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I've been working on this script prior to MOG's Active HUD.
The concept was to have a face window that changes with the Hero's actions!
At the moment it is set to change by Input, in time it will be set to change based off of actual action.
Know that this is still a WIP (work in progress)
[You must be registered and logged in to see this link.]
+ user friendly (just requires a face set of graphics)
+ Hud fades based on player's location
+ Hero's Name
+ Hero's Class
+ Hero's Level
+ Weapon Icon
+ Shield Icon
+ Helmet Icon
+ Body Icon
+ Arms and Legs Icon
- hp counter (removed / will replace later)
- sp counter (removed / will replace later)
+ skill icon
+ item icon
+ gold amount
+ xas weapons counter (improved -redo zero when no ammo)
+ xas items counter
+ xas skills counter (shows how many times equipped skill can be used based off of sp)
+ no lag
- face graphics required for each button (below this script)
- more features to come...
FACE SET example
* will update every now and then ^,^
~ (G@//\/\?e7F@(C|E101
G@MeF@Ce
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The concept was to have a face window that changes with the Hero's actions!
At the moment it is set to change by Input, in time it will be set to change based off of actual action.
Know that this is still a WIP (work in progress)
[You must be registered and logged in to see this link.]
+ user friendly (just requires a face set of graphics)
+ Hud fades based on player's location
+ Hero's Name
+ Hero's Class
+ Hero's Level
+ Weapon Icon
+ Shield Icon
+ Helmet Icon
+ Body Icon
+ Arms and Legs Icon
- hp counter (removed / will replace later)
- sp counter (removed / will replace later)
+ skill icon
+ item icon
+ gold amount
+ xas weapons counter (improved -redo zero when no ammo)
+ xas items counter
+ xas skills counter (shows how many times equipped skill can be used based off of sp)
+ no lag
- face graphics required for each button (below this script)
- more features to come...
- Code:
################################################################################
#== CHANGING FACE HUD v 2.5 for RMXP + XAS by (G/A/M/E/F/A(C/E 101 2-10-2011 ====
################################################################################
module CF_HUD
#Window Options-----------------------------------------------------------------
DISABLE_FACE_SWITCH = 5
CF_FADE = true# Fade hud when hero is underneath
CF_X = -12
CF_Y = -12
CF_WID = 230
CF_HET = 160
CF_OPACITY = 100
#HUD graphics
FACE_FRAME = ""
FF_X = 0
FF_Y = 130
FACE_FRAME2 = ""
FF2_X = 200
FF2_Y = 0
#Graphic options actor name + extention i.e. (hero_face_act) graphics/pitcures
FACE_X = 34
FACE_Y = 34
FACE_ACT = "_face_act"
FACE_DEFEND = "_face_defend"
FACE_DASH = "_face_dash"
FACE_ITEM = "_face_item"
FACE_SKILL = "_face_skill"
FACE_DEFAULT = "_face"
#FACE_LOW_HP = ""
#FACE_HIT =
#FACE_POWERUP =
#FACE_CURSED =
#FACE_DEAD =
NM_X = 78
NM_Y = 28
# Health Points
HP_X = 78
HP_Y = 26
# Special Points
SP_X = 34
SP_Y = 76
# Level
LVL_X = 34
LVL_Y = 60
# Class
CLS_X = 80
CLS_Y = 44
# Gold
GLD_X = 34
GLD_Y = 72
#Weapon Icon and Counter
WEP_X = 64
WEP_Y = 0
#Shield
SHD_X = 32
SHD_Y = 0
#Helmet
HLM_X = 0
HLM_Y = 0
# Body
BOD_X = 0
BOD_Y = 32
# Item
ITM_X = 96
ITM_Y = 0
# Skill
# Item
SKL_X = 128
SKL_Y = 0
# Arms and Legs
ANL_X = 0
ANL_Y = 64
end
#===============================================================================
class Changing_Face_HUD < Window_Base
include CF_HUD
def initialize
super (CF_X, CF_Y, CF_WID, CF_HET)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = CF_OPACITY
end
#-------------------------------------------------------------------------------
def update
super
if CF_FADE == true
x = ($game_player.real_x - $game_map.display_x) / 4
y = ($game_player.real_y - $game_map.display_y) / 4
hud_size_x = CF_WID
hud_size_y = CF_HET
oc_range_x = hud_size_x + CF_X
oc_range_y = hud_size_y + CF_Y
if x < oc_range_x and x > CF_X - 15 and
y > CF_Y - 15 and y < oc_range_y
self.contents_opacity -= 10 if self.contents_opacity > 80
else
self.contents_opacity += 10 if self.contents_opacity < 255
end
end
refresh
end
#-------------------------------------------------------------------------------
def refresh
self.contents.clear
change_face
hero_name
hero_class
hero_level
weapon_icon
weapon_counter
sheild_icon
helmet_icon
body_icon
anl_icon
gold_amount
item_count
skill_count
#laggy methods below (must fix)
#face_frame
#face_frame2
#draw_charactor
#hp_count
#hp_bar
#sp_count
#sp_bar
#ct_count
#ct_bar
end
#-------------------------------------------------------------------------------
def weapon_counter
x = WEP_X
y = WEP_Y
actor = $game_party.actors[0]
weapon = $data_weapons[actor.weapon_id]
weapon_id = actor.weapon_id
weapon_tool_id = XAS_SKILL::WEAPON_ID_TOOL[weapon_id]
weapon_item = XAS::ITEM_COST[weapon_tool_id]
number = $game_party.item_number(weapon_item)
#armor_id = actor.armor1_id
#armor_tool_id = XAS_SKILL::SHIELD_ID_TOOL[armor_id]
#armor_item = XAS::ITEM_COST[armor_tool_id]
if XAS::ITEM_COST.include?(weapon_tool_id)
if number > 0
opa = 255
cor = Color.new(202,202,202,255)
else
opa = 125
cor = Color.new(255,100,100,155)
end
self.contents.font.size = 16
self.contents.font.name = "Impact"
self.contents.font.color = cor
self.contents.draw_hemming_text(x - 8, y + 10, 40, 32, number.to_s, 1) rescue nil
#if XAS::ITEM_COST.include?(armor_tool_id)
# self.contents.font.color = Color.new(255,55,255,255)
# self.contents.draw_hemming_text(x - 8, y + 10, 50, 32, $game_party.item_number(armor_item).to_s,1)
# end
end
end
#-------------------------------------------------------------------------------
def item_count
x = ITM_X
y = ITM_Y
@actor = $game_party.actors[0]
item = $data_items[$game_system.xas_item_id]
number = $game_party.item_number(item.id)
if $game_system.xas_item_id != 0
if number > 0
opa = 255
cor = Color.new(255,255,150,255)
else
opa = 125
cor = Color.new(255,100,100,155)
end
self.contents.font.size = 16
self.contents.font.name = "Impact"
self.contents.font.color = cor
bitmap = RPG::Cache.icon(item.icon_name) rescue nil
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opa) rescue nil
self.contents.draw_hemming_text(x - 8, y + 10, 40, 32, number.to_s, 1) rescue nil
else
self.contents.font.color = Color.new(255,100,100,155)
self.contents.draw_hemming_text(x - 8, y + 10, 40, 32, "item", 1)
end
end
#-------------------------------------------------------------------------------
def skill_count
x = SKL_X
y = SKL_Y
actor = $game_party.actors[0]
skill = $data_skills[$game_system.xas_skill_id.to_i]
if skill == nil
self.contents.font.size = 16
self.contents.font.name = "Impact"
self.contents.font.color = Color.new(255,100,100,155)
self.contents.draw_hemming_text(x - 18, y + 10, 60, 32, "skill", 1)
return
end
bitmap = RPG::Cache.icon(skill.icon_name)
@sk_counter = $game_party.actors[0].sp / skill.sp_cost
if @actor.sp >= skill.sp_cost
opa = 255
cor = Color.new(155,255,250,255)
else
opa = 125
cor = Color.new(255,100,100,155)
end
self.contents.font.size = 16
self.contents.font.name = "Impact"
self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), opa)
self.contents.font.color = cor
self.contents.draw_hemming_text(x - 18, y + 10, 60, 32, @sk_counter.to_s, 1)
end
#-------------------------------------------------------------------------------
def gold_amount
x = GLD_X
y = GLD_Y
actor = $game_party.actors[0]
self.contents.font.name = "Impact"
self.contents.font.size = 15
self.contents.font.color = Color.new(255,191,24,255)
self.contents.draw_hemming_text(x, y, self.width, 32, "$ " + $game_party.gold.to_s, 0)
end
#-------------------------------------------------------------------------------
def sp_count
x = SP_X
y = SP_Y
actor = $game_party.actors[0]
self.contents.font.name = "Impact"
self.contents.font.size = 15
self.contents.font.color = Color.new(155,255,250,255)
self.contents.draw_hemming_text(x, y, self.width, 32, "SP " + actor.sp.to_s, 0)
end
#-------------------------------------------------------------------------------
def hp_count
x = HP_X
y = HP_Y
actor = $game_party.actors[0]
self.contents.font.name = "Impact"
self.contents.font.size = 18
self.contents.font.color = normal_color
self.contents.draw_hemming_text(x, y, self.width, 32, "HP " + actor.hp.to_s, 0)
end
#-------------------------------------------------------------------------------
def hero_level
x = LVL_X
y = LVL_Y
actor = $game_party.actors[0]
self.contents.font.name = "Impact"
self.contents.font.size = 15
self.contents.font.color = Color.new(194,255,145,255)
self.contents.draw_hemming_text(x, y, self.width, 32, "level " + actor.level.to_s, 0)
end
#-------------------------------------------------------------------------------
def hero_class
x = CLS_X
y = CLS_Y
actor = $game_party.actors[0]
self.contents.font.name = "Impact"
self.contents.font.size = 16
self.contents.font.color = normal_color
self.contents.draw_text(x, y, self.width, 32, actor.class_name, 0)
end
#-------------------------------------------------------------------------------
def weapon_icon
x = WEP_X
y = WEP_Y
iconweaponnone = true
iconweapon = "049-Skill06"
actor = $game_party.actors[0]
weapon = $data_weapons[actor.weapon_id] rescue nil
weapon_icon_name = RPG::Cache.icon(iconweapon)
weapon_icon_name = weapon.icon_name rescue nil
error = RPG::Cache.icon(iconweaponnone ? iconweapon : "")
@weapon = $data_weapons[actor.weapon_id]
@weapon_icon_name = @weapon.icon_name rescue error
bitmap = RPG::Cache.icon(@weapon_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
def sheild_icon
x = SHD_X
y = SHD_Y
iconarmor1none = true
iconarmor1 = "049-Skill06"
actor = $game_party.actors[0]
armor1 = $data_weapons[actor.armor1_id] rescue nil
armor1_icon_name = RPG::Cache.icon(iconarmor1)
armor1_icon_name = armor1.icon_name rescue nil
error = RPG::Cache.icon(iconarmor1none ? iconarmor1 : "")
@armor1 = $data_armors[actor.armor1_id]
@armor1_icon_name = @armor1.icon_name rescue error
bitmap = RPG::Cache.icon(@armor1_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
def helmet_icon
x = HLM_X
y = HLM_Y
iconarmor2none = true
iconarmor2 = "049-Skill06"
actor = $game_party.actors[0]
armor2 = $data_weapons[actor.armor2_id] rescue nil
armor2_icon_name = RPG::Cache.icon(iconarmor2)
armor2_icon_name = armor2.icon_name rescue nil
error = RPG::Cache.icon(iconarmor2none ? iconarmor2 : "")
@armor2 = $data_armors[actor.armor2_id]
@armor2_icon_name = @armor2.icon_name rescue error
bitmap = RPG::Cache.icon(@armor2_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
def body_icon
x = BOD_X
y = BOD_Y
iconarmor3none = true
iconarmor3 = "049-Skill06"
actor = $game_party.actors[0]
armor3 = $data_weapons[actor.armor3_id] rescue nil
armor3_icon_name = RPG::Cache.icon(iconarmor3)
armor3_icon_name = armor3.icon_name rescue nil
error = RPG::Cache.icon(iconarmor3none ? iconarmor3 : "")
@armor3 = $data_armors[actor.armor3_id]
@armor3_icon_name = @armor3.icon_name rescue error
bitmap = RPG::Cache.icon(@armor3_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
def anl_icon
x = ANL_X
y = ANL_Y
iconarmor4none = true
iconarmor4 = "049-Skill06"
actor = $game_party.actors[0]
armor4 = $data_weapons[actor.armor4_id] rescue nil
armor4_icon_name = RPG::Cache.icon(iconarmor4)
armor4_icon_name = armor4.icon_name rescue nil
error = RPG::Cache.icon(iconarmor4none ? iconarmor4 : "")
@armor4 = $data_armors[actor.armor4_id]
@armor4_icon_name = @armor4.icon_name rescue error
bitmap = RPG::Cache.icon(@armor4_icon_name) rescue error
src_bitmap = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_bitmap)
end
#-------------------------------------------------------------------------------
# def draw_charactor
# x = 10
# y = 40
# bitmap = RPG::Cache.character("001-Fighter01",0)
# bitmap = RPG::Cache.picture(actor.character_name) rescue return
# src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
# self.contents.blt(x, y, bitmap, src_rect)
#-------------------------------------------------------------------------------
def hero_name
x = NM_X
y = NM_Y
self.contents.font.name = "Impact"
self.contents.font.size = 24
self.contents.font.color = normal_color
self.contents.draw_hemming_text(x, y, self.width, 32, $game_party.actors[0].name, 0)
end
#-------------------------------------------------------------------------------
def face_frame
x = FF_X
y = FF_Y
bitmap = RPG::Cache.picture(FACE_FRAME)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
self.z = 1
end
#-------------------------------------------------------------------------------
def face_frame2
x = FF2_X
y = FF2_Y
bitmap = RPG::Cache.picture(FACE_FRAME2)
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(x, y, bitmap, src_rect)
self.z = 1
end
#-------------------------------------------------------------------------------
#def noface
#face = RPG::Cache.picture("")
#end
#-------------------------------------------------------------------------------
def change_face
x = FACE_X
y = FACE_Y
self.z = 9999
actor = $game_party.actors[0]
if actor == nil
face = RPG::Cache.picture("")
#[SHOW "ACTION" GRAPHIC WHEN PLAYER ACTS]=--------------------------------------
elsif Input.press?(Input::C)
face = RPG::Cache.picture(actor.name + FACE_ACT)
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
#[SHOW "DEFEND" GRAPHIC WHEN PLAYER DEFEND]=------------------------------------
elsif Input.press?(Input::A)# and "(shield is eqipped???)"
face = RPG::Cache.picture(actor.name + FACE_DEFEND)
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
elsif Input.press?(Input::X)
face = RPG::Cache.picture(actor.name + FACE_DASH)
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
elsif Input.press?(Input::Y)
face = RPG::Cache.picture(actor.name + FACE_ITEM)
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
elsif Input.press?(Input::Z)
face = RPG::Cache.picture(actor.name + FACE_SKILL)
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
else
face = RPG::Cache.picture(actor.name + FACE_DEFAULT)
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
end
end
end
#===============================================================================
class Scene_Map
include CF_HUD
alias changing_face_hud_main main
def main
@face_hud = Changing_Face_HUD.new
changing_face_hud_main
@face_hud.dispose
end
#-------------------------------------------------------------------------------
alias changing_face_hud_update update
def update
@face_hud.update
changing_face_hud_update
@face_hud.visible = false if $game_switches[DISABLE_FACE_SWITCH] == true
else
@face_hud.visible = true if $game_switches[DISABLE_FACE_SWITCH] == false
end
end
FACE SET example
- Spoiler:
NAME [You must be registered and logged in to see this image.]
NAME_FACE_ACT [You must be registered and logged in to see this image.]
NAME_FACE_DASH [You must be registered and logged in to see this image.]
NAME_FACE_DEFEND [You must be registered and logged in to see this image.]
NAME_FACE_ITEM [You must be registered and logged in to see this image.]
NAME_FACE_SKILL [You must be registered and logged in to see this image.]
* will update every now and then ^,^
~ (G@//\/\?e7F@(C|E101
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Alright! More faces!
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( click on the columns to the left )
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G@MeF@Ce
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[You must be registered and logged in to see this link.]
( click on the columns to the left )
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wheres the attacking aggressive look? or taking damage look?
swoop
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oh those were just a few examples... click on the link and then
click on the columns to the left... there's tons of 'em.
now what's up with AUSTRALIA? got my koala's?
G@MeF@Ce
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click on the columns to the left... there's tons of 'em.
now what's up with AUSTRALIA? got my koala's?
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Nice script there
.
Just a little tip, I noticed that you defined constants in the module and then accessed them like so
, is to include the module. For example, after this line of code
Also, when working with booleans, you can shorten your if statements and make them a little bit more readable. For example, where you put
. But when dealing with a boolean variable you don't need check if it is equal to true. If the variable is true the statement with be true,
Just a little tip
. But anyways, that is a great script you made!
albertfish
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Just a little tip, I noticed that you defined constants in the module and then accessed them like so
- Code:
GF::GFC_Fade

- Code:
class Window_Gameface_HUD < Window_Base
- Code:
include GF
- Code:
GFC_Face
Also, when working with booleans, you can shorten your if statements and make them a little bit more readable. For example, where you put
- Code:
if GF::GCF_Fade == true
- Code:
if GF::GCF_Fade
- Code:
5 > 6

- Code:
if true
- Code:
if true == true
Just a little tip

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@albertfish ~ alright! thank you
it's because of you I'm able to make
more than just a window ^,^
I appreciate your recommendation...
less typing, more efficient script...this is great!
I will continue to improve on this one,
instead of the face graphic changing based on
the button trigger/press ... I would like to have the
face graphic change according to the character's
action... in the future versions...
it's always a pleasure, to have your here ^,^
edit:
G@MeF@Ce
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it's because of you I'm able to make
more than just a window ^,^
I appreciate your recommendation...
less typing, more efficient script...this is great!
I will continue to improve on this one,
instead of the face graphic changing based on
the button trigger/press ... I would like to have the
face graphic change according to the character's
action... in the future versions...
it's always a pleasure, to have your here ^,^
edit:
- Spoiler:
- ################################################################################
# CHANGING FACE HUD v 0.4
# for XAS ABS v 3.6
#
# v0.5 = cleaning code
# v0.4 = Hud now includes actor name.
# v0.3 = Hud fades just as the 3.6 hud
# v0.2 = face graphic by actor name + suffix of graphic name.
# v0.1 = face graphic by button press.
#
# by (G/A/M/E/F/A(C/E 101
# 10-03-2009
################################################################################
module GF
# Fade Position must match super position
GFC_X = 154
# Fade Position must match super position
GFC_Y = 386
# Allow HUD opaque if the hero is on top of the HUD.
GFC_FADE = true
end
##################################################################[WINDOW CLASS]
class Window_Gameface_HUD < Window_Base#-----------------------=[in game window]
#include GF
# GF_FACE
def initialize#-------------------------------------------------=[define load]
super (154, 386, 254, 104)#-------------=[x,y window position x,y window size]
self.contents = Bitmap.new(width - 32, height - 32)#-----------------=[keep]
refresh#---------------------------------------------=[call refresh command]
self.opacity = 0#------------------------------------=[window skin opacity]
end#-----------------------------------------------------=[end definition]
########################################################################[UPDATE]
def update#---------------------------------------------------=[define update]
super#------------------------------------------=[update the super window]
if GF::GFC_FADE == true
x = ($game_player.real_x - $game_map.display_x) / 4
y = ($game_player.real_y - $game_map.display_y) / 4
hud_size_x = 80
hud_size_y = 100
oc_range_x = hud_size_x + GF::GFC_X
oc_range_y = hud_size_y + GF::GFC_Y
if x < oc_range_x and x > GF::GFC_X - 5 and
y > GF::GFC_Y - 15 and y < oc_range_y
self.contents_opacity -= 10 if self.contents_opacity > 120
else
self.contents_opacity += 10 if self.contents_opacity < 255
end
end
refresh#---------------------------------------------=[call refresh command]
end#---------------------------------------------------------=[end definition]
#######################################################################[REFRESH]
def refresh#-------------------------------------------------=[define refresh]
self.contents.clear#-----------------------------------------=[clear bitmap]
# draw_charactor#--------------------------------------=[call to draw_sprite]
draw_#-------------------------------------------=[call to draw_face]
face_frame
hero_name
end#-----------------------------------------------------------=[end definition]
###################################################################[CHAR-ACTOR]
# def draw_charactor#--------------------------------------=[define draw_heart]
# x = 10 #----------------------------------------------=[draw x coordinates]
# y = 40#-----------------------------------------------=[draw y coordinates]
# bitmap = RPG::Cache.character("001-Fighter01",0)
# bitmap = RPG::Cache.picture(actor.character_name) rescue return
#===============================================================[complete heart]
# src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)#----------=[edit v 0.4]
# self.contents.blt(x, y, bitmap, src_rect)#-----------------------=[edit v 0.4]
#===============================================================================
####################################################################[HERO NAME]
def hero_name
self.contents.font.name = "Impact"#---------------------------=[FONT TYPE]
self.contents.font.size = 24#---------------------------------=[FONT SIZE]
self.contents.font.color.set(0, 0, 0)
self.contents.draw_text(30 - 1, 48 - 1, 160, 32, $game_party.actors[0].name, 0)
self.contents.draw_text(30 - 1, 48 + 1, 160, 32, $game_party.actors[0].name, 0)
self.contents.draw_text(30 + 1, 48 - 1, 160, 32, $game_party.actors[0].name, 0)
self.contents.draw_text(30 + 1, 48 + 1, 160, 32, $game_party.actors[0].name, 0)
self.contents.font.color = normal_color
self.contents.draw_text(30, 48, 160, 32, $game_party.actors[0].name, 0)
end
###################################################################[FACE FRAME]
def face_frame#--------------------------------------=[define draw_heart]
x = 0 #----------------------------------------------=[draw x coordinates]
y = 0#-----------------------------------------------=[draw y coordinates]
bitmap = RPG::Cache.picture("FACE FRAME")
# bitmap = RPG::Cache.picture(actor.character_name) rescue return
#===============================================================[complete heart]
src_rect = Rect.new(0, 0, bitmap.width, bitmap.height)#----------=[edit v 0.4]
self.contents.blt(x, y, bitmap, src_rect)#-----------------------=[edit v 0.4]
self.z = 1#-------------------------------------=[place in front
#===============================================================================
end
################################################################################
#def noface
#face = RPGCache.picture("")
#end
def draw_
self.z = 9999#-------------------------------------=[place in front
actor = $game_party.actors[0]
x = 16
y = 16
if actor == nil
face = RPG::Cache.picture("")
#[SHOW "ACTION" GRAPHIC WHEN PLAYER ACTS]=--------------------------------------
elsif Input.press?(Input::C)
face = RPG::Cache.picture(actor.name + "_face_act")#
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
#[SHOW "DEFEND" GRAPHIC WHEN PLAYER DEFEND]=--------------------------------------
elsif Input.press?(Input::A)# and "(shield is eqipped???)"
face = RPG::Cache.picture(actor.name + "_face_defend")
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
elsif Input.press?(Input::X)
face = RPG::Cache.picture(actor.name + "_face_dash")
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
elsif Input.press?(Input::Y)
face = RPG::Cache.picture(actor.name + "_face_item")
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
elsif Input.press?(Input::Z)
face = RPG::Cache.picture(actor.name + "_face_skill")
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
else
face = RPG::Cache.picture(actor.name + "_face")
src_rect = Rect.new(0, 0, face.width, face.height)
self.contents.blt(x , y, face, src_rect)
end
end
end
###############################################################[SCENE_MAP ALIAS]
class Scene_Map#----------------------------------------=[Map Screen Processing]
alias gf101_charact_hud_main main#---------------------------=[alias gface101]
def main#-----------------------------------------------=[define main process]
@hud_window1 = Window_Gameface_HUD.new#-------------------=[call hud window]
@hud_window1.visible = $game_switches[401]#----------------=[display switch]
gf101_charact_hud_main#-----------------------------------=[call with alias]
@hud_window1.dispose#------------------------------=[gets rid of the window]
end#---------------------------------------------------------=[end definition]
alias gf101_charact_hud_update update#------------------------[aliased update]
def update#---------------------------------------------------=[define update]
@hud_window1.update#------------------------------------------=[call update]
@hud_window1.visible = $game_switches[401]#----------------=[display switch]
gf101_charact_hud_update#---------------------------------=[call with alias]
end#---------------------------------------------------------=[end definition]
end#---------------------------------------------------------------=[end it all]
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well hey! Moghunter just released an [You must be registered and logged in to see this link.]
now this is what I'm talking about! ^,^
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now this is what I'm talking about! ^,^
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It was a long wait, but Xas 3.7 must be worth it!
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^newer version! cleaner code.
though MOG's active HUD is awesome,
I have plans for this one to improve over time.
@albertfish - I finally included the module for less typing LOL!
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though MOG's active HUD is awesome,
I have plans for this one to improve over time.
@albertfish - I finally included the module for less typing LOL!
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You seem to be updating a lot of your scripts lately.
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yeah ~ I've been cleaning them up, adding new features, and giving them modules to make them super user friendly...
^dispose error fixed.
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^dispose error fixed.
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yea also whats nice is you can see how you have improved in scripting since you last worked on the script.
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^thx man, that means a lot coming from you.
your scripting skills are far beyond mine, it's inspiring!
still I have a wayz to go...
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your scripting skills are far beyond mine, it's inspiring!

still I have a wayz to go...
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Hey, you put the code in a spoiler tag, rather then a code tag, and so you have some emotions in there trying mess you script up!
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thx fish!
^ disabled the smilies in the original post.
bad smilies
what another update!? added some more features to the HUD
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+ user friendly (just requires a face set of graphics)
+ Hud fades based on player's location
+ Hero's Name
+ Hero's Class
+ Hero's Level
+ Weapon Icon
+ Shield Icon
+ Helmet Icon
+ Body Icon
+ Arms and Legs Icon
edit: ah, figured I'd throw a few more features in before I called it a night
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+hp counter
+sp counter
+skill icon
+item icon
+gold amount
*this is a WIP (work in progress)
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bad smilies

what another update!? added some more features to the HUD
[You must be registered and logged in to see this link.]
+ user friendly (just requires a face set of graphics)
+ Hud fades based on player's location
+ Hero's Name
+ Hero's Class
+ Hero's Level
+ Weapon Icon
+ Shield Icon
+ Helmet Icon
+ Body Icon
+ Arms and Legs Icon
edit: ah, figured I'd throw a few more features in before I called it a night
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+hp counter
+sp counter
+skill icon
+item icon
+gold amount
*this is a WIP (work in progress)
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On snap! That is one nice looking script you have created there!
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Very nice, im liking this script a lot.
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just getting the hang of how to display what with what lines of code...
definitely going to study up on update and refresh methods to eliminate lag.
edit: another update
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+xas weapons counter
+xas items counter
+xas skills counter
(lag reduced)
edit #2: yes another update ^,^
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more compact - no lag
- removed hp/sp counters (will add later)
+ xas counters improved
(weapon counter shades red when zero ammo)
(skills counter reflects how many times skill can be used based off of sp amount ~ simple math but it wasn't easy for me to code, felt good when I figured it out)
still messing with the layout, which is easy to using the layout.
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definitely going to study up on update and refresh methods to eliminate lag.
edit: another update
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+xas weapons counter
+xas items counter
+xas skills counter
(lag reduced)
edit #2: yes another update ^,^
[You must be registered and logged in to see this link.]
more compact - no lag
- removed hp/sp counters (will add later)
+ xas counters improved
(weapon counter shades red when zero ammo)
(skills counter reflects how many times skill can be used based off of sp amount ~ simple math but it wasn't easy for me to code, felt good when I figured it out)
still messing with the layout, which is easy to using the layout.
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This is totally epic. I'm going forward to genericism and say I never saw this ("OH WOW! HOW DID I MISS THIS???").
note: just an idea, I think it would be better if it shows the armour in body shape. like the helmet is displayed above the chest plate which is above the leg armour etc. But then you would have to decide if your hero is left or right handed
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note: just an idea, I think it would be better if it shows the armour in body shape. like the helmet is displayed above the chest plate which is above the leg armour etc. But then you would have to decide if your hero is left or right handed
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g1 Blue, check out the user friendly module and have fun rearranging the HUD custom to your liking.
like this?
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like this?

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wow , the changing face hud script has gone a long way since last time i see
the one that intrigue me is the xas skill counter ,amazing idea , very interesting indeed
oh btw i used this script + the hero mini hud and its lagging ,
just want you to know
,ill check again later
EDIT: just checked and i think the face hud would look better if it doesnt depend on press button (After finishing act/skill/etc except def , the hud would revert back to face) kindda like the Hud_Face in xas 3.8.2
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the one that intrigue me is the xas skill counter ,amazing idea , very interesting indeed

oh btw i used this script + the hero mini hud and its lagging ,
just want you to know


EDIT: just checked and i think the face hud would look better if it doesnt depend on press button (After finishing act/skill/etc except def , the hud would revert back to face) kindda like the Hud_Face in xas 3.8.2

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@GF yeah that's what I mean.
Is there a feature that shows the name of the item equipped if you hover your mouse over it? (presuming you had some sort of mouse addon)
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Is there a feature that shows the name of the item equipped if you hover your mouse over it? (presuming you had some sort of mouse addon)
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@supercow- Im reworking both xas hero and enemy mini Huds to be under the sprite class instead of the windows class to avoid overflow/lag. In time the faces will be working they way you mentioned, that is the long term goal as I'm still learning RGSS.
Heck it took me a few hours to get the SP counter right
glad you like.
@blue - most likely I won't be doing anything mouse related with RMXP as these games will be designed for my game cabinets which will use game controllers. Another good idea btw
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Heck it took me a few hours to get the SP counter right

glad you like.

@blue - most likely I won't be doing anything mouse related with RMXP as these games will be designed for my game cabinets which will use game controllers. Another good idea btw
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