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With the support of Hackel, mr_wiggles, and LiTTleDRAgo we now have a stable version of the new "XAS Hero Mini HUD!"
thought I'd share with our guests too!
*I'll continue to add more features to the script if it makes sense.
HERO MINI HUD 3.1
+ XP/VX (cross engined)
+ no graphics required
+ disable switch
+ configure two buttons to toggle display
+ Red HP heart containers
+ Blue Special bar
+ Green Experience bar
+ White Hero Name
+ Yellow Stamina bar (requires XAS)
+ Purple Charge bar (requires XAS)
+ reduced lag (or no lag at all)
*enjoy!
G@MeF@Ce
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thought I'd share with our guests too!
*I'll continue to add more features to the script if it makes sense.

HERO MINI HUD 3.1
+ XP/VX (cross engined)
+ no graphics required
+ disable switch
+ configure two buttons to toggle display
+ Red HP heart containers
+ Blue Special bar
+ Green Experience bar
+ White Hero Name
+ Yellow Stamina bar (requires XAS)
+ Purple Charge bar (requires XAS)
+ reduced lag (or no lag at all)
- Code:
################################################################################
# ============= XAS Hero Mini HUD v3.1 by gameface101 4/11/2011 ================
# special thanks to: Hackel, mr_wiggles, and LiTTleDRAgo for RGSS support
################################################################################
module Hero_Mini_HUD
#[display options]==============================================================
HMINI_DISABLE = 2
PRESS_HOLD = Input::A # (Shift)
TRIGGER_HUD = Input::C # (Space/Enter)
VISIBLE_DEF = false
HMINI_HUD_SKIN = 0
HMINI_HUD_OPACITY = 255
#[health bar settings]==========================================================
HP_HEARTS = true
HP_QUANTITY = 3
HP_X = 37
HP_Y = 85
#[special bar settings]=========================================================
SP_ON = true
SP_X = 2
SP_Y = 14
SP_WID = 36
SP_HET = 4
#[experience bar settings]======================================================
EXP_ON = true
EXP_X = 2
EXP_Y = 72
EXP_WID = 36
EXP_HET = 4
#[name settings]================================================================
HERO_NAME = true
NAME_SIZE = 14
N_X = 10
N_Y = 67
#[stamina bar settings](requires XAS)===========================================
ST_ON = true
ST_X = 2
ST_Y = 68
ST_WID = 36
ST_HET = 2
#[charge bar settings](requires XAS)============================================
CHARGE_ON = true
CH_X = 2
CH_Y = 20
CH_WID = 36
CH_HET = 2
XAS_39 = true
end
#===============================================================================
class HMini_Hud < Window_Base
def initialize
super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
self.visible = (Hero_Mini_HUD::VISIBLE_DEF)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Impact"
self.contents.font.size = 24
self.z = 3000
self.opacity = Hero_Mini_HUD::HMINI_HUD_SKIN
@hearts = Hero_Mini_HUD::HP_QUANTITY
@opacity = Hero_Mini_HUD::HMINI_HUD_OPACITY
@old_name = ''
@old_hp = @old_sp = @old_exp = @hr = 0
@name_sprite = Sprite.new
@name_sprite.bitmap = Bitmap.new(132, 132)
@name_sprite.z = self.z
@name_sprite.bitmap.font.name = self.contents.font.name
@name_sprite.bitmap.font.size = self.contents.font.size
@name_sprite.visible = self.visible
refresh
end
def refresh
actor = !rpgvx? ? $game_party.actors[0] : $game_party.members[0]
return if @old_hp == actor.hp
self.contents.clear
self.opacity = Hero_Mini_HUD::HMINI_HUD_SKIN
self.contents_opacity = Hero_Mini_HUD::HMINI_HUD_OPACITY
if Hero_Mini_HUD::HERO_NAME && @old_name != actor.name
@old_name = actor.name
@name_sprite.bitmap.clear
@name_sprite.bitmap.font.size = Hero_Mini_HUD::NAME_SIZE
@name_sprite.bitmap.font.color.set(0, 0, 0)#black
@name_sprite.bitmap.draw_text(N_X - 1, N_Y - 1, 160, 32, actor.name, 0)
@name_sprite.bitmap.draw_text(N_X - 1, N_Y + 1, 160, 32, actor.name, 0)
@name_sprite.bitmap.draw_text(N_X + 1, N_Y - 1, 160, 32, actor.name, 0)
@name_sprite.bitmap.draw_text(N_X + 1, N_Y + 1, 160, 32, actor.name, 0)
@name_sprite.bitmap.font.color = normal_color #white
@name_sprite.bitmap.draw_text(N_X, N_Y, 160, 32, actor.name, 0)
end
if Hero_Mini_HUD::HP_HEARTS
@old_hp = actor.hp
@n = actor.hp
@mn = actor.maxhp
@hr = 0
@lh = 0
@hearts = Hero_Mini_HUD::HP_QUANTITY
@c = 255
@l = @n*100/@mn
@ho = @l*@hearts
for i in 0..@hearts-1
x = self.contents
#-------------------------------------------------------------[heart containers]
c = Color.new(0, 0, 0, @opacity)
x.fill_rect(i*14, 4, 1, 3, c)
x.fill_rect(i*14+1, 3, 1, 5, c)
x.fill_rect(i*14+2, 2, 1, 7, c)
x.fill_rect(i*14+3, 1, 1, 9, c)
x.fill_rect(i*14+4, 0, 1, 11, c)
x.fill_rect(i*14+5, 1, 1, 11, c)
x.fill_rect(i*14+6, 2, 1, 11, c)
x.fill_rect(i*14+7, 1, 1, 11, c)
x.fill_rect(i*14+8, 0, 1, 11, c)
x.fill_rect(i*14+9, 1, 1, 9, c)
x.fill_rect(i*14+10, 2, 1, 7, c)
x.fill_rect(i*14+11, 3, 1, 5, c)
x.fill_rect(i*14+12, 4, 1, 3, c)
#----------------------------------------------------------------[heart outline]
c = Color.new(255, 255, 255, @opacity)
x.fill_rect(i*14+1, 4, 1, 2, c)
x.fill_rect(i*14+2, 3, 1, 4, c)
x.fill_rect(i*14+3, 2, 1, 6, c)
x.fill_rect(i*14+4, 1, 1, 8, c)
x.fill_rect(i*14+5, 2, 1, 8, c)
x.fill_rect(i*14+6, 3, 1, 8, c)
x.fill_rect(i*14+7, 2, 1, 8, c)
x.fill_rect(i*14+8, 1, 1, 8, c)
x.fill_rect(i*14+9, 2, 1, 6, c)
x.fill_rect(i*14+10, 3, 1, 4, c)
x.fill_rect(i*14+11, 4, 1, 2, c)
#-------------------------------------------------------------------[heart fill]
c_color(1)
x.fill_rect(i*14+2, 4, 1, 2, Color.new(@c, 0, 0, @opacity))
c_color(2)
x.fill_rect(i*14+3, 3, 1, 4, Color.new(@c, 0, 0, @opacity))
c_color(3)
x.fill_rect(i*14+4, 2, 1, 6, Color.new(@c, 0, 0, @opacity))
c_color(4)
x.fill_rect(i*14+5, 3, 1, 6, Color.new(@c, 0, 0, @opacity))
c_color(5)
x.fill_rect(i*14+6, 4, 1, 6, Color.new(@c, 0, 0, @opacity))
c_color(6)
x.fill_rect(i*14+7, 3, 1, 6, Color.new(@c, 0, 0, @opacity))
c_color(7)
x.fill_rect(i*14+8, 2, 1, 6, Color.new(@c, 0, 0, @opacity))
c_color(8)
x.fill_rect(i*14+9, 3, 1, 4, Color.new(@c, 0, 0, @opacity))
c_color(9)
x.fill_rect(i*14+10, 4, 1, 2, Color.new(@c, 0, 0, @opacity))
@hr += 1
end
end
end
def c_color(a)
@c = (@hr <= (@ho/100)-1) ? 255 :
(@ho/10-@hr*10 >= a and @ho/10-@hr*10 <= 9) ? 255 : 0
end
def update
super
@name_sprite.x = self.x + N_X
@name_sprite.y = self.y + N_Y - 50
end
def dispose
super
@name_sprite.dispose
end
def vis=(val)
self.visible = val
@name_sprite.visible = self.visible
end
N_X = Hero_Mini_HUD::N_X
N_Y = Hero_Mini_HUD::N_Y
end
module Kernel
if !defined? rpgvx?
def rpgvx?
return true if defined? Graphics.resize_screen
return false
end
end
end
#-------------------------------------------------------------------------------
#===============================================================================
class Scene_Map
PRESS_HOLD = Hero_Mini_HUD::PRESS_HOLD
TRIGGER_HUD = Hero_Mini_HUD::TRIGGER_HUD
if rpgvx?
alias hud_terminate terminate
def terminate
delete_hud
hud_terminate
end
alias hmini_hud_main main
def main
seting_hud
hmini_hud_main
delete_hud
end
else
alias hmini_hud_main main
def main
seting_hud
hmini_hud_main
delete_hud
end
end
alias hmini_hud_update update
def seting_hud
@HMini_hud = HMini_Hud.new
@SMini_Hud = SMini_Hud.new
@XPMini_Hud = XPMini_Hud.new
@STMini_Hud = STMini_Hud.new
@CHMini_Hud = CHMini_Hud.new
end
def delete_hud
[@HMini_hud, @SMini_Hud, @XPMini_Hud, @STMini_Hud,
@CHMini_Hud].each {|i| i.dispose if i != nil && !i.disposed?}
end
def update
if !$game_switches[Hero_Mini_HUD::HMINI_DISABLE]
if @HMini_hud.visible and Input.press?(PRESS_HOLD) and
Input.trigger?(TRIGGER_HUD)
@HMini_hud.vis = @HMini_hud.visible = false
elsif !@HMini_hud.visible and Input.press?(PRESS_HOLD) and
Input.trigger?(TRIGGER_HUD)
@HMini_hud.vis = @HMini_hud.visible = true
end
else
@HMini_hud.vis = @HMini_hud.visible = false
end
hmini_hud_update
@HMini_hud.x = $game_player.screen_x - Hero_Mini_HUD::HP_X #--------location
@HMini_hud.y = $game_player.screen_y - Hero_Mini_HUD::HP_Y #--------location
[@SMini_Hud, @XPMini_Hud, @STMini_Hud,
@CHMini_Hud].each {|i| i.visible = @HMini_hud.visible
i.x = @HMini_hud.x
i.y = @HMini_hud.y}
if @HMini_hud.visible == true
[@HMini_hud, @SMini_Hud, @XPMini_Hud, @STMini_Hud,
@CHMini_Hud].each {|i| i.update
i.refresh}
end
end
end
#===============================================================================
class Window_Base < Window
def draw_hmini_hud_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255),
end_color = Color.new(255, 255, 60, 255))
for i in 0..height
self.contents.fill_rect(x, y + height - i, width + 1, 1,
Color.new(50, 50, 50, 255))
end
#-------------------------------------------------------------------------------
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x, y + height, width, 1, Color.new(r, b, g, a))
end
#-------------------------------------------------------------------------------
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height -1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
class SMini_Hud < Window_Base
include Hero_Mini_HUD
def initialize
super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
self.visible = (VISIBLE_DEF)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Impact"
self.contents.font.size = 24
self.z = 3000
self.opacity = HMINI_HUD_SKIN
@old_hp = @old_sp = @old_exp = @hr = 0
refresh
end
def refresh
sp = !rpgvx? ? $game_party.actors[0].sp : $game_party.members[0].mp
maxsp = !rpgvx? ? $game_party.actors[0].maxsp : $game_party.members[0].maxmp
return if @old_sp == sp
self.contents.clear
self.opacity = HMINI_HUD_SKIN
self.contents_opacity = HMINI_HUD_OPACITY
if SP_ON == true
@old_sp = sp
draw_hmini_hud_bar(SP_X, SP_Y, sp,
maxsp, SP_WID, SP_HET, Color.new(0,50,250,255),
Color.new(50,100,255,255))
end
end
end
class XPMini_Hud < Window_Base
include Hero_Mini_HUD
def initialize
super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
self.visible = (VISIBLE_DEF)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Impact"
self.contents.font.size = 24
self.z = 3000
self.opacity = HMINI_HUD_SKIN
@old_hp = @old_sp = @old_exp = @hr = 1234567890000
refresh
end
def refresh
if EXP_ON == true
actor = !rpgvx? ? $game_party.actors[0] : $game_party.members[0]
return if @old_exp == actor.now_exp
self.contents.clear
self.opacity = HMINI_HUD_SKIN
self.contents_opacity = HMINI_HUD_OPACITY
@old_exp = actor.now_exp
draw_hmini_hud_bar(EXP_X,EXP_Y,actor.now_exp,
actor.next_exp,EXP_WID,EXP_HET,Color.new(0,255,0,255),
Color.new(100,255,100,255))
end
end
end
class STMini_Hud < Window_Base
include Hero_Mini_HUD #
def initialize
super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
self.visible = (VISIBLE_DEF)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Impact"
self.contents.font.size = 24
self.z = 3000
self.opacity = HMINI_HUD_SKIN
@old_hp = @old_sp = @old_st = @hr = 0
refresh
end
def refresh
if $xrxs_xas
if ST_ON
meter_now = XAS_39 ? $game_system.action_meter : $game_system.move_meter
return if @old_st == meter_now
self.contents.clear
self.opacity = HMINI_HUD_SKIN
self.contents_opacity = HMINI_HUD_OPACITY
@old_st = meter_now
draw_hmini_hud_bar(ST_X,ST_Y,meter_now ,
100,ST_WID,ST_HET,Color.new(255,255,25,255),
Color.new(255,255,25,255))
end
end
end
end
class CHMini_Hud < Window_Base
include Hero_Mini_HUD #
def initialize
super($game_player.screen_x-38,$game_player.screen_y-48,160,160)
self.visible = (VISIBLE_DEF)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Impact"
self.contents.font.size = 24
self.z = 3000
self.opacity = HMINI_HUD_SKIN
@old_hp = @old_sp = @old_charge = @hr = 1
refresh
end
def refresh
if $xrxs_xas
if CHARGE_ON
charge = $game_temp.xas_charge_time
return if @old_charge == charge
self.contents.clear
self.opacity = HMINI_HUD_SKIN
self.contents_opacity = HMINI_HUD_OPACITY
@old_charge = $game_temp.xas_charge_time
draw_hmini_hud_bar(CH_X,CH_Y,charge,
100,CH_WID,CH_HET, Color.new(255,100,225,255),
Color.new(255,150,255,255))
end
end
end
end
#===============================================================================
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
*enjoy!

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Was looking for this amazing kindda script long ago
the simple looking of the hp bar (and especialy near the char) make's it more action feel
, and no graphics needed?
, im out of words.....
this could be one of script ppl would be looking for, and the addition of turning it on and off is like bonus on christmas present
i know its work in progress , but my hp bar doesnt decrease like in your pict, is there script in XAS that has to be deleted first for it to work?
thx
for another awesome script
i'm using MOG - S Hud 1.0 for the most part but i might change my mind
supercow
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the simple looking of the hp bar (and especialy near the char) make's it more action feel


this could be one of script ppl would be looking for, and the addition of turning it on and off is like bonus on christmas present

i know its work in progress , but my hp bar doesnt decrease like in your pict, is there script in XAS that has to be deleted first for it to work?


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

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@supercow - hey I'm glad that you enjoy it!
I'm going to continue to add more features such as SP, EXP, NAME, etc...
this should have no conflicts with any other scripts.
but if you run into any errors let me know.
works great with XAS mini Map
G@MeF@Ce
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I'm going to continue to add more features such as SP, EXP, NAME, etc...
this should have no conflicts with any other scripts.
but if you run into any errors let me know.
works great with XAS mini Map
Administrator
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shhh.... secret project
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shhh.... secret project
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this is totally epic Gameface. keep it up!
BluE
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*updated! added blue SP and green EXP bars to go with the red HP hearts!
edit: added Hero's Name Feature!
G@MeF@Ce
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edit: added Hero's Name Feature!

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what a cute little name...totally using this
very clean and user friendly to configure
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very clean and user friendly to configure

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dude this is completely bull epic. Just looking at this makes me instantly top my "drooling" class. gonna try this out. Is it still WIP?
BluE
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^ nah, I think I'm done? ~ as long as it works like a charm...
EDIT: actually I'm going to finish the user friendly module THEN I'm done.
^,^
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EDIT: actually I'm going to finish the user friendly module THEN I'm done.
^,^
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Perfect script & A very well done job
this is just an idea, theres one more feature in the future that you can put there, its stamina bar
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this is just an idea, theres one more feature in the future that you can put there, its stamina bar

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^@supercow ~ (stamina) you mean the CT meter?
so make this exclusive to XAS!?
ok brilliant!
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so make this exclusive to XAS!?
ok brilliant!
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whoa whoa this is just an idea
dont force yourself to exhaustion now
, you already made so many cool script , bask in its glory for now
(did i say it right? bask? it mean shower in it right?
still need to refine my english)
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dont force yourself to exhaustion now



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^,^
\_/
it's a great idea how could I resist,
hey your English is better than my Indonesian
^ update!
added yellow stamina bar and purple charge bar ! ^,^
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\_/
it's a great idea how could I resist,
hey your English is better than my Indonesian
^ update!
added yellow stamina bar and purple charge bar ! ^,^
Administrator
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Hey Guest, check out my demos!
Super Mockup Project
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Into the Nexas
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G.A.S.
G101's theme colors



shhh.... secret project
My Portfolio Page
Super Mockup Project
Cool Puzzle Cave
Into the Nexas
Web_Plat
Getroid
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@GF some feedback:
No matter how hard I try to press the "Z" "B" (as in "X") by default opens up the stupid menu. I was just thinking that it'd be better for the Mini HUD's default open button to be something that isn't as vital.
Another cool thing would be something like you press "J" and it only shows the EXP bar or something.
Like supercow said, easier to configure than a power switch. And super awesome. ++++++++++++++++++++++++
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No matter how hard I try to press the "Z" "B" (as in "X") by default opens up the stupid menu. I was just thinking that it'd be better for the Mini HUD's default open button to be something that isn't as vital.
Another cool thing would be something like you press "J" and it only shows the EXP bar or something.
Like supercow said, easier to configure than a power switch. And super awesome. ++++++++++++++++++++++++
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^yeah I disabled the menu to have an extra key to play with.
once I'm done with the module, you can easily set it up however you like.
I'll put a nice touch to the default settings, so now I think I'm finished with it
@supercow - how you like the stamina and charge bars?
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once I'm done with the module, you can easily set it up however you like.
I'll put a nice touch to the default settings, so now I think I'm finished with it
@supercow - how you like the stamina and charge bars?

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i run out of words to say ,its pure AWESOME !!!!!
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experimenting with the viewports under the Sprite class instead of the traditional window class for this mini HUD. this way there's no overflow (lag) when other scripts that use Window_Base are running.
here's what I have so far... the script doesn't update/refresh as I'm working on a conditional update method so I can keep the game running above 35fps.
any skilled in script are most welcome to lend a hand or share some pointers,
it appears the more RGSS you learn the more RGSS there is to learn.
edit: got a few pointers from wiggles about bitmap rects and
some good advice on refresh, update methods from Hackel.
got a new structure for how this script is called, now to get a baby smooth refresh, update method before I re-add the remaining features to this version.
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here's what I have so far... the script doesn't update/refresh as I'm working on a conditional update method so I can keep the game running above 35fps.

- Spoiler:
- Code:
#===============================================================================
# XAS H_mini Sprite HUD v.1 by gameface101 2/11/2011 ==========================
#===============================================================================
module XAS_hmini_hud
HMHUD_DISWITCH = 5
HMHUD_OPCACITY = 255
HMHUD_Z = 1
#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
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
NUM_SIZE = 12
NUM_X = 24#
NUM_Y = 15#
end
#============================================================================
class Hero_Bars < Sprite
include XAS_hmini_hud
def initialize(viewport2)
super(viewport2)
@actor = $game_party.actors[0]
return if @actor == nil
self.bitmap = Bitmap.new(160, 60)
self.visible = true
self.opacity = HMHUD_OPCACITY
self.z = 100
refresh
#update
end
#--------------------------------------------------------------------------
def refresh
self.bitmap.clear
#=====================================================================[DRAW BARS
if DRAW_BARS == true
draw_hmini_hud_bar(DHP_X, DHP_Y, @actor.hp, @actor.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, @actor.sp, @actor.maxsp,
width = DSP_WID, height = DSP_HET, bar_color = Color.new(100,0,255,255),
end_color = Color.new(50,0,100,255))
end
#=====================================================================[DRAW NAME
if NAME == true
bitmap.font = Font.new("Arial", NAME_SIZE)
bitmap.draw_hemming_text(N_X, N_Y, 160, 36, @actor.name, 1)
end
#=======================================================================[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, @actor.hp.to_s, 2)
lowhp = @actor.maxhp * 20 / 100
avhp = @actor.maxhp * 50 / 100
if @actor.hp <= lowhp
self.bitmap.font.color = Color.new(232,8,0,255)#red
elsif @actor.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,@actor.hp.to_s, 2)
self.bitmap.font.size = 12
if @actor.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, @actor.sp.to_s, 2)
lowsp = @actor.maxsp * 20 / 100
avsp = @actor.maxsp * 50 / 100
if @actor.sp <= lowsp
self.bitmap.font.color = Color.new(194,210,255,255)#light blue
elsif @actor.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,@actor.sp.to_s, 2)
end
end
end#end refresh method
#--------------------------------------------------------------------------
def update
@actor = $game_party.actors[0]
return if @actor == nil
#refresh
visible_update
end
#--------------------------------------------------------------------------
# * Visible Update
#--------------------------------------------------------------------------
def visible_update
if $game_switches[HMHUD_DISWITCH] == true
self.visible = false
else
self.visible = true
end
end
#-------------------------------------------------------------------------------
def draw_hmini_hud_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255),
end_color = Color.new(255, 255, 60, 255))
for i in 0..height
self.bitmap.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
#-------------------------------------------------------------------------------
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.bitmap.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
#-------------------------------------------------------------------------------
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.bitmap.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
#
#============================================================================
class Scene_Map
include XAS_hmini_hud
alias hminihud_main main
def main
@hmini_view = Viewport.new($game_player.screen_x / 64,
$game_player.screen_y / 64, 640, 480)
@hmini_view.z = HMHUD_Z
@hmini = Hero_Bars.new(@hmini_view)
hminihud_main
@hmini.dispose
@hmini = nil
@hmini_view.dispose
@hmini_view = nil
end
#--------------------------------------------------------------------------
alias hmini_update update
def update
@hmini.x = $game_player.screen_x - 24
@hmini.y = $game_player.screen_y - 24
hmini_update
@hmini.update
end
end
#------------------------------------------------------------------------------
any skilled in script are most welcome to lend a hand or share some pointers,
it appears the more RGSS you learn the more RGSS there is to learn.

edit: got a few pointers from wiggles about bitmap rects and
some good advice on refresh, update methods from Hackel.
got a new structure for how this script is called, now to get a baby smooth refresh, update method before I re-add the remaining features to this version.
- Spoiler:
- Code:
#===============================================================================
# XAS H_mini Sprite HUD v.2 by gameface101 2/11/2011 ==========================
#===============================================================================
module XAS_hmini_hud
HMHUD_DISWITCH = 5
HMHUD_OPCACITY = 255
HMHUD_Z = 1
#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
NAME_SIZE = 12#font size
N_X = -60#horizontal position
N_Y = 25#vertical position
#NUMBER OPTIONS ============================================================
NUMBERS = true #use numbers for enemy HP, SP on/off
NUM_SIZE = 12
HNUM_X = 24#
HNUM_Y = 15#
SNUM_X = 24#
SNUM_Y = 15#
end
#============================================================================
class Hero_Bars < Sprite
include XAS_hmini_hud
def initialize(viewport3)
super(viewport3)
@actor = $game_party.actors[0]
return if @actor == nil#
self.bitmap = Bitmap.new(160, 60)
#self.visible = true
#self.opacity = HMHUD_OPCACITY
#self.z = 1
draw_the_name
draw_the_hp_bar
draw_the_sp_bar
draw_the_hp_number
draw_the_sp_number
visible_update
hud_pos_update
end
#=====================================================================[draw name
def draw_the_name
bitmap.font = Font.new("Arial", NAME_SIZE)
bitmap.draw_hemming_text(N_X, N_Y, 160, 36, @actor.name, 1)
end
#---------------------------------------------------------------[draw bar method
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
#===================================================================[draw hp bar
def draw_the_hp_bar
draw_hmini_hud_bar(DHP_X, DHP_Y, @actor.hp, @actor.maxhp,
width = DHP_WID, height = DHP_HET, bar_color = Color.new(255,0,0,255) ,
end_color = Color.new(100,0,0,255))
end
#===================================================================[draw sp bar
def draw_the_sp_bar
draw_hmini_hud_bar(DSP_X, DSP_Y, @actor.sp, @actor.maxsp,
width = DSP_WID, height = DSP_HET, bar_color = Color.new(100,0,255,255),
end_color = Color.new(50,0,100,255))
end
#================================================================[draw hp number
def draw_the_hp_number
bitmap.font.size = NUM_SIZE
bitmap.font.color = Color.new(0,0,0,255)#black
bitmap.draw_hemming_text(HNUM_X, HNUM_Y , 28, 22, @actor.hp.to_s, 2)
lowhp = @actor.maxhp * 20 / 100
avhp = @actor.maxhp * 50 / 100
if @actor.hp <= lowhp
bitmap.font.color = Color.new(232,8,0,255)#red
elsif @actor.hp <= avhp
bitmap.font.color = Color.new(253,241,7,255)#yellow
else
bitmap.font.color = Color.new(96,224,82,255)#green
end
bitmap.draw_hemming_text(HNUM_X, HNUM_Y , 29, 23,@actor.hp.to_s, 2)
bitmap.font.size = 12
end
#================================================================[draw sp number
def draw_the_sp_number
if @actor.maxsp > 0
bitmap.font.name = "Arial"
bitmap.font.color = Color.new(0,0,0,255)#black
bitmap.draw_hemming_text(SNUM_X, SNUM_Y , 28, 42, @actor.sp.to_s, 2)
lowsp = @actor.maxsp * 20 / 100
avsp = @actor.maxsp * 50 / 100
if @actor.sp <= lowsp
bitmap.font.color = Color.new(194,210,255,255)#light blue
elsif @actor.sp <= avsp
bitmap.font.color = Color.new(92,130,255,255)#medium blue
else
bitmap.font.color = Color.new(223,204,178,255)#pale
end
bitmap.draw_hemming_text(SNUM_X , SNUM_Y , 29, 43,@actor.sp.to_s, 2)
end
end
#=======================================================================[dispose
def dispose
@actor = $game_party.actors[0]
return if @actor == nil
self.bitmap.dispose
self.bitmap = nil
# self.bitmap.clear
end
#========================================================================[update
def update
@actor = $game_party.actors[0]
return if @actor == nil
hud_pos_update
visible_update
end
#================================================================[visible update
def visible_update
if $game_switches[HMHUD_DISWITCH] == true
self.visible = false
else
self.visible = true
end
end
#--------------------------------------------------------------------------
# * Hud Pos Update
#--------------------------------------------------------------------------
def hud_pos_update
self.x = $game_player.screen_x - 24
self.y = $game_player.screen_y - 24
end
end #end class
#===============================================================================
class Scene_Map
include XAS_hmini_hud
alias hminihud_main main
def main
@hmini_view = Viewport.new($game_player.screen_x / 64,
$game_player.screen_y / 64, 640, 480)
@hmini_view.z = HMHUD_Z
@hmini = Hero_Bars.new(@hmini_view)
hminihud_main
@hmini.dispose
@hmini = nil
@hmini_view.dispose
@hmini_view = nil
end
#-------------------------------------------------------------------------------
alias hmini_update update
def update
hmini_update
@hmini.update
end
end
#-------------------------------------------------------------------------------
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I'm trying to edit it, but I guess it's still lagg
I wonder why
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I wonder why
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Drago! it runs perfectly now on a new XAS3.9.1 project WITH the Emini HUD.
like a priest, you blessed these scripts and performed an exorcism on the lag demon LOL!
Maybe your project has a conflicting script?
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Drago! it runs perfectly now on a new XAS3.9.1 project WITH the Emini HUD.
like a priest, you blessed these scripts and performed an exorcism on the lag demon LOL!
Maybe your project has a conflicting script?
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no lagg at all this is awesome
i even put >30 enemy in one map and only lag a tiny bit
awesome
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i even put >30 enemy in one map and only lag a tiny bit

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@supercow - I'm just as
as you are 
@Hackel, mr_wiggles, LiTTleDRAgo - thanks guys couldn't have done this with out you.
Original post updated with latest version!!!
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@Hackel, mr_wiggles, LiTTleDRAgo - thanks guys couldn't have done this with out you.
Original post updated with latest version!!!

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If you're not noticing it when attacking / attacked the enemy the FPS dropped by almost half in my project
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there may be a script in your project or event causing this...?
supercow tested it too and works fine for him.
here's a screenshot with my project on a simple map,lots going on still at 38FPS.
I'm sure it's not your PC
edit: need to make that enemy Hud behind/blow the hero
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supercow tested it too and works fine for him.
here's a screenshot with my project on a simple map,lots going on still at 38FPS.

I'm sure it's not your PC

edit: need to make that enemy Hud behind/blow the hero
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This looks so clean and cool on any project! As always you did an amazing job gf, good to see that everytime you release something your skill level seems to get better and better, hope to see more from you!
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I guess I should add fade function on your enemy hud
you didn't mind do you?
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you didn't mind do you?
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Man you have freereign with all of them 
your code skill is powerful.
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your code skill is powerful.
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this script had
HMINI_DISABLE
but i dont see it anywhere in the script and cant seem to use it
hope i can get some help
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HMINI_DISABLE
but i dont see it anywhere in the script and cant seem to use it


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here you go
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Cross Engined !!
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cross engined!? way too cool LiTTleDRAgo, thanks for throwing the disable switch back in ^,^
-=[ + ]=-
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-=[ + ]=-
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