[heart outline]
    c = Color.new(255, 255, 255, @opacity)
    x.fill_rect(i*14+1, 4, 1, 2, c)
    x.fill_rect(i*14+2, 3, 1, 4, c)
    x.fill_rect(i*14+3, 2, 1, 6, c)
    x.fill_rect(i*14+4, 1, 1, 8, c)
    x.fill_rect(i*14+5, 2, 1, 8, c)
    x.fill_rect(i*14+6, 3, 1, 8, c)
    x.fill_rect(i*14+7, 2, 1, 8, c)
    x.fill_rect(i*14+8, 1, 1, 8, c)
    x.fill_rect(i*14+9, 2, 1, 6, c)
    x.fill_rect(i*14+10, 3, 1, 4, c)
    x.fill_rect(i*14+11, 4, 1, 2, c)
 
#-------------------------------------------------------------------[heart fill]
        c_color(1)
        x.fill_rect(i*14+2, 4, 1, 2, Color.new(@c, 0, 0, @opacity))
        c_color(2)
        x.fill_rect(i*14+3, 3, 1, 4, Color.new(@c, 0, 0, @opacity))
        c_color(3)
        x.fill_rect(i*14+4, 2, 1, 6, Color.new(@c, 0, 0, @opacity))
        c_color(4)
        x.fill_rect(i*14+5, 3, 1, 6, Color.new(@c, 0, 0, @opacity))
        c_color(5)
        x.fill_rect(i*14+6, 4, 1, 6, Color.new(@c, 0, 0, @opacity))
        c_color(6)
        x.fill_rect(i*14+7, 3, 1, 6, Color.new(@c, 0, 0, @opacity))
        c_color(7)
        x.fill_rect(i*14+8, 2, 1, 6, Color.new(@c, 0, 0, @opacity))
        c_color(8)
        x.fill_rect(i*14+9, 3, 1, 4, Color.new(@c, 0, 0, @opacity))
        c_color(9)
        x.fill_rect(i*14+10, 4, 1, 2, Color.new(@c, 0, 0, @opacity))
        @hr += 1
      end
    end
  end

  def c_color(a)
    @c = (@hr <= (@ho/100)-1) ? 255 :
      (@ho/10-@hr*10 >= a and @ho/10-@hr*10 <= 9) ? 255 : 0
  end
 
  def update
    super
    @name_sprite.x = self.x + N_X
    @name_sprite.y = self.y + N_Y - 50
  end
 
  def dispose
    super
    @name_sprite.dispose
  end
 
  def vis=(val)
    self.visible = val
    @name_sprite.visible = self.visible
  end
 
  N_X = Hero_Mini_HUD::N_X
  N_Y = Hero_Mini_HUD::N_Y
end

module Kernel
  if !defined? rpgvx?
  def rpgvx?
    return true if defined? Graphics.resize_screen
    return false
  end
  end
end
#-------------------------------------------------------------------------------

#===============================================================================
class Scene_Map
 
  PRESS_HOLD  = Hero_Mini_HUD::PRESS_HOLD
  TRIGGER_HUD = Hero_Mini_HUD::TRIGGER_HUD
 
  if rpgvx?
 
    alias hud_terminate terminate
    def terminate
      delete_hud
      hud_terminate
    end
 
    alias hmini_hud_main main
    def main
      seting_hud
      hmini_hud_main
      delete_hud
    end
 
  else
 
    alias hmini_hud_main main
    def main
      seting_hud
      hmini_hud_main
      delete_hud
    end
 
  end
 
  alias hmini_hud_update update
  def seting_hud
    @HMini_hud  = HMini_Hud.new
    @SMini_Hud  = SMini_Hud.new
    @XPMini_Hud = XPMini_Hud.new
    @STMini_Hud = STMini_Hud.new
    @CHMini_Hud = CHMini_Hud.new
  end
 
  def delete_hud
      [@HMini_hud, @SMini_Hud, @XPMini_Hud, @STMini_Hud,
      @CHMini_Hud].each {|i| i.dispose if i != nil && !i.disposed?}
  end
 
  def update
    if !$game_switches[Hero_Mini_HUD::HMINI_DISABLE]
      if @HMini_hud.visible and Input.press?(PRESS_HOLD) and
        Input.trigger?(TRIGGER_HUD)
          @HMini_hud.vis = @HMini_hud.visible  = false
      elsif !@HMini_hud.visible and Input.press?(PRESS_HOLD) and
          Input.trigger?(TRIGGER_HUD)
          @HMini_hud.vis = @HMini_hud.visible  = true
      end
    else
      @HMini_hud.vis = @HMini_hud.visible  = false
    end
    hmini_hud_update
    @HMini_hud.x = $game_player.screen_x - Hero_Mini_HUD::HP_X #--------location
    @HMini_hud.y = $game_player.screen_y - Hero_Mini_HUD::HP_Y #--------location
    [@SMini_Hud, @XPMini_Hud, @STMini_Hud,
    @CHMini_Hud].each {|i| i.visible = @HMini_hud.visible
                        i.x = @HMini_hud.x
                        i.y = @HMini_hud.y}
    if @HMini_hud.visible == true
      [@HMini_hud, @SMini_Hud, @XPMini_Hud, @STMini_Hud,
      @CHMini_Hud].each {|i| i.update
                        i.refresh}
    end
  end
end

#===============================================================================
class Window_Base < Window
  def draw_hmini_hud_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255),
      end_color = Color.new(255, 255, 60, 255))
    for i in 0..height
      self.contents.fill_rect(x, y + height - i, width + 1, 1,
      Color.new(50, 50, 50, 255))
    end
#-------------------------------------------------------------------------------
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x, y + height, width, 1, Color.new(r, b, g, a))
    end
#-------------------------------------------------------------------------------
    for i in 1..( (min / max.to_f) * width - 1)
      for j in 1..(height -1)
      r = bar_color.red * (width - i) / width + end_color.red * i / width
      g = bar_color.green * (width - i) / width + end_color.green * i / width
      b = bar_color.blue * (width - i) / width + end_color.blue * i / width
      a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
      self.contents.fill_rect(x + i, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
end
class SMini_Hud < Window_Base
 
  include Hero_Mini_HUD
  def initialize
    super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
    self.visible = (VISIBLE_DEF)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Impact"
    self.contents.font.size = 24
    self.z = 3000
    self.opacity = HMINI_HUD_SKIN
    @old_hp = @old_sp = @old_exp = @hr = 0
    refresh
  end

  def refresh
    sp = !rpgvx? ? $game_party.actors[0].sp : $game_party.members[0].mp
    maxsp = !rpgvx? ? $game_party.actors[0].maxsp : $game_party.members[0].maxmp
    return if @old_sp == sp
    self.contents.clear
    self.opacity = HMINI_HUD_SKIN
    self.contents_opacity = HMINI_HUD_OPACITY
    if SP_ON == true
      @old_sp = sp
      draw_hmini_hud_bar(SP_X, SP_Y, sp,
      maxsp, SP_WID, SP_HET, Color.new(0,50,250,255),
      Color.new(50,100,255,255))
    end
  end
end
 
 
class XPMini_Hud < Window_Base
 
  include Hero_Mini_HUD
  def initialize
    super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
    self.visible = (VISIBLE_DEF)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Impact"
    self.contents.font.size = 24
    self.z = 3000
    self.opacity = HMINI_HUD_SKIN
    @old_hp = @old_sp = @old_exp = @hr = 1234567890000
    refresh
  end

  def refresh
    if EXP_ON == true
      actor = !rpgvx? ? $game_party.actors[0] : $game_party.members[0]
      return if @old_exp == actor.now_exp
      self.contents.clear
      self.opacity = HMINI_HUD_SKIN
      self.contents_opacity = HMINI_HUD_OPACITY
      @old_exp = actor.now_exp
      draw_hmini_hud_bar(EXP_X,EXP_Y,actor.now_exp,
      actor.next_exp,EXP_WID,EXP_HET,Color.new(0,255,0,255),
      Color.new(100,255,100,255))
    end
  end
end


class STMini_Hud < Window_Base
  include Hero_Mini_HUD #
  def initialize
    super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
    self.visible = (VISIBLE_DEF)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Impact"
    self.contents.font.size = 24
    self.z = 3000
    self.opacity = HMINI_HUD_SKIN
    @old_hp = @old_sp = @old_st = @hr = 0
    refresh
  end

  def refresh
  if $xrxs_xas
      if ST_ON
        meter_now = XAS_39 ? $game_system.action_meter : $game_system.move_meter
        return if @old_st == meter_now
        self.contents.clear
        self.opacity = HMINI_HUD_SKIN
        self.contents_opacity = HMINI_HUD_OPACITY
        @old_st = meter_now
        draw_hmini_hud_bar(ST_X,ST_Y,meter_now ,
        100,ST_WID,ST_HET,Color.new(255,255,25,255),
        Color.new(255,255,25,255))
      end
    end
  end
end

 
class CHMini_Hud < Window_Base
  include Hero_Mini_HUD #
  def initialize
    super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
    self.visible = (VISIBLE_DEF)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Impact"
    self.contents.font.size = 24
    self.z = 3000
    self.opacity = HMINI_HUD_SKIN
    @old_hp = @old_sp = @old_charge = @hr = 1
    refresh
  end
 
  def refresh
    if $xrxs_xas
      if CHARGE_ON
        charge = $game_temp.xas_charge_time
        return if @old_charge == charge
        self.contents.clear
        self.opacity = HMINI_HUD_SKIN
        self.contents_opacity = HMINI_HUD_OPACITY
        @old_charge = $game_temp.xas_charge_time
        draw_hmini_hud_bar(CH_X,CH_Y,charge,
        100,CH_WID,CH_HET, Color.new(255,100,225,255),
        Color.new(255,150,255,255))
      end
    end
  end
end

#===============================================================================
class Game_Actor < Game_Battler
  def now_exp
    return @exp - @exp_list[@level]
  end
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

*enjoy! gameface
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#2 RMXP + XAS = Hero Mini HUD Empty Re: RMXP + XAS = Hero Mini HUD
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supercow

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Was looking for this amazing kindda script long ago affraid
the simple looking of the hp bar (and especialy near the char) make's it more action feel Razz , and no graphics needed? Shocked , im out of words.....
this could be one of script ppl would be looking for, and the addition of turning it on and off is like bonus on christmas present Laughing
i know its work in progress , but my hp bar doesnt decrease like in your pict, is there script in XAS that has to be deleted first for it to work? Wink thx gameface for another awesome script

i'm using MOG - S Hud 1.0 for the most part but i might change my mind Smile

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#3 RMXP + XAS = Hero Mini HUD Empty Re: RMXP + XAS = Hero Mini HUD
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G@MeF@Ce

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@supercow - hey I'm glad that you enjoy it!

I'm going to continue to add more features such as SP, EXP, NAME, etc...

this should have no conflicts with any other scripts.
but if you run into any errors let me know.

works great with XAS mini Map
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#4 RMXP + XAS = Hero Mini HUD Empty Re: RMXP + XAS = Hero Mini HUD
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BluE

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this is totally epic Gameface. keep it up!
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http://51s-seedy-masteroogway.blogspot.com
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#5 RMXP + XAS = Hero Mini HUD Empty Re: RMXP + XAS = Hero Mini HUD
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G@MeF@Ce

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*updated! added blue SP and green EXP bars to go with the red HP hearts!

edit: added Hero's Name Feature!


gameface
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#6 RMXP + XAS = Hero Mini HUD Empty Re: RMXP + XAS = Hero Mini HUD
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supercow

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affraid what a cute little name...totally using this Razz
very clean and user friendly to configure Smile
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#7 RMXP + XAS = Hero Mini HUD Empty Re: RMXP + XAS = Hero Mini HUD
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BluE

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dude this is completely bull epic. Just looking at this makes me instantly top my "drooling" class. gonna try this out. Is it still WIP?
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#8 RMXP + XAS = Hero Mini HUD Empty Re: RMXP + XAS = Hero Mini HUD
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G@MeF@Ce

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^ nah, I think I'm done? ~ as long as it works like a charm...

EDIT: actually I'm going to finish the user friendly module THEN I'm done.

^,^
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#9 RMXP + XAS = Hero Mini HUD Empty Re: RMXP + XAS = Hero Mini HUD
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supercow

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Perfect script & A very well done job gameface cheers
this is just an idea, theres one more feature in the future that you can put there, its stamina bar Cool
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#10 RMXP + XAS = Hero Mini HUD Empty Re: RMXP + XAS = Hero Mini HUD
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G@MeF@Ce

G@MeF@Ce
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^@supercow ~ (stamina) you mean the CT meter?
so make this exclusive to XAS!?
ok brilliant!
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