LOGIN
SEARCH
PROFILE
keys: ↑ ↓
LOGOUT
INDEX
MEMBERS
keys: ↑ ↓
HOME
PORTAL
PLAY ALONG
PLAY with WORDS
PLAY with GRAPHICS
PLAY with SOUNDS
PLAY with CODES
PLAY with PROJECTS
keys: ← →
Guest Access
Register:
Members:



View previous topic View next topic Go down Message [Page 1 of 1]

Administrator
Administrator
#1 default RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
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...

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
Administrator
Show Signature
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
Administrator
Administrator
#2 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
Alright! More faces!

[You must be registered and logged in to see this link.]
( click on the columns to the left )


[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this image.]
Administrator
Show Signature
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
Global Moderator
Global Moderator
#3 default Re: RMXP + XAS = Changing Face Hud Script
Loading

swoop

swoop
Global Moderator
Global Moderator
Global Moderator
profile
wheres the attacking aggressive look? or taking damage look?
Global Moderator
Show Signature
Global Moderator
http://creatureofopinions.blogspot.com/
Administrator
Administrator
#4 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
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?
Administrator
Show Signature
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
Morderator
Morderator
#5 default Re: RMXP + XAS = Changing Face Hud Script
Loading

albertfish

albertfish
Morderator
Morderator
Morderator
profile
Nice script there gameface.
Just a little tip, I noticed that you defined constants in the module and then accessed them like so
Code:
GF::GFC_Fade
That works perfectly fine, but if you are accessing those constants a lot and have lone module or constant names it could get tedious. Another way of accessing the variables, will less typing involved Razz, is to include the module. For example, after this line of code
Code:
class Window_Gameface_HUD < Window_Base
you could add this
Code:
include GF
Then to access the variables that were initialized inside the module all you have to type is
Code:
GFC_Face
So this is very useful when you have lengthy module names!

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
you can put
Code:
 if GF::GCF_Fade
if statements evaluate the statement to be a boolean value, true or false. So
Code:
5 > 6
is not true and will evaluate false, obviously Razz. 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,
Code:
if true
will give the same result as
Code:
if true == true

Just a little tip Razz. But anyways, that is a great script you made!
Morderator
Show Signature


<'))))><
Morderator
Administrator
Administrator
#6 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
@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:
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_gameface#-------------------------------------------=[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_gameface
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]
Administrator
Show Signature
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
Administrator
Administrator
#7 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
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! ^,^

Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

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


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



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
Active Member
Active Member
#8 default Re: RMXP + XAS = Changing Face Hud Script
Loading

Legault123

Legault123
Active Member
Active Member
Active Member
profile
It was a long wait, but Xas 3.7 must be worth it!
Active Member
Show Signature
Active Member
Administrator
Administrator
#9 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
^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!

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


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

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


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



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
EVENTALIST
EVENTALIST
#10 default Re: RMXP + XAS = Changing Face Hud Script
Loading

mr_wiggles

mr_wiggles
EVENTALIST
 EVENTALIST
EVENTALIST
profile
You seem to be updating a lot of your scripts lately.
EVENTALIST
Show Signature
EVENTALIST
Administrator
Administrator
#11 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
yeah ~ I've been cleaning them up, adding new features, and giving them modules to make them super user friendly...

^dispose error fixed.
Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

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


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



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
EVENTALIST
EVENTALIST
#12 default Re: RMXP + XAS = Changing Face Hud Script
Loading

mr_wiggles

mr_wiggles
EVENTALIST
 EVENTALIST
EVENTALIST
profile
yea also whats nice is you can see how you have improved in scripting since you last worked on the script.
EVENTALIST
Show Signature
EVENTALIST
Administrator
Administrator
#13 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
^thx man, that means a lot coming from you.
your scripting skills are far beyond mine, it's inspiring! Smile

still I have a wayz to go...

Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

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


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



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
Morderator
Morderator
#14 default Re: RMXP + XAS = Changing Face Hud Script
Loading

albertfish

albertfish
Morderator
Morderator
Morderator
profile
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!
Morderator
Show Signature


<'))))><
Morderator
Administrator
Administrator
#15 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
thx fish! Embarassed ^ disabled the smilies in the original post.

bad smilies Twisted Evil

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

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

+hp counter
+sp counter
+skill icon
+item icon
+gold amount

*this is a WIP (work in progress)
Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

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


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



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
Morderator
Morderator
#16 default Re: RMXP + XAS = Changing Face Hud Script
Loading

albertfish

albertfish
Morderator
Morderator
Morderator
profile
On snap! That is one nice looking script you have created there!
Morderator
Show Signature


<'))))><
Morderator
EVENTALIST
EVENTALIST
#17 default Re: RMXP + XAS = Changing Face Hud Script
Loading

mr_wiggles

mr_wiggles
EVENTALIST
 EVENTALIST
EVENTALIST
profile
Very nice, im liking this script a lot.
EVENTALIST
Show Signature
EVENTALIST
Administrator
Administrator
#18 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
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

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

+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.

Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

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


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



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
C.O.R.N.
C.O.R.N.
#19 default Re: RMXP + XAS = Changing Face Hud Script
Loading

BluE

BluE
C.O.R.N.
C.O.R.N.
C.O.R.N.
profile
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
C.O.R.N.
Show Signature


Want a real challenge? Try [You must be registered and logged in to see this link.]

If you read this message, please PM me. this is a test. And I'm serious, this isnt just some lousy time wasting paragraph that I wrote just to fill in my signature. It's here for a reason. PM ME.
C.O.R.N.
http://51s-seedy-masteroogway.blogspot.com
Administrator
Administrator
#20 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
g1 Blue, check out the user friendly module and have fun rearranging the HUD custom to your liking.

like this? Razz

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


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

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


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



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch
||||||||||
||||||||||
#21 default Re: RMXP + XAS = Changing Face Hud Script
Loading

supercow

supercow
||||||||||
||||||||||
profile
wow , the changing face hud script has gone a long way since last time i see Razz
the one that intrigue me is the xas skill counter ,amazing idea , very interesting indeed Very Happy

oh btw i used this script + the hero mini hud and its lagging ,
just want you to know Cool ,ill check again later Smile

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 Smile
||||||||||
Show Signature
||||||||||
C.O.R.N.
C.O.R.N.
#22 default Re: RMXP + XAS = Changing Face Hud Script
Loading

BluE

BluE
C.O.R.N.
C.O.R.N.
C.O.R.N.
profile
@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)
C.O.R.N.
Show Signature


Want a real challenge? Try [You must be registered and logged in to see this link.]

If you read this message, please PM me. this is a test. And I'm serious, this isnt just some lousy time wasting paragraph that I wrote just to fill in my signature. It's here for a reason. PM ME.
C.O.R.N.
http://51s-seedy-masteroogway.blogspot.com
Administrator
Administrator
#23 default Re: RMXP + XAS = Changing Face Hud Script
Loading

G@MeF@Ce

G@MeF@Ce
Administrator
Administrator
Administrator
profile
@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 Razz
glad you like. Smile

@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
Administrator
Show Signature


Hey Guest, check out my demos!
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]
[You must be registered and logged in to see this link.]




G101's theme colors
[You must be registered and logged in to see this image.]
[You must be registered and logged in to see this link.]

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


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



[You must be registered and logged in to see this link.]
Administrator
https://www.dropbox.com/sh/i47rig99qhrvn8s/4m5HvsM2fD http://g4m3f4c3.deviantart.com https://www.facebook.com//pages/Gameface101/332331300127008 https://twitter.com//mr_gameface101 https://soundcloud.com/schurr https://www.youtube.com/user/MrGameface101?feature=watch

Sponsored content

profile

View previous topic View next topic Back to top Message [Page 1 of 1]

 

Chatbox system disabled
Personal messaging disabled