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Administrator
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#1 default RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

G@MeF@Ce
Administrator
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profile
I've been working on this feature for quite some time...
a special thanks of support to Hackel and Falcao for
helpin' a brotha out ^,^ danke and gracias

also thanks to albertfish for helping out with the math on
positioning the hud to line up correctly with each enemy.

this script is fully customizable to show:
a digital counter (hemming text style)
script drawn gradient bars (no graphics required)
graphics bars (use your own graphics)
for the HP and SP of each XAS enemy!
AND a name feature to show each enemy's name.
and get this...

it appears once you are within a certain range in which you can adjust by a simple edit to the script.


[You must be registered and logged in to see this link.]

XAS E-mini HUD V1.6 (window_base version)
(warning! lag detected)
special thanks to Hackel, Falcao, and Albertfish

Spoiler:
Code:
################################################################################
# XAS Enemy HP Counter v1.6 by gameface101 - 1/31/2011 (less lag - working on it
################################################################################
 module XAS_Emini_HUD
#DISPLAY SETTINGS ==========================================================
    PRESS_HOLD = Input::A#press first
    TRIGGER_HUD = Input::B#trigger second
    DISABLE_SWITCH = 1#on or off by assigned switch
    VISIBLE_DEF = false#default visibility
    RANGE = 5#appear based of distance from enemy
#NAME OPTIONS ==============================================================
    NAME = true# use name
    NAME_SIZE = 12#font size
    NAME_X = 13#horizontal position
    NAME_Y = 46#vertical position
#DRAW OPTIONS ==============================================================
    DRAW_BARS = true # display script drawn gradient bars
    DRAW_HP_X = 11#horizontal position
    DRAW_HP_Y = 46#vertical position
    DRAW_HP_WID = 40#bar width
    DRAW_HP_HET = 6#bar hieght
    DRAW_SP_X = 11#horizontal position
    DRAW_SP_Y = 52#vertical position
    DRAW_SP_WID = 40#bar width
    DRAW_SP_HET = 6#bar hieght
#PICTURE OPTIONS
    BAR_PIX = false #use grapihcs for bars on/off
    HP_BACK = "mini_back"
    HP_BAR = "mini_hp"
    SP_BACK = "mini_back2"
    SP_BAR = "mini_sp"
    PIX_X = -20
    PIX_Y = -60
#NUMBER OPTIONS ============================================================
    NUMBERS = true #use numbers for enemy HP, SP on/off
    NUM_SIZE = 14
    NUM_X = 40#
    NUM_Y = 36#
end
#=========================================================================[class
class Window_Base < Window
  include XAS_Emini_HUD
  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 + i, 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 + i, y + height - i, 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 + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
#======================================================================[for loop
def e_mini_hud
    for event in $game_map.events.values #for events
      if event.battler != nil #if event.battler method will not equal nothing
        unless XAS_BA_ENEMY::ENEMY_OBJECT.include?(event.battler.id) or XAS_BA_ENEMY::ITEM_ENEMY.include?(event.battler.id)
      dis = ($game_player.x - event.x).abs + ($game_player.y - event.y).abs
    if dis <= RANGE
        x = (event.real_x - $game_map.display_x) / 4
        y = (event.real_y - $game_map.display_y) / 4
#==========================================================================[name
    if NAME == true
  self.contents.font.color.set(0, 0, 0)#black
  self.contents.font.size = NAME_SIZE
  self.contents.draw_text(x + NAME_X - 1, y + NAME_Y - 1, 160, 32, event.battler.name, 0)
  self.contents.draw_text(x + NAME_X - 1, y + NAME_Y + 2, 160, 32, event.battler.name, 0)
  self.contents.draw_text(x + NAME_X + 1, y + NAME_Y - 1, 160, 32, event.battler.name, 0)
  self.contents.draw_text(x + NAME_X + 1, y + NAME_Y + 2, 160, 32, event.battler.name, 0)
  self.contents.font.color = normal_color
  self.contents.draw_text(x + NAME_X, y + NAME_Y, 160, 32, event.battler.name, 0)
    end
#============================================================[draw gradient bars
    if DRAW_BARS == true
      draw_hmini_hud_bar(x + DRAW_HP_X,y + DRAW_HP_Y,event.battler.hp,event.battler.maxhp,width=DRAW_HP_WID,height=DRAW_HP_HET,bar_color = Color.new(255,0,0,255),end_color = Color.new(100,0,0,255))
      draw_hmini_hud_bar(x + DRAW_SP_X,y + DRAW_SP_Y,event.battler.sp,event.battler.maxsp,width=DRAW_SP_WID,height=DRAW_SP_HET,bar_color = Color.new(100,0,255,255),end_color = Color.new(50,0,100,255))
    end
#=========================================================[use graphics for bars
    if BAR_PIX == true
        back = RPG::Cache.picture(HP_BACK)
        cw = back.width
        ch = back.height
        src_rect = Rect.new(0, 0, cw, ch)
        self.contents.blt(x + PIX_X, y - 4 + PIX_Y, back, src_rect)
        meter = RPG::Cache.picture(HP_BAR)
        cw = meter.width  * event.battler.hp / event.battler.maxhp
        ch = meter.height
        src_rect = Rect.new(0, 0, cw, ch)
        self.contents.blt(x + PIX_X, y - 4 + PIX_Y , meter, src_rect)
    if event.battler.maxsp > 0
        back2 = RPG::Cache.picture(SP_BACK)
        cw = back2.width
        ch = back2.height
        src_rect = Rect.new(0, 0, cw, ch)
        self.contents.blt(x + PIX_X, y + PIX_Y, back2, src_rect)
        meter = RPG::Cache.picture(SP_BAR)
        cw = meter.width  * event.battler.sp / event.battler.maxsp
        ch = meter.height
        src_rect = Rect.new(0, 0, cw, ch)
        self.contents.blt(x + PIX_X, y + PIX_Y, meter, src_rect)
    end
    end
#=======================================================================[numbers
    if NUMBERS == true
        self.contents.font.size = NUM_SIZE
        self.contents.font.name = "Arial"
        self.contents.font.color = Color.new(0,0,0,255)#black
        self.contents.draw_text(x + NUM_X, y + NUM_Y , 28, 22, event.battler.hp.to_s, 2)
        lowhp = event.battler.maxhp * 20 / 100
        avhp = event.battler.maxhp * 50 / 100
    if event.battler.hp <= lowhp
        self.contents.font.color = Color.new(232,8,0,255)#red
        elsif event.battler.hp <= avhp
        self.contents.font.color = Color.new(253,241,7,255)#yellow
        else
        self.contents.font.color = Color.new(96,224,82,255)#green
    end
        self.contents.draw_text(x + NUM_X, y + NUM_Y , 29, 23,event.battler.hp.to_s, 2)
        self.contents.font.size = 12
    if event.battler.maxsp > 0
        self.contents.font.name = "Arial"
        self.contents.font.color = Color.new(0,0,0,255)#black
        self.contents.draw_text(x + NUM_X, y + NUM_Y , 28, 42, event.battler.sp.to_s, 2)
        lowsp = event.battler.maxsp * 20 / 100
        avsp = event.battler.maxsp * 50 / 100
    if event.battler.sp <= lowsp
        self.contents.font.color = Color.new(194,210,255,255)#light blue
        elsif event.battler.sp <= avsp
        self.contents.font.color = Color.new(92,130,255,255)#medium blue
        else
        self.contents.font.color = Color.new(223,204,178,255)#pale
    end
        self.contents.draw_text(x + NUM_X , y + NUM_Y , 29, 43,event.battler.sp.to_s, 2)
    end
    end
    end
    end
    end
    end
  end
end
#=========================================================================[class
class Window_EHP < Window_Base
  include XAS_Emini_HUD
def initialize
    super(-32, -32, 672, 532)
    self.visible = (VISIBLE_DEF)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("")
    self.contents.font.bold = true
    self.contents.font.name = "Arial"
    self.opacity = 0
  refresh
end
#----------------------------------------------------------------[refresh method
 def refresh
self.contents.clear
e_mini_hud
end

#def update
#  refresh
#end
end
#=========================================================================[class
class Scene_Map
  include XAS_Emini_HUD
alias mohud_main main
def main
    @hpenemy = Window_EHP.new
    if $game_switches[DISABLE_SWITCH] == false
    @hpenemy.visible = true
    else
    @hpenemy.visible = false
    end
    mohud_main
    @hpenemy.dispose
end

alias mohud_update update
 
def update
    if @hpenemy.visible == true and Input.press?(PRESS_HOLD) and Input.trigger?(TRIGGER_HUD)
    @hpenemy.visible = false
    elsif @hpenemy.visible == false and Input.press?(PRESS_HOLD) and Input.trigger?(TRIGGER_HUD)
    @hpenemy.visible = true
    end
    @hpenemy.update
    mohud_update
    @hpenemy.update if @hpenemy.visible == true
    @hpenemy.refresh if @hpenemy.visible == true
end
end

-----------------------------------------------------------------------------
XAS E-mini HUD V2.0 (Sprite class version)
(no lag, unless using the name and numbers feature)
special thanks to Mr_Wiggles and Albertfish

Spoiler:
Code:
#===============================================================================
# XAS E_mini HUD  v2.0 by gameface101, mr_wiggles, albertfish 2/4/2011 ==========
#===============================================================================
module XAS_emini_hud
  VISIBLE_DEF = false
  RANGE = 5
#DRAW OPTIONS ==================================================================
    DRAW_BARS = true # display script drawn gradient bars
    DHP_X = 0#horizontal position
    DHP_Y = 26#vertical position
    DHP_WID = 40#bar width
    DHP_HET = 4#bar hieght
    DSP_X = 0#horizontal position
    DSP_Y = 32#vertical position
    DSP_WID = 40#bar width
    DSP_HET = 4#bar hieght
#NAME OPTIONS ==================================================================
    NAME = false# use name (causes lag)
    NAME_SIZE = 12#font size
    N_X = -60#horizontal position
    N_Y = 24#vertical position
#NUMBER OPTIONS ================================================================
    NUMBERS = false #use numbers for enemy HP, SP on/off (causes lag)
    NUM_SIZE = 12
    NUM_X = 24#
    NUM_Y = 15#
end
#===============================================================================
class Enemy_Bars < RPG::Sprite
  include XAS_emini_hud
  def initialize(enemy, viewport)
    super(viewport)
    @enemy  = enemy
    @battler = @enemy.battler
    @old_hp  = 0
    @old_sp  = 0
    @old_vis = false
    self.bitmap = Bitmap.new(100, 100)
    self.visible = (VISIBLE_DEF)#false
    self.z = 100
    update
  end
#-------------------------------------------------------------------------------
  def refresh
    return if @old_hp == @battler.hp and @old_vis != self.visible
    self.bitmap.clear
    @old_vis = self.visible
    @old_sp = @battler.sp
    @old_hp = @battler.hp
#=====================================================================[DRAW BARS 
    if DRAW_BARS == true
    draw_hmini_hud_bar(DHP_X, DHP_Y, @battler.hp, @battler.maxhp,
      width = DHP_WID, height = DHP_HET, bar_color = Color.new(255,0,0,255) ,
      end_color = Color.new(100,0,0,255))
    draw_hmini_hud_bar(DSP_X, DSP_Y, @battler.sp, @battler.maxsp,
      width = DSP_WID, height = DSP_HET, bar_color = Color.new(100,0,255,255),
      end_color = Color.new(50,0,100,255))
#=====================================================================[DRAW NAME
    if NAME == true
    self.bitmap.font = Font.new("Arial", NAME_SIZE)
    self.bitmap.draw_hemming_text(N_X, N_Y, 160, 36, @battler.name, 1)
#=======================================================================[numbers
    if NUMBERS == true
        self.bitmap.font.size = NUM_SIZE
        self.bitmap.font.color = Color.new(0,0,0,255)#black
        self.bitmap.draw_hemming_text(NUM_X, NUM_Y , 28, 22, @battler.hp.to_s, 2)
        lowhp = @battler.maxhp * 20 / 100
        avhp = @battler.maxhp * 50 / 100
    if @battler.hp <= lowhp
        self.bitmap.font.color = Color.new(232,8,0,255)#red
        elsif @battler.hp <= avhp
        self.bitmap.font.color = Color.new(253,241,7,255)#yellow
        else
        self.bitmap.font.color = Color.new(96,224,82,255)#green
    end
        self.bitmap.draw_hemming_text(NUM_X, NUM_Y , 29, 23,@battler.hp.to_s, 2)
        self.bitmap.font.size = 12
    if @battler.maxsp > 0
        self.bitmap.font.name = "Arial"
        self.bitmap.font.color = Color.new(0,0,0,255)#black
        self.bitmap.draw_hemming_text(NUM_X, NUM_Y , 28, 42, @battler.sp.to_s, 2)
        lowsp = @battler.maxsp * 20 / 100
        avsp = @battler.maxsp * 50 / 100
    if @battler.sp <= lowsp
        self.bitmap.font.color = Color.new(194,210,255,255)#light blue
        elsif @battler.sp <= avsp
        self.bitmap.font.color = Color.new(92,130,255,255)#medium blue
        else
        self.bitmap.font.color = Color.new(223,204,178,255)#pale
    end
        self.bitmap.draw_hemming_text(NUM_X , NUM_Y , 29, 43,@battler.sp.to_s, 2)
    end
  end
  end#name
  end#draw
#===============================================================================
  end#end refresh method
#-------------------------------------------------------------------------------
  def update
    @battler = @enemy.battler
    return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
    if self.visible
      refresh
    else
      self.bitmap.clear
    end
  end
#-------------------------------------------------------------------------------
  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.bitmap.fill_rect(x + i, 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.bitmap.fill_rect(x + i, y + height - i, 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.bitmap.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
end
#===============================================================================
class Sprite_Character < RPG::Sprite
#-------------------------------------------------------------------------------
  alias :xas_emini_hud_init :initialize
  include XAS_emini_hud
  def initialize(viewport, character)
    xas_emini_hud_init(viewport, character)
    @viewport = viewport
    return if @character.battler.nil?
    return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
    return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
    return if @character.battler.is_a?(Game_Actor)
    @bars = Enemy_Bars.new(@character, @viewport)
  end
#-------------------------------------------------------------------------------
  alias :xas_emini_hud_up :update
  def update
    xas_emini_hud_up
    return if @bars.nil?
    return if @bars.disposed?
    dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
    @bars.visible = (dis <= RANGE)
    if @bars.visible
      @bars.x = @character.screen_x - @cw / 4
      @bars.y = @character.screen_y - @ch / 4
    end
    @bars.update
  end
#-------------------------------------------------------------------------------
  def dispose
    super
    @bars.dispose if !@bars.nil?
  end
end

-----------------------------------------
XAS 3.91 version
Spoiler:
Code:
#===============================================================================
# XAS E_mini HUD  v2.2 for XAS 3.91 by gameface101 4/29/2011
# special thanks to mr_wiggles, albertfish, LiTTleDRAgo for RGSS support
#===============================================================================

module XAS_emini_hud
 
    VISIBLE_DEF  = false
    RANGE        = 5
#================================ DRAW OPTIONS =================================
    DRAW_BARS = true # display script drawn gradient bars
    DHP_X    = 0    # horizontal position
    DHP_Y    = 26  # vertical position
    DHP_WID  = 40  # bar width
    DHP_HET  = 4    # bar hieght
    DSP_X    = 0    # horizontal position
    DSP_Y    = 32  # vertical position
    DSP_WID  = 40  # bar width
    DSP_HET  = 4    # bar hieght
#================================ NAME OPTIONS =================================
    NAME      = true # use name (won't lagg)
    NAME_SIZE = 12  # font size
    N_X      = -60  # horizontal position
    N_Y      = 24  # vertical position
#================================NUMBER OPTIONS ================================
    NUMBERS  = true # use numbers for enemy HP, SP on/off (won't lagg)
    NUM_SIZE  = 12
    NUM_X    = 24  #
    NUM_Y    = 15  #
 
    XAS_39    = true # Set to true if XAS 3.9.x
 
end
 
#===============================================================================
class Enemy_Bars < RPG::Sprite
 
  def initialize(enemy)
    super(Viewport.new(0, 0, 640, 480))
 
    @enemy    = enemy
    @battler  = @enemy.battler
 
    @old_vis  = false
 
    self.bitmap = Bitmap.new(100, 100)
    self.visible = (XAS_emini_hud::VISIBLE_DEF)
    self.z = 1
 
    @name_sprite, @hp_sprite, @sp_sprite, @hp_bar,
    @sp_bar = Sprite.new, Sprite.new, Sprite.new, Sprite.new, Sprite.new
 
    @name_sprite.bitmap = Bitmap.new(100,280)
    @hp_sprite.bitmap  = Bitmap.new(100,280)
    @sp_sprite.bitmap  = Bitmap.new(100,280)
    @hp_bar.bitmap      = Bitmap.new(100,280)
    @sp_bar.bitmap      = Bitmap.new(100,280)
 
    [@name_sprite, @hp_sprite, @sp_sprite, @hp_bar,
    @sp_bar].each {|i| i.visible = self.visible}
    [@name_sprite].each {|i| i.z = self.z+2}
    [@hp_sprite, @sp_sprite].each {|i| i.z = self.z+1}
    [@hp_bar, @sp_bar].each {|i| i.z = self.z}
    refresh
    update
  end

  def refresh
    return if @old_hp == @battler.hp and @old_sp == @battler.sp
    if @old_hp != @battler.hp
      @old_hp = @battler.hp
      @hp_bar.bitmap.clear
      draw_hp_hud_bar(DHP_X, DHP_Y, @battler.hp, @battler.maxhp,
        DHP_WID, DHP_HET, Color.new(255,0,0,255),
        Color.new(100,0,0,255)) if XAS_emini_hud::DRAW_BARS
      if XAS_emini_hud::NUMBERS
        @hp_sprite.bitmap.clear
        @hp_sprite.bitmap.font.size = XAS_emini_hud::NUM_SIZE
        @hp_sprite.bitmap.font.color = Color.new(0,0,0,255)#black
        if @battler.hp <= (@battler.maxhp * 20 / 100)
          @hp_sprite.bitmap.font.color = Color.new(232,8,0,255)#red
        elsif @battler.hp <= (@battler.maxhp * 50 / 100)
          @hp_sprite.bitmap.font.color = Color.new(253,241,7,255)#yellow
        else
          @hp_sprite.bitmap.font.color = Color.new(96,224,82,255)#green
        end
        @hp_sprite.bitmap.draw_hemming_text(NUM_X, NUM_Y , 29, 23,
        @battler.hp.to_s, 2)
        @hp_sprite.bitmap.font.size = 12
      end
    end
    if @battler.maxsp > 0 && @old_sp != @battler.sp
      @old_sp = @battler.sp
      @sp_bar.bitmap.clear
      draw_sp_hud_bar(DSP_X, DSP_Y, @battler.sp, @battler.maxsp,
          DSP_WID,DSP_HET, Color.new(100,0,255,255),
          Color.new(50,0,100,255)) if XAS_emini_hud::DRAW_BARS
      if XAS_emini_hud::NUMBERS
        @sp_sprite.bitmap.clear
        @sp_sprite.bitmap.font.size = XAS_emini_hud::NUM_SIZE
        @sp_sprite.bitmap.font.color = Color.new(0,0,0,255)#black
        if @battler.sp <= (@battler.maxsp * 20 / 100)
          @sp_sprite.bitmap.font.color = Color.new(194,210,255,255)#light blue
        elsif @battler.sp <= (@battler.maxsp * 50 / 100)
          @sp_sprite.bitmap.font.color = Color.new(92,130,255,255)#medium blue
        else
          @sp_sprite.bitmap.font.color = Color.new(223,204,178,255)#pale
        end
        @sp_sprite.bitmap.draw_hemming_text(NUM_X, NUM_Y, 29, 43,
        @battler.sp.to_s, 2)
      end
    end
 
    if @old_name != @battler.name && XAS_emini_hud::NAME
      @old_name = @battler.name
      @name_sprite.bitmap.clear
      @name_sprite.bitmap.font = Font.new("Arial", XAS_emini_hud::NAME_SIZE)
      @name_sprite.bitmap.draw_hemming_text(N_X, N_Y, 160, 36, @battler.name, 1)
    end
 
    @old_vis = self.visible
    [@name_sprite, @hp_sprite, @sp_sprite, @hp_bar,
    @sp_bar].each {|i| i.visible = self.visible}
  end

  def update
    @battler = @enemy.battler
    if @enemy.dead? or @enemy.erased or $game_map.events.values[@enemy.id].nil?
      dispose
      return
    end
    refresh if self.visible
    [@name_sprite, @hp_sprite, @sp_sprite, @hp_bar,
    @sp_bar].each {|i| i.x = self.x}
    [@name_sprite, @hp_sprite, @sp_sprite, @hp_bar,
    @sp_bar].each {|i| i.y = self.y}
  end

  def draw_hp_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
      @hp_bar.bitmap.fill_rect(x+i,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
      @hp_bar.bitmap.fill_rect(x+i,y+height-i, 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
        @hp_bar.bitmap.fill_rect(x+i+j, y+height-j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
 
  def draw_sp_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
      @sp_bar.bitmap.fill_rect(x+i,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
      @sp_bar.bitmap.fill_rect(x+i,y+height-i, 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
        @sp_bar.bitmap.fill_rect(x+i+j, y+height-j, 1, 1, Color.new(r, g, b, a))
      end
    end
  end
 
  def dispose
    super
    [@name_sprite, @hp_sprite, @sp_sprite, @hp_bar,
      @sp_bar].each {|i| i.dispose if i != nil && !i.disposed?}
    [@name_sprite, @hp_sprite, @sp_sprite, @hp_bar,
      @sp_bar].each {|i| i.bitmap.dispose if i.bitmap != nil && !i.bitmap.disposed?}
  end
 
  def opac=(x)
    [@name_sprite, @hp_sprite, @sp_sprite, @hp_bar,
      @sp_bar].each {|i| i.opacity = x}
  end
   
  def vis=(val)
    [@name_sprite, @hp_sprite, @sp_sprite, @hp_bar,
    @sp_bar].each {|i| i.visible = val}
  end
 
    DHP_X  = XAS_emini_hud::DHP_X
    DHP_Y  = XAS_emini_hud::DHP_Y
    DHP_WID = XAS_emini_hud::DHP_WID
    DHP_HET = XAS_emini_hud::DHP_HET
    DSP_X  = XAS_emini_hud::DSP_X
    DSP_Y  = XAS_emini_hud::DSP_Y
    DSP_WID = XAS_emini_hud::DSP_WID
    DSP_HET = XAS_emini_hud::DSP_HET
    N_X    = XAS_emini_hud::N_X
    N_Y    = XAS_emini_hud::N_Y
    NUM_X  = XAS_emini_hud::NUM_X
    NUM_Y  = XAS_emini_hud::NUM_Y
 
end
#===============================================================================
class Sprite_Character < RPG::Sprite
#-------------------------------------------------------------------------------

  alias :xas_emini_hud_init :initialize
  alias :xas_emini_hud_up :update

  def initialize(viewport, character)
    xas_emini_hud_init(viewport, character)
    return if @character.battler.nil?
    if XAS_emini_hud::XAS_39
      if @character.battler.is_a?(Game_Enemy)
          return if (@character.dead? or @character.erased or
          @character.battler.e_object or @character.battler.e_item)
      end
    else
      return if ENEMY_ELEMENT::ENEMY_OBJECT.include?(@character.battler.id)
      return if ENEMY_ELEMENT::ENEMY_ITEM.include?(@character.battler.id)
    end
    return if @character.battler.is_a?(Game_Actor)
    @bars = Enemy_Bars.new(@character)
    @meong = 0
  end

  def update
    xas_emini_hud_up
    return if @bars.nil? or @bars.disposed?
    dis = ($game_player.x - @character.x).abs +
    ($game_player.y - @character.y).abs
    @bars.visible = (dis <= XAS_emini_hud::RANGE)
    @bars.vis = @bars.visible
    @bars.x = @character.screen_x - @cw / 4
    @bars.y = @character.screen_y - @ch / 4
    if ((dis <= 1) or !@bars.visible) and (@meong > 120)
      @meong -= 10
      [@bars].each {|s| s.opac = @meong}     
    elsif @bars.visible and @meong < 255
      @meong += 10
      [@bars].each {|s| s.opac = @meong}
    end
    @bars.update
  end

  def dispose
    super
    @bars.dispose if !@bars.nil?
  end
end
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#2 default Re: RMXP + XAS = "ENEmini" HUD
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albertfish

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Good, keep it up! Hopefully in December I can make a script or two in my spare time.
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#3 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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@albertfish - thanks man...
I'm still trying to work out the lag in this one,
since it constantly updates.

I'm very excited for future versions on this
as i plan to make bar versions and icons that fill/drain.

just like our Hearts and Stars script...
by the way that post on RMRK just broke over a 1000 views!

can't wait to see what you got cookin! ^,^


EDIT: HACKEL made time out of his busy schedule and offered to
update this script to have the option for
bars or numbers or both!

He's mentioned works of a new ally system with his own version
of XAS~ excited!

here's the latest version of the script with a screenshot in action ^,^

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Spoiler:
Code:

################################################################################
# XAS Enemy HP Counter V.1
# by Hackel 11-21-09
# script outline
#
# XAS Enemy HP Counter V.2
# by gameface101 11-21-09
# added SP definition
#
# XAS Enemy HP Counter V.3
# by Hackel 12-29-09
# added bars
#
# XAS Enemy HP Counter V.4
# by Hackel 12-29-09
# fixed no SP error
################################################################################
module XAS_HUD
 
    ENEMY_HUD = true
    # range of the mini HUD
    RANGE = 4
    BAR = true
    NUMBERS = true
 
end
###############
# Window_Base #
###############
class Window_Base < Window #class Window_Base is child to parent window
def mini_hud # define monster_hud
    for event in $game_map.events.values #for?
      if event.battler != nil #if event
        unless XAS_BA_ENEMY::ENEMY_OBJECT.include?(event.battler.id) or XAS_BA_ENEMY::ITEM_ENEMY.include?(event.battler.id)
      dis = ($game_player.x - event.x).abs + ($game_player.y - event.y).abs
      if dis <= XAS_HUD::RANGE
        #########Bars#######
        if XAS_HUD::BAR == true
        back = RPG::Cache.picture("minibar")
        cw = back.width
        ch = back.height
        src_rect = Rect.new(0, 0, cw, ch) 
        self.contents.blt(event.real_x / 4, event.real_y / 4 - 4, back, src_rect)
        meter = RPG::Cache.picture("minihp") 
        cw = meter.width  * event.battler.hp / event.battler.maxhp
        ch = meter.height
        src_rect = Rect.new(0, 0, cw, ch)
        self.contents.blt(event.real_x / 4, event.real_y / 4 - 4, meter, src_rect)
        if event.battler.maxsp > 0
        back2 = RPG::Cache.picture("minibar")
        cw = back2.width
        ch = back2.height
        src_rect = Rect.new(0, 0, cw, ch) 
        self.contents.blt(event.real_x / 4, event.real_y / 4, back2, src_rect)
        meter = RPG::Cache.picture("minisp") 
        cw = meter.width  * event.battler.sp / event.battler.maxsp
        ch = meter.height
        src_rect = Rect.new(0, 0, cw, ch)
        self.contents.blt(event.real_x / 4, event.real_y / 4 , meter, src_rect)
        end
        end
        #########/Bars##########
        if XAS_HUD::NUMBERS == true
        self.contents.font.size = 14
        self.contents.font.name = "AddElectricCity"
        self.contents.font.color = Color.new(0,0,0,255)#black
        self.contents.draw_text(event.real_x / 4, event.real_y / 4, 28, 22, event.battler.hp.to_s, 2)
        lowhp = event.battler.maxhp * 20 / 100
        avhp = event.battler.maxhp * 50 / 100
        if event.battler.hp <= lowhp
        self.contents.font.color = Color.new(232,8,0,255)#red
        elsif event.battler.hp <= avhp
        self.contents.font.color = Color.new(253,241,7,255)#yellow
        else
        self.contents.font.color = Color.new(96,224,82,255)#green
        end
        self.contents.draw_text(event.real_x / 4, event.real_y / 4, 29, 23,event.battler.hp.to_s, 2) 
            self.contents.font.size = 12
            if event.battler.maxsp > 0
        self.contents.font.name = "AddElectricCity"
        self.contents.font.color = Color.new(0,0,0,255)#black
        self.contents.draw_text(event.real_x / 4, event.real_y / 4, 28, 42, event.battler.sp.to_s, 2)
        lowsp = event.battler.maxsp * 20 / 100
        avsp = event.battler.maxsp * 50 / 100
        if event.battler.sp <= lowsp
        self.contents.font.color = Color.new(194,210,255,255)#light blue
        elsif event.battler.sp <= avsp
        self.contents.font.color = Color.new(92,130,255,255)#medium blue
        else
        self.contents.font.color = Color.new(223,204,178,255)#pale
        end
      self.contents.draw_text(event.real_x / 4, event.real_y / 4, 29, 43,event.battler.sp.to_s, 2)
        end
      end
      end
      end
    end
    end
  end
end
 

 
#####################
# Window_Status_Map #
#####################
class Window_EHP < Window_Base
def initialize
    super(0, 0, 680, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.windowskin = RPG::Cache.windowskin("") 
    self.contents.font.bold = true
    self.contents.font.name = "Calibri"
    self.opacity = 0
  refresh
    end
 def refresh
self.contents.clear
if XAS_HUD::ENEMY_HUD == true
mini_hud
end
end
def update
  refresh
end
end
 
#############
# Scene_Map #
#############
class Scene_Map
alias mohud_main main
def main
    @hpenemy = Window_EHP.new
    if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
    @hpenemy.visible = true
    else
    @hpenemy.visible = false
    end 
    mohud_main
    @hpenemy.dispose
end
alias mohud_update update
def update
    if $game_switches[XAS_HUD::DISABLE_STATUS_HUD_SWITCH] == false
    @hpenemy.visible = true
    else
    @hpenemy.visible = false
    end   
    @hpenemy.update
    mohud_update
end 
end
 
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#4 default Re: RMXP + XAS = "ENEmini" HUD
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Ragnai

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Ui, looks really good.
And a real usefull script too.
Thanks a lot for it and keep up the good work (:

~Ragnai
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#5 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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thanks Ragnai, Hackel really helped me bring this to life.
and it's good to see you here Very Happy
let me know if you need help with anything ^,^


I'm currently working on repositioning
the bars and numbers so that you can
have them centered above or below the enemy.
Hopefully there will be a newer version soon.



EDIT: Hackle you are the man!

new XAS E-mini HUD V.5 in original post.

*includes easy options for bars and numbers position
in the top module.
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#6 default Re: RMXP + XAS = "ENEmini" HUD
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supercow

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it cool Very Happy but when the enemy jump or move fast the hp bar cant catch up is there gonna be an update?
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#7 default Re: RMXP + XAS = "ENEmini" HUD
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Cardboard Square

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Awesome Gameface! I remember some time back when you were working on the heart system (unless my memory is faulty). Looks like you followed through with the idea and then some!

-CS
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#8 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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@cs- yup the heart script was my very first, I had so much time last year since work was slow, but this year I've been so busy ~ work has been really riding me :-/

@supercow - I do plan on touching up this one for the newer versions of XAS (when I get that time)

It would be cool to also have the option to show the enemy's name, level, rank, ect...
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#9 default Re: RMXP + XAS = "ENEmini" HUD
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mr_wiggles

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Very nice Very Happy
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#10 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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@supercow - this script is getting a make over for certain...

study I'm studying some other scripts that have better alignment and no need for graphics to make this one even better!
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#11 default Re: RMXP + XAS = "ENEmini" HUD
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alright !! Very Happy
this is one of the script that i really wanted Razz thx gameface
hp bar on the enemy will make the game more action pack Cool at least that what i think ....
but im not in the hurry right now, cuz im still making map and conversation (which im not very good at it, it seems) Rolling Eyes
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#12 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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^updated original post -

new script version

hud position is fixed (thanks to albertfish)

new gradient bars included (no graphics required)
*still have the option to use custom graphics if desired.

gameface
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#13 default Re: RMXP + XAS = "ENEmini" HUD
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cheers omg awesome !!!!
the movement of the hp with the enemy seems flawless ,
this is awesome cheers very much thx gameface and albertfish
you sir are a genius scritpter cheers hands up cheers
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#14 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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^update!

+ created a super user friendly module for easy setup

+ added in the enemy's name feature

possibly one more version and I am done? Razz
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#15 default Re: RMXP + XAS = "ENEmini" HUD
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supercow

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Sad when im using it, it lags very much...even when i close the hp of the enemy , it still lags when i get close to them Crying or Very sad am i using too many script that impair this script or
is there a script that can make lagging less?
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#16 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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Hmmm? Don't know supercow *shrugs*
may even be this script? I'll tinker with this more to see if anything is causing lag. Try turning off the name feature for starters and see if that helps, I just added it and may need a touch.

Let me know, as I plan to have a final version ^,^
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#17 default Re: RMXP + XAS = "ENEmini" HUD
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supercow

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its lagging even from before v1.5 Sad (well v1.5 lagging more though)
tried implementing it in official xas 3.8.2 and still lag ,i dont think name has to do with it, or..i dunno im not that great with script Smile
btw nice touch with the PRESS_HOLD Cool it helps rather than to press 2 button at once Laughing
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#18 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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hmm, can't seem to find where in the script is causing lag.

I may have to rewrite looped windows with features to appear at each event
vs
looped features to appear at each event inside one big window...

never surrender!


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#19 default Re: RMXP + XAS = "ENEmini" HUD
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LiTTleDRAgo

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here, my edited version (i think no lagg at all)

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#20 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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@drago- finally had the chance to test your edit, there is no lag anymore! Awesome!

I do get sprite disposed and bitmap disposed errors

I see that you have disable the range, I would like to keep or have the option. Thanks for helping out

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#21 default Re: RMXP + XAS = "ENEmini" HUD
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LiTTleDRAgo

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where and when did you get that error?
about the range, here it is

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#22 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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LiTTleDRAgo! thanks man, with this version I'm not getting any dispose bitmap/sprite errors when the player transfers to a map with enemies on it.

I am studying how you used local variables which is much cleaner than how I started with self.bitmap.

it has been some time working on this off/on and this has to be the best version yet!

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#23 default Re: RMXP + XAS = "ENEmini" HUD
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nice Razz less lag now, if theres too much event on map it lagged Laughing
i only use the hp and name(enemy) so far no lag
great job gameface cheers
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#24 default Re: RMXP + XAS = "ENEmini" HUD
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LiTTleDRAgo

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fade function

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#25 default Re: RMXP + XAS = "ENEmini" HUD
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nice touch with the fade function Razz
btw, dunno if its just my game(with a bunch of other script)or not , but sometimes 1 or 2 enemy from >8 enemy will not show his hp hud(or the rest of them).
At first they showed the hud when i look at all of them but when i start killing the enemy , sometimes 1-2 enemy wont show hud
(this is in same map and the enemy aren't close,and its kinda a big map, the complication might be because the enemy are outside view range when i start the killing?)

edit: and i only use 1 kind of enemy
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#26 default Re: RMXP + XAS = "ENEmini" HUD
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yeah, I got that bug too
2 of 10 in my enemy didn't show their hud
they will show if I call selection screen 3 times


I wonder why?
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#27 default Re: RMXP + XAS = "ENEmini" HUD
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G@MeF@Ce

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still tinkering with the loop error, doesn't seem to be an issue with XAS 3.91

*new XAS 3.91 version in original post ^,^
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