+- Save-Point (https://www.save-point.org)
+-- Forum: Material Development (https://www.save-point.org/forum-8.html)
+--- Forum: Scripts Database (https://www.save-point.org/forum-39.html)
+---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html)
+---- Thread: Hud Menu (/thread-2444.html)
Hud Menu - Raziel - 03-07-2008
Hud Menu
Version: 2.0
Introduction
A short script I did when I was bored. :P
Features
Turn the Hud on and off by using a switch.
Includes HP, SP, Exp and gradient bars.
The feature to center the HUD.
Now Lag and Bug free
Screenshots
Script
Content Hidden
Code:
#==============================================================================
# ** Hud Menu
#==============================================================================
# Raziel
# Version 2.0
# 2007-08-18
#------------------------------------------------------------------------------
#===============================================================================
# * Module Raz_Hud
#===============================================================================
module Raz_Hud
#switch to show/hide the hud
SWITCH_ID = 1
#set it to true to center the hud if there are less than four party members
Center_hud = true
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
#----------------------------------------------------------------------------
# * Alias Listings
#----------------------------------------------------------------------------
alias raz_hud_main main
alias raz_hud_update update
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@hud_dummy = []
for i in 0...$game_party.actors.size
@hud_dummy[i] = Window_Dummy.new(i)
end
@hud_window = Window_HUD.new
raz_hud_main
@hud_window.dispose
@hud_dummy.each { |hud| hud.dispose }
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@hud_dummy.each {|hud| hud.visible = $game_switches[Raz_Hud::SWITCH_ID]}
if @hud_dummy[$game_party.actors.size] != nil
@hud_dummy.each{|hud| hud.dispose}
@hud_dummy = []
for i in 0...$game_party.actors.size
@hud_dummy[i] = Window_Dummy.new(i)
end
end
@hud_window.update
raz_hud_update
end
end
#===============================================================================
# * Window_HUD
#===============================================================================
class Window_Dummy < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# size: Party's size
#--------------------------------------------------------------------------
def initialize(size)
@old_size = $game_party.actors.size
x = Raz_Hud::Center_hud == true ? 240 - ($game_party.actors.size - 1) * 80 : 0
super(160 * size + x, 372,160, 108)
self.visible = $game_switches[Raz_Hud::SWITCH_ID]
self.opacity = 200
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Slant Bar (by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# * Now Exp
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Next Exp
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
Instructions
Turn the HUD on/off by using a switch. Turn the HUD off, turn the switch to off, to turn the HUD on, change the switch to on. The default switch is 1. To change it, just change the 1 in SWITCH_ID = 1 to the number of the switch you want to use.
To center the HUD just turn Center_hud to true. Turn it off when you don't want to center the HUD.
FAQ
Awaiting questions.
Credits and Thanks
Thanks and credits to SephirothSpawn for the gradient bars.
Thanks to Trickster for pushing me to update it. (I did it, are you happy now? :P)