Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: winkio on October 05, 2009, 11:57:26 pm

Title: Blizz-ABS HUD Request Station
Post by: winkio on October 05, 2009, 11:57:26 pm
The Blizz-ABS HUD Request Station



Welcome to the Blizz-ABS HUD Request Station.  Here you can request fully custom HUDs for your Blizz-ABS game.  This is a Chaos-Project exclusive offer, so take advantage of it active CP members!



Criteria

We do fully customizable HUDs, including bars, party displays, facesets, displays related to other scripts, and hotkey/minimap arrangements, as well as skins, animations, and graphical support.  Know exactly what you want in your request, and do a mockup with the exact sizes and positions you want everything to be at.

REQUIRED CRITERIA FOR REQUEST:




Process
 1.  Make a post requesting your HUD, providing all the necessary criteria.
 2.  If your post meets all the criteria, you will be put on the waiting list.  If your request is
      missing information, you will need to gather what it is missing.
 3.  Once you get off the waiting list, you become a current client.  A crew member will work
      with you as they start developing the HUD.
 4.  Once the crew member finishes the HUD, they will pm you a link to download it.  You then
      have a one week trial period to ask for any necessary adjustments.  
 5.  Once the week is up, you will receive another link to the script with the adjustments
      requested.  At this point, the HUD is finished.  You are still allowed to come back for
      bugfixes and any questions, but the work session is over.
 6.  We ask that you send us a screenshot of the final product to post on our topic page, along
      with your name and the name of the game that it is from.  Feel free to include additional information
      as well (such as links, descriptions, etc.)



Rules





The Crew



Be sure to credit the correct people who answered your request!



Examples

TheRexion's custom HUD (I took this from the demo project, which doesn't have facesets or anything)
Spoiler: ShowHide
(http://winkio.cphoster.com/RexionHUD1.png)




Client List

Current Clients:
TheRexion - Trial Period
  crew member: winkio
legacyblade- In Development
  crew member: winkio
nathmatt - In Development
  crew member: game_guy

Waiting List:
elementisland
Spoofus
??????
LinkyBoy

Completed Requests:
empty
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on October 06, 2009, 12:01:46 am
FIRST REQUEST

I want a full blown FF XII hud
google screenies to see what it looks like okay?
Umm just search final fantasy 12 pics
then umm I want it to display all of them going vertically down on the left side of the screen
Then like the minimap is under it like yea
So then I for hotkeys just make them vertically go down on rightside yea cool thanks

Lol kidding sign me up as a scripter, and thats an example of what not to request, that is not descriptive enough lol
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 06, 2009, 12:04:03 am
Quote from: game_guy on October 06, 2009, 12:01:46 am
I want a full blown FF XII hud

I just shouted "I REFUSE" really loudly when I read that XD

you're on, of course.  I pmed Aqua, but she said she's too busy right now...
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 06, 2009, 04:37:16 pm
I guess I could be on the crew...

Probably not scripting, since that takes a ton of time...
But maybe...

Graphics for the HUDs?
Iunno .___.
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 06, 2009, 07:58:53 pm
Whatever you feel like taking.
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 06, 2009, 08:20:06 pm
Ew... I'm third in the list... DX

Wanna use this as an example or something...?
Spoiler: ShowHide
(http://starrodkirby86.web44.net/AquasStuff/ProjectAion/Yummy-Hud.png)
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 06, 2009, 09:44:32 pm
there, now you are sandwiched in the middle, just how you like it  :naughty:

I want to use examples from this thread, but since we don't have any and people need to see some stuff, I guess we can use whatever for now.
Title: Re: Blizz-ABS HUD Request Station
Post by: [Faint] on October 06, 2009, 10:37:16 pm
I actually really like that one that Aqua posted lol can I possibly get that one except with the top bar for HP and the bottom used for Blizz's overdrive/limitbreak system bar. and then maybe put a bar in between them for the SP? that would be perfect for me   :^_^':
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 06, 2009, 10:42:17 pm
More specifics please.

Colors of the bars?
Will you be using facesets?
Do you want that rounded edge on the right?
Etc
Title: Re: Blizz-ABS HUD Request Station
Post by: [Faint] on October 06, 2009, 10:45:18 pm
green for the HP
blue for the SP
Red for the limit/overdrive bar
ummm yea I want to use face sets I just havent made them yet but I plan to
and  yes to the rounded edge please.


anything else? :???:
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 06, 2009, 10:53:58 pm
You should make a mockup Faint.  And nothing in paint, make it look good.

@the crew: we should make example templates/themes.  You of course know that by we, I mean that it will probably be me ;)
Title: Re: Blizz-ABS HUD Request Station
Post by: [Faint] on October 06, 2009, 10:55:15 pm
ok I will see what I can do this evening. I am good with graphics its just the scripting lol
Title: Re: Blizz-ABS HUD Request Station
Post by: Magus on October 07, 2009, 10:56:38 am
there should be a way for "gold" to show up in the hud,
maybe as numbers or something
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 07, 2009, 12:35:05 pm
In fact, there is a way.  It's already been shows on at least one HUD uploaded in this very script section.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 07, 2009, 05:20:46 pm
I need the Hud to look like the one in Infinite Undiscovery,
I got a couple of videos to show what I mean
http://www.youtube.com/watch?v=jPdEJqn8F1Y
http://www.youtube.com/watch?v=POoApY8_opU
http://www.youtube.com/watch?v=-srLc3nmir0
http://www.youtube.com/watch?v=egeHU3yEx78

Well I want the Life Gauges and the MP gauges like they are in the vid,
In the bottom right corner.
And I need them to be different sizes, liike thew first one to be big, and the other
chars in your party to have smaller ones, it could use face sets but the
Other Parties faces would have to be smaller to fit

How's that?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 07, 2009, 05:22:28 pm
Explanation and mockup.  Unless you just want me to put a screenshot of the game as the background for the HUD.
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 07, 2009, 05:24:19 pm
http://forum.chaos-project.com/index.php?topic=4562.0
You already made a topic for the HUD... >.>
Title: Re: Blizz-ABS HUD Request Station
Post by: Magus on October 07, 2009, 05:26:22 pm
i hope this doesn't downs your chance of getting that hud created.

Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 07, 2009, 10:14:24 pm
me too
_------
And I edited my first post with more info,

How is it?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 07, 2009, 11:21:04 pm
You got the explanation, now you need a mockup.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 08, 2009, 04:33:18 pm
A mockup?
You mean like a visual example, or
a picture?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 08, 2009, 05:34:03 pm
a labeled drawing with the whole hud laid out.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 10, 2009, 03:44:24 am
You mean like this?
(http://img444.imageshack.us/img444/5523/battlescenario.png)
Title: Re: Blizz-ABS HUD Request Station
Post by: Blizzard on October 10, 2009, 05:24:24 am
OMG, NOT ANOTHER JASON! ._.
Title: Re: Blizz-ABS HUD Request Station
Post by: RoseSkye on October 10, 2009, 07:14:19 am
Quote from: Blizzard on October 10, 2009, 05:24:24 am
OMG, NOT ANOTHER JASON! ._.


If that was an original HUD.. you'd have to admit that'd be the most bad ass HUD for the BlizzABS out.

(IhatetoadmititbutitmaybeslightlybetterthanminehoweversinceitsnotoriginalIgotbraggingrights)
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 10, 2009, 12:19:02 pm
@theRexion: yes!  So here are the questions I still have:
1.  What is that flower-like thing below the MP bar for?
2.  Are you using the targeting script that Blizz wrote or some other script that makes you only target a single enemy?  If not, the enemy health/name is not going to happen.

Time to get to work!
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 10, 2009, 12:47:22 pm
Quote from: Blizzard on October 10, 2009, 05:24:24 am
OMG, NOT ANOTHER JASON! ._.


His real name is not Jason, just a concept art


Quote from: winkio on October 10, 2009, 12:19:02 pm
@theRexion: yes!  So here are the questions I still have:
1.  What is that flower-like thing below the MP bar for?
2.  Are you using the targeting script that Blizz wrote or some other script that makes you only target a single enemy?  If not, the enemy health/name is not going to happen.

Time to get to work!


1. The flower thing I want replaced with an orb
Like this one, but smaller(Of course)
http://images.clipartof.com/small/36120-Clipart-Illustration-Of-A-Pale-Blue-Reflective-Crystal-Ball-Marble-Or-Orb.jpg

2. No should I? And Why, what's wrong?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 10, 2009, 12:50:44 pm
Well how am I supposed to display the target's info if I can't find out what the target is?  If you don't want a targeting system, I'll have to script something that lets me get the last battler dealt damage to, and that means that the HUD would take a while...
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 10, 2009, 12:59:06 pm
Oh, sorry I read that wrong.
I thought you said if I was using it that it was
not gonna happen, I need to read slower.

But yeah I'm using the targeting script.
Title: Re: Blizz-ABS HUD Request Station
Post by: [Faint] on October 10, 2009, 06:44:19 pm
ok did a quick basic mock up

(http://i37.tinypic.com/rtpcpl.png)
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 10, 2009, 07:14:56 pm
Way to go and steal my original... -___-

I'm tempted to say that you took too much from my design...
Iunno... =/

(Since I based my design on Blizz's fake hud... but I had permission... whilst you didn't ask...
Hmmmm)
Title: Re: Blizz-ABS HUD Request Station
Post by: [Faint] on October 10, 2009, 07:23:09 pm
The first page I said I liked the one you had in that spoiler and you guys told me to make a mock up lol but if it is out of the question because it upsets you or something then ok nevermind. I wasn't trying to cause problems.
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 10, 2009, 07:35:53 pm
We said make a mockup...
Not "Oh let's take the one Aqua made since I like it, change it a little, and call it my mock up instead of just using it as a reference to create my own images that will look similar but be my own style."
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 10, 2009, 07:38:54 pm
Right, this is for CUSTOM HUDs.  We only do unique requests, so don't copy existing RMXP HUDs.
Title: Re: Blizz-ABS HUD Request Station
Post by: [Faint] on October 10, 2009, 07:40:08 pm
When i said I liked the one you made I meant just that. you asked me what color for the bars and if I wanted that rounded edge. So i assumed it meant you were ok with me using it but it's cool you don't have to no hard feelings lol. not trying to make enemies :^_^':
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 10, 2009, 07:43:02 pm
Spoiler: ShowHide
(http://img262.imageshack.us/img262/2969/snap645.png)

That's the HUD that I liked...

But you see how I just didn't copy it, I changed it and made it my own?
I'm saying if you did what I did, then it would have been fine.

When you said you liked mine... and wanted one like it...
I assumed you meant with the same info and stuff.
Not a replica with an added bar.
Title: Re: Blizz-ABS HUD Request Station
Post by: [Faint] on October 10, 2009, 07:48:45 pm
My bad. I just thought what you made was perfect for my game needs but like I said it's ok I will do something completely origional.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 11, 2009, 05:58:49 pm
Any updates on my Hud?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 11, 2009, 06:05:46 pm
I've started on it.
Title: Re: Blizz-ABS HUD Request Station
Post by: C.C. rOyAl on October 11, 2009, 08:22:05 pm
would i be able to get a hold on Rexion's hud? i love it its so super smexy  :naughty:
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 11, 2009, 08:23:12 pm
Quote from: RoseSkye on October 10, 2009, 07:14:19 am
Quote from: Blizzard on October 10, 2009, 05:24:24 am
OMG, NOT ANOTHER JASON! ._.


If that was an original HUD.. you'd have to admit that'd be the most bad ass HUD for the BlizzABS out.

(IhatetoadmititbutitmaybeslightlybetterthanminehoweversinceitsnotoriginalIgotbraggingrights)


Sorry but, this is original.
As you can see I just have some of the features of the game.
It's not exactly the same, and not just edited or switched around.
I just got Inspiration from it

You have no bragging rights
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 11, 2009, 08:24:35 pm
@CCroyal:  no.  The idea is to get more unique HUDs out there, not just make a few more for everyone to use and reuse over and over.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 11, 2009, 09:25:41 pm
Can't really deny that kind of logic,
Not that I want to,
And I really hope this turns out ok,
I'm not doubting you though,
I'm just kinda excited
Title: Re: Blizz-ABS HUD Request Station
Post by: C.C. rOyAl on October 11, 2009, 09:59:49 pm
damn i want that hud! ill probably make a mockup for u guys tonight after the football  game. GO COLTS!
Title: Re: Blizz-ABS HUD Request Station
Post by: Magus on October 12, 2009, 09:18:53 am
Quote from: TheRexion on October 10, 2009, 03:44:24 am
You mean like this?
(http://img444.imageshack.us/img444/5523/battlescenario.png)


You got to admit this hud is awesome. Original or not, This hud is badass.
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 12, 2009, 10:11:28 am
Eh...
=/

I don't really agree...
The placement of Player 1 with Player 2, 3, & 4 are too far apart for me.
Makes it hard to watch the HPs of everyone to make sure no one's dying.

I think what makes this mockup look really nice is the FE-style mugshots... XD
Those are always fun to make.
(Having made some, I can see some of the parts that you've Franken'd.)

@Wink:
Need me to make that overdrive picture thing...? XD
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 12, 2009, 10:13:57 am
yeah, go for it.  I'm working on making the bar graphics and aligning everything.

Another reason why this HUD isn't the most badass thing ever: 50% of the screen is covered =/
Title: Re: Blizz-ABS HUD Request Station
Post by: C.C. rOyAl on October 12, 2009, 10:27:45 am
thats probably cuz of players 2, 3, and 4 thoes
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 12, 2009, 11:10:43 am
(http://img207.imageshack.us/img207/2369/fullb.png) (http://img111.imageshack.us/img111/7033/empty.png)(http://img123.imageshack.us/img123/6529/fill.png)

How's that?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 12, 2009, 11:29:10 am
Very good.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 12, 2009, 12:52:07 pm
Okay, two points.
This is probably obvious but, I don't want the Pl1 Pl2 and that hovering over
their heads

And Those FE Mugs are not mine, they were made by other people
And I'm not sure I like that overdrive bar you made,
That was just supposed to be a placeholder
Not the actual overdrive gauge
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on October 12, 2009, 01:15:35 pm
What you put in your mockup means what your HUD will have...
So if you didn't want that, then you shouldn't have put it there.
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 12, 2009, 01:53:25 pm
That means you aren't actually ready for your HUD to be made, so work is suspended. 
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 12, 2009, 10:38:27 pm
If that's the case, then it's great!
Perfect for my game....... :uhm:
I wish I would have known that though, but
whatever...I just need this done so I can
go with whatever I'm given
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 13, 2009, 01:47:34 am
something to think about before deciding to go as quickly as you can:

QuoteAlthough we fully support our scripts in terms of debugging, we reserve the right to refuse to update your script with significant changes or to debug it for any new scripts or changes in your project.


That means that you aren't guaranteed  to be able to have us change things for you after we do it.  This station is for final concept HUDs, not works in progress.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on October 13, 2009, 01:34:19 pm
What i want my hud to look this if you cant tell i want player 1 on top the player 2 then 3 ect...

Spoiler: ShowHide
(http://img339.imageshack.us/img339/6463/hud.png)


my bars same as this and exp to be same but a about half the size and a yellowish color when its full like the hp and sp

Spoiler: ShowHide
(http://img394.imageshack.us/img394/3686/bars.png)


i believe i gave all the needed information but if i left anything out ask
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 13, 2009, 01:48:43 pm
Seems like you have everything.  So besides positioning, you want:

EXP bar
Different HP/SP bars
Level Display
Facesets
Gold and Map Name Display

The only additional thing I need for when I start would be the bars without any text over them.  I'll put you on the waiting list.
Title: Re: Blizz-ABS HUD Request Station
Post by: Blizzard on October 13, 2009, 02:09:11 pm
Actually that bar style is one of the ones that I have implemented in Tons' HP/SP/EXP bars script.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on October 13, 2009, 03:56:38 pm
are you going to use the 1 from  tons or should i try editing the picture ?




edit: K just making sure
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 13, 2009, 04:16:27 pm
I'm getting the tons ones.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 13, 2009, 11:56:14 pm
Were you doing tons for mine as well, or
were you doing customs?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 14, 2009, 12:06:48 am
customs since you didn't give me any bars.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 14, 2009, 12:16:38 am
Alright, Just wanted to clear that up.
I am excited to see the result, but I have
alot of patience so take your time, if
you weren't already doing so  ;)
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on October 19, 2009, 04:13:30 pm
I would like to make a request, if it's ok. The majority of the script's functionality can be based on Blizzard's Z-hud (http://forum.chaos-project.com/index.php?topic=4284.0), but I need a few modifications:



Mockups:

With changed hotkey system:
Spoiler: ShowHide
(http://i38.tinypic.com/29dime.png)


Without changed hotkey system:

Spoiler: ShowHide
(http://i35.tinypic.com/2ewi876.png)


If you guys can't get to it, that's fine. A zip including all the images needed for this hud are included. I'd like the facesets to be based on whatever sprite the actor is using (if they're using 001-Fighter01, I'd like it to point to the HUD_001-Fighter01.png faceset, if his sprite was 010-Lancer02.png then he'd use HUD_010-Lancer02.png, etc.)

P.S. There is a max of 10 HP blocks per column, and I will only have two rows of HP (I've modified the max HP to make sure of this). Each HP block represents 3 health)

[attachment deleted by admin]
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 19, 2009, 04:47:14 pm
Yay, a well done request post! <3

You're #1 on the waiting list, so it could be anywhere from 2 weeks to 2 months when it gets done...
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on October 19, 2009, 05:08:33 pm
Alright, thanks :D Take as much time as you need on it. I have to hunt down a new VA for one of my characters (the other one left the project), so it'll take at least 3 weeks before I can get the game ready anyways :P I appreciate you taking the request :)
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on October 20, 2009, 08:52:38 am
Quote from: nathmatt on October 13, 2009, 01:34:19 pm
What i want my hud to look this if you cant tell i want player 1 on top the player 2 then 3 ect...

Spoiler: ShowHide
(http://img339.imageshack.us/img339/6463/hud.png)


my bars same as this and exp to be same but a about half the size and a yellowish color when its full like the hp and sp

Spoiler: ShowHide
(http://img394.imageshack.us/img394/3686/bars.png)


i believe i gave all the needed information but if i left anything out ask


K winkio I'll take this, but it'll be done when its done k nathmatt?
I've got other scripts I'm making for people so I'm kind of busy but I'll  work on it all I can,

also whats the size of the face in the first slot, and what do you want the size of the other faces zoomed out?
Umm I'll try my best to do this so wish me luck :)
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on October 20, 2009, 06:18:30 pm
the first 1 is 96x96 the rest are 48x48
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on October 28, 2009, 01:44:35 pm
Just checking in. Any progress made on my HUD?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 28, 2009, 01:58:54 pm
You are on the waiting list (as shown in the first post).  I'm somewhat close to finishing TheRexion's HUD, and then I'll start on yours.
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on October 28, 2009, 02:47:19 pm
Alright. Take as much time as you need, I'm still on the hunt for a replacement VA (one dropped out x.x), so I've got the time.

BTW, if you need any other images for the hud, just tell me.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on October 31, 2009, 09:00:45 pm
Is mine coming along well?
   Are you having any problems?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 31, 2009, 09:04:00 pm
I've had no time to work on it recently because of classes :(.  There shouldn't be any more problems, the only thing I need to finish it is time.  I'll have it done as soon as I can.
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on November 01, 2009, 09:30:07 am
That's good to hear. 
     Take your to, I'm in no rush.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on November 07, 2009, 02:34:14 pm
just checking on progress of my hud
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on November 07, 2009, 02:51:43 pm
Havent started yet sorry...when I find the time I'll start it k?
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on November 09, 2009, 07:58:31 pm
Hmmm, Time sure flies when your not doing anything(Referring to me not you).
Just wanted to check, see if there are any updates.(Maybe a screenshot to take a sneak peak).
Cause I'm getting more excited waiting to see the amazing
work you have done.
Once again, I'm in no rush so Take your time.
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on November 09, 2009, 08:19:05 pm
Sorry, I can't give screenshots because it isn't workable yet.  Instead of building a basic workable version, then adding in features, I'm just building the whole thing at once, which takes a lot less time, although you can't really see the progress until near the end =/  I'm saying 2 weeks until its done, mostly because of classes.  All I really need is 1 solid weekend that I don't have a project to work on.
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on November 12, 2009, 01:29:54 am
@nathmatt: your hud is about 30% done
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on November 12, 2009, 05:56:39 am
k thx
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on November 17, 2009, 11:23:25 pm
So I got caught up in a comp sci project, but I'm done now, so back to finishing the HUD.  This weekend it should be done ;).
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on November 30, 2009, 12:37:36 am
Quote from: winkio on November 17, 2009, 11:23:25 pm
So I got caught up in a comp sci project, but I'm done now, so back to finishing the HUD.  This weekend it should be done ;).

???
What happened to "this weekend"?
Not complaining, just want to know.
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on December 02, 2009, 12:03:37 pm
That weekend ended up going horribly wrong.  I thought that I would have tons of freetime after finishing that project but instead, I got hit with 2 exams and another project :(

Nevertheless, excuses are excuses, and I have finals coming up, so I really need to finish it within a week.

Oh, and its great to keep checking in every week or two like you are :)
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on December 02, 2009, 12:27:15 pm
Just to let you know, I will do my happy dance once you get to mine. It's something very few have the pleasure of witnessing.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on December 03, 2009, 04:08:57 pm
just checking on the progress on mine
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on December 03, 2009, 07:02:26 pm
about 60% done, wont get back to it for awhile, I've got other requests I still gotta do sorry
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on December 05, 2009, 03:15:49 pm
@therexion: I finished all the displays, now I just have to clean it up a little bit and make sure there are no bugs :)

EDIT: Okay, it should be completely finished.  I'll upload the project, and then you have a week to try it out and make sure that everything works right.  I'll pm you the upload link.

EDIT2:  legacyblade, it's your turn!  Your request is detailed enough that I don't need any additional info, so I'll start working on it!
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on December 10, 2009, 12:38:14 am
@nathmat: I cant find the script anywhere. Not sure what happened to it.
I'm going to have to start completely over sorry :(

I'll get it done though!
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on December 10, 2009, 02:30:26 am
@winko, that's awesome :D Can't wait to see how it turns out.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on December 10, 2009, 12:40:51 pm
no problem
Spoiler: ShowHide
i stole it :naughty:
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on December 15, 2009, 07:30:38 pm
Just checking in to see the status on my hud.
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on December 15, 2009, 07:37:46 pm
I left my laptop power cable at college, so I can't work on anything until I get a new one...

EDIT: okay, got a new cable, I'll let know how it goes.
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on December 16, 2009, 02:00:12 pm
Ok. No prob. I'm really glad you're working on it :D
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on December 16, 2009, 02:36:52 pm
@nathmatt about 35% completed D: I'm doing terrible arent I :'(
Title: Re: Blizz-ABS HUD Request Station
Post by: element on December 16, 2009, 04:30:26 pm
Could you guys place me in the waiting list ?

I'm making a game called Element Island (hmm.. where did I saw that name before ?)
I'd like a hud like this Mockup I made :
Spoiler: ShowHide

(http://i935.photobucket.com/albums/ad199/ElementIsland/hud2-1.png)
Parts :
Red SP bar   (round could be tricky I think)
Green HP bar
Blue XP bar
Players name -> max 10 digits
Players Level/LV -> max 3 digits   (I use script to make the player max have level 100)
2 hotkey icons for Item and Skill



This gif should show you how it would work :
Spoiler: ShowHide

(http://i935.photobucket.com/albums/ad199/ElementIsland/animatedhud.gif)


The minimap you can leave as default.

I think you can base this on the Z-hud

In game screen :
Spoiler: ShowHide

(http://i935.photobucket.com/albums/ad199/ElementIsland/hudshow.png)


It would be cool If you scripting gods could make this for me.
When you need graphics just let me know!
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on December 16, 2009, 05:03:43 pm
That hp looks hard... O.o

Would it be the area of a sector formula? XD

(2pi*r^2)/(hp.to_f/max_hp*360).to_i


Edit:
Getting some evil ideas for a HUD of mine now >.<
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on December 16, 2009, 05:39:31 pm
You're on the list :)

@Aqua: don't you remember the skill/item recharge script I did?  That had a rotating cooldown display, very similar to this.  It's not bad at all.
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on December 16, 2009, 05:49:00 pm
Ah right right...
But wouldn't it lag? XD

*imagines a bar that's in the shape of sinx + x*
:3
Title: Re: Blizz-ABS HUD Request Station
Post by: element on December 17, 2009, 03:13:10 am
cant you also use pictures for the hud ?
so I can change the colors when I want.
I'm not that sure about the colors now you know  :wacko:
Title: Re: Blizz-ABS HUD Request Station
Post by: TheRexion on December 20, 2009, 07:42:22 pm
Quote from: winkio on December 05, 2009, 03:15:49 pm
@therexion: I finished all the displays, now I just have to clean it up a little bit and make sure there are no bugs :)

EDIT: Okay, it should be completely finished.  I'll upload the project, and then you have a week to try it out and make sure that everything works right.  I'll pm you the upload link.

AWESOME, THANKX!
I have been gone for awhile so I haven't been able to check back,
But this Rox!  I'll test it as soon as possible!
Title: Re: Blizz-ABS HUD Request Station
Post by: element on December 24, 2009, 07:57:31 am
Can I add something to my request ?
sorry but only now remembered it :p

A little while ago I had a theory question about the blizz-abs minimap being round.
Our solution was that this may be possible if you script it so that the abs only fills up black color and that a white oppacity 0 color overlayers the rest of it.
Could you scripting gods find a way to script this ?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on December 24, 2009, 11:04:58 am
yeah, just add it to your mockup.
Title: Re: Blizz-ABS HUD Request Station
Post by: element on December 26, 2009, 04:09:22 am
Ok working on it.
Title: Re: Blizz-ABS HUD Request Station
Post by: Sir on December 28, 2009, 06:51:33 pm
OK, this is exactly what i need for my personal project.

If it's still available i would like to request a hud that works with Blizz ABS Z-hud

My mock up shall explain:
(http://img148.imageshack.us/img148/9145/zhud.th.png) (http://img148.imageshack.us/i/zhud.png/)


The colours i'd like well, in the face area i'd like it to have an inner black circle on the edges, (just to give the face a little creepier of a look :P)

The health bars to be a blood red, and the mana to be a deep Blue. And that's it lol

Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on December 30, 2009, 07:22:28 pm
give me a better mockup.  Look at previous people's if you need examples.

EDIT: @lb: I have lots of work to do at the moment, so it's going to be a few weeks.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on January 04, 2010, 09:12:19 am
Has there been any update on mine ?
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on January 04, 2010, 09:26:51 am
about 75% done, its gonna be done soon hopefully. Its going slow because I'm working on several things at once. :S
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on January 04, 2010, 09:32:13 am
@winkio. No prob. Work is more important than free projects :P
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on January 04, 2010, 11:28:41 am
that's fine as long as you don't forget about me lol
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on January 04, 2010, 11:38:58 am
I posted a screen of theRexion's HUD just so people could see how it turned out.  It's not finished yet, but since he's taking so long to submit any final changes, I thought I'd post up a picture.
Title: Re: Blizz-ABS HUD Request Station
Post by: element on January 04, 2010, 01:53:42 pm
Rexion's looks nice ! :D
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on January 04, 2010, 06:36:21 pm
I might eventually release the target HUD part once I put new graphics in it and tweak it a bit.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on January 15, 2010, 07:12:53 pm
whats my percentage now
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on January 15, 2010, 07:19:10 pm
about 90%, however I wont be able to work on it for at least 2-3 weeks. I hope thats okay with you :(

I'll try to get some done this weekend, but after the weekend I have semester finals. I have 7 classes to do it in. So its probably going to take 1 1/2 weeks to 2 weeks before I can get working on it again.

And again sorry.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on January 15, 2010, 07:20:38 pm
can i see the code ?
didn't mean that they way it sounds wasn't saying that because you said 2-3 weeks just because been trying to learn how to make huds so was just wondering how you were going about making it and no prob your doing me a favor not the other way around
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on January 15, 2010, 07:36:17 pm
Cant access it right now, or at least until I find a flash drive. Its on my computer, and right now I'm on my laptop, my computer wont connect to the internet at all.

So right now I'm at a roadblock. Even if the HUDs done I wont be able to even get it to you until I find one of my flashdrives. God I'm terrible at keeping organized >__>
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on January 15, 2010, 07:39:02 pm
lol i sounds like my kind of luck i been keeping stuff on my 1tb HDD :)
what you need is a double sided usb plug the just plug ur laptop to ur pc
ok done going off topic
Title: Re: Blizz-ABS HUD Request Station
Post by: element on January 16, 2010, 04:04:51 am
Ok after long time of playing zelda I have a bad mockup of the minimap

minimap itself
Spoiler: ShowHide

I'd like the picture of the hud part itself to pe just a overlayered picture so I would be able to change it later versions.
(http://i935.photobucket.com/albums/ad199/ElementIsland/minimap.png)


This is how it would look in-game
Spoiler: ShowHide

(http://i935.photobucket.com/albums/ad199/ElementIsland/hudshow-1.png)


This is the black-white picture thing for in the script.
Spoiler: ShowHide

(http://i935.photobucket.com/albums/ad199/ElementIsland/cirkle.jpg)
It should work like Only filling the black and opacity0-ing the white
I dont know if it shoukld only work with this one picture.
If you need graphics just ask away !  :)


These Images ae for use for me only so anyone who wants to use these images must ask me for credit first  ;)
Title: Re: Blizz-ABS HUD Request Station
Post by: C.C. rOyAl on January 16, 2010, 12:43:33 pm
Nice mock-ups, I hope they can get that round mini-map for you
Title: Re: Blizz-ABS HUD Request Station
Post by: element on January 16, 2010, 02:20:58 pm
Quote from: C.C. rOyAl on January 16, 2010, 12:43:33 pm
Nice mock-ups, I hope they can get that round mini-map for you

I'm keeping my fingers crossed :p
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on January 19, 2010, 09:05:12 am
Its almost done nathmatt however I still need to find a flash drive.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on January 19, 2010, 09:14:00 am
ok thx
Title: Re: Blizz-ABS HUD Request Station
Post by: G_G on January 29, 2010, 08:12:39 pm
@nathmatt: Seeing I couldnt find my flash drive I decided to start all the way over. Here's a small preview of what it looks like.

Spoiler: ShowHide
(http://img130.imageshack.us/img130/8392/hudprev.png)


I have yet to recode the party members and move the hotkeys and minimap and add the gold and map display. It'll be a few more days still. But I want you to know I'm still working on it.
Title: Re: Blizz-ABS HUD Request Station
Post by: Blizzard on January 30, 2010, 05:59:38 am
Yes, you can move them, G_G. :) Just alias Hud#create_positions and change @hot_x, @hot_y, @left_x and @left_y. You can't put them apart though. They will stay together.
Title: Re: Blizz-ABS HUD Request Station
Post by: nathmatt on January 30, 2010, 06:48:40 am
i pmed you the 1 i made so you wouldn;t need to rewrite yours all the way just need you to fix the party support maybe look over maker sure its as lag free as possible
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on January 30, 2010, 01:35:24 pm
Hey winkio. Just checking to see if you've got a chance to start mine after your couple weeks of absence.
Title: Re: Blizz-ABS HUD Request Station
Post by: element on January 30, 2010, 02:51:37 pm
I'd like to check when someone could start on my hud.
I know it's going to take a while but i'd like to finish my game in 2 months.
Though I am making 3 parts of this game so if it really wouldn't be ready then i'll only use it for part 2and3
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on January 30, 2010, 03:53:53 pm
Lb, starting on your HUD today, should be finished very soon.

Elementisland, you are after that.
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on January 30, 2010, 03:55:47 pm
Ok :) I can't wait to see it. Sorry for nagging  :^_^':
Title: Re: Blizz-ABS HUD Request Station
Post by: element on January 30, 2010, 04:24:41 pm
Great :)
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on February 11, 2010, 09:39:13 pm
swamped, sorry, haven't had much time to work on your HUD lb :[
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on February 12, 2010, 12:12:20 am
It's ok. I'll be out of town without a computer the next two weekends. Not much time to work on my game anyways :P
Title: Re: Blizz-ABS HUD Request Station
Post by: Jragyn on February 12, 2010, 07:02:03 pm
Spoiler: ShowHide
#|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|
# Blizz-ABS Party HUD by Winkio
# Version: 1.25
#|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|

#==============================================================================
# PARHUD_CONFIG
#------------------------------------------------------------------------------
#  This module is the configuration section
#==============================================================================
module PARHUD_CONFIG
 
 # Keeps health bar same color no matter what hp
 COLOR_FIX = false
 # Centers the hud display
 CENTER_DISPLAY = false
 # shows facesets.  If set to true, must have a max party size of 4 or less.
 # If set to false, must have a max party size of 6 or less.
 FACESETS = true
 # display map name in hud
 MAPNAME = true
 # background picture for top hud.  If you have one, put it in Pictures.
 # Set this variable to the file name, for example, "mybg.png"
 # It should be 640 pixels wide and 50+TOPSPACE pixels tall.
 BGTOP = ""
 # space between top of HUD and top of screen.  must be between 0 and 14
 TOPSPACE = 2
 # allow minimap to be fullscreen
 MINIMAP_FULLSCREEN = true
end

#==============================================================================
# Game_System
#------------------------------------------------------------------------------
#  This class was modified to support the party hud
#==============================================================================
class Game_System
 attr_accessor :parhud
 alias initialize_parhud_later initialize
 def initialize
   @parhud = true
   initialize_parhud_later
 end
end

#==============================================================================
# Scene_Title
#==============================================================================

class Scene_Title

 alias main_parhud_later main
 def main
   $map_infos = load_data('Data/MapInfos.rxdata')
   $map_infos.keys.each {|key| $map_infos[key] = $map_infos[key].name}
   main_parhud_later
 end
 
end

#==============================================================================
# Game_Map
#==============================================================================

class Game_Map
       
 def name
   return $map_infos[@map_id]
 end
 
end


#==============================================================================
# ParHud
#------------------------------------------------------------------------------
#  This class creates the top hud that shows the hp/sp of all party members and
#  their names.
#==============================================================================

class ParHud < Sprite
 
 #----------------------------------------------------------------------------
 # Initialization
 #  viewport - the viewport for the sprite
 #----------------------------------------------------------------------------
 def initialize(viewport = nil)
   # call superclass method
   super
   # create positions
   create_positions
   # create bitmap
   self.bitmap = Bitmap.new(640, 50+PARHUD_CONFIG::TOPSPACE)
   # set font
   self.bitmap.font.name = 'Geometrix'
   # set font size
   self.bitmap.font.size = 20
   # set font to bold
   self.bitmap.font.bold = true
   # set z coordinate
   self.z = 1000
   # set party size
   @psize = $game_party.actors.size
   @poffset = 0
   test_offset
   @hp, @maxhp = [0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0]
   @sp, @maxsp = [0, 0, 0, 0, 0, 0], [0, 0, 0, 0, 0, 0]
   # draw basic HUD
   draw_basic
   # update
   update
 end
 #----------------------------------------------------------------------------
 # create_positions
 #  Sets drawing positions. This method can be aliased and the positions
 #  modified to create a different HUD.
 #----------------------------------------------------------------------------
 def create_positions
   @name_x, @name_y, @hp_x, @hp_y, @sp_x, @sp_y = [], [], [], [], [], []
   if PARHUD_CONFIG::FACESETS
     @face_x, @face_y = [], []
   end
   if !PARHUD_CONFIG::CENTER_DISPLAY
     @maxpsize = BlizzABS::Config::MAX_PARTY
     @name_x, @name_y, @hp_x, @hp_y, @sp_x, @sp_y = [], [], [], [], [], []
     @face_x, @face_y = [], []
     (0...@maxpsize).each {|i|
       if PARHUD_CONFIG::FACESETS
         xdat = i*640/@maxpsize + 320/@maxpsize-25
         @face_x.push(xdat-52)
         @face_y.push(PARHUD_CONFIG::TOPSPACE)
       else
         xdat = i*640/@maxpsize + 320/@maxpsize-50
       end
       @name_x.push(xdat)
       @name_y.push(PARHUD_CONFIG::TOPSPACE)
       @hp_x.push(xdat)
       @hp_y.push(16+PARHUD_CONFIG::TOPSPACE)
       @sp_x.push(xdat)
       @sp_y.push(33+PARHUD_CONFIG::TOPSPACE)}
   else
     if (@psize == nil)
       #@psize = 1
       @psize = $game_party.actors.size
     end
     (0...@psize).each {|i|
       if PARHUD_CONFIG::FACESETS
         xdat = i*640/@psize + 320/@psize-25
         @face_x.push(xdat-52)
         @face_y.push(PARHUD_CONFIG::TOPSPACE)
       else
         xdat = i*640/@psize + 320/@psize-50
       end
       @name_x.push(xdat)
       @name_y.push(PARHUD_CONFIG::TOPSPACE)
       @hp_x.push(xdat)
       @hp_y.push(16+PARHUD_CONFIG::TOPSPACE)
       @sp_x.push(xdat)
       @sp_y.push(33+PARHUD_CONFIG::TOPSPACE)}
   end
 end
 #----------------------------------------------------------------------------
 # draw_basic
 #  Draws the HUD template.
 #----------------------------------------------------------------------------
 def draw_basic
   self.bitmap.font.size = 16
   color = Color.new(255, 255, 255, 0)
   if PARHUD_CONFIG::BGTOP != ""
     # load bitmap
     bitmap = RPG::Cache.picture(PARHUD_CONFIG::BGTOP)
     # draw bitmap
     self.bitmap.blt(0, 0, bitmap, Rect.new(0, 0, 640, 50+PARHUD_CONFIG::TOPSPACE))
   end
   self.bitmap.font.color = Color.new(255, 255, 255)
   # if color exists
   if color.is_a?(Color)
     (0...@psize).each {|i|
       # draw outlines in color
       self.bitmap.fill_rect(@hp_x[i], @hp_y[i], 102, 14, color)
       self.bitmap.fill_rect(@sp_x[i], @sp_y[i], 102, 14, color)
       # draw actor's names and faces
       self.bitmap.draw_text(@name_x[i], @name_y[i], 104, 20, actor(i).name, 1)
#        self.bitmap.draw_text_full(@name_x[i], @name_y[i], 104, 20, actor(i).name, 1)
       if PARHUD_CONFIG::FACESETS
         self.bitmap.fill_rect(@face_x[i], @face_y[i], 50, 50, color)
         # load bitmap
         bitmap = RPG::Cache.picture("actor"+actor(i).id.to_s+".png")
         # draw bitmap
         self.bitmap.blt(@face_x[i]+1, @face_y[i]+1, bitmap, Rect.new(0, 0, 48, 48))
       end
       }
   end
   self.bitmap.font.size = 14
 end
 #----------------------------------------------------------------------------
 # draw_empty
 #  Draws the HP and SP display when actor doesn't exist.
 #----------------------------------------------------------------------------
 def draw_empty
   # set font color
   self.bitmap.font.color = disabled_color
   (0...@psize).each {|i|
     # draw empty bars
     self.bitmap.gradient_bar_hud(@hp_x[i], @hp_y[i], 100, 0, 'hud_green_bar')
     self.bitmap.gradient_bar_hud(@sp_x[i], @sp_y[i], 100, 0, 'hud_blue_bar')
     # draw empty HP/SP
     self.bitmap.draw_text(@hp_x[i]+48, @hp_y[i]-3, 48, 20, '0', 2)
#      self.bitmap.draw_text_full(@hp_x[i]+48, @hp_y[i]-3, 48, 20, '0', 2)
     self.bitmap.draw_text(@sp_x[i]+48, @sp_y[i]-3, 48, 20, '0', 2)
#      self.bitmap.draw_text_full(@sp_x[i]+48, @sp_y[i]-3, 48, 20, '0', 2)
     }
   # reset all flag variables
   @hp = @sp = @maxhp = @maxsp = nil
 end
 #----------------------------------------------------------------------------
 # draw_hp
 #  Draws the HP display.
 #----------------------------------------------------------------------------
 def draw_hp
   @hp, @maxhp = [], []
   self.bitmap.font.color = normal_color
   (0...@psize).each {|i|
     # set current variables
     @hp.push(actor(i).hp)
     @maxhp.push(actor(i).maxhp)
     rate = (@maxhp[i] > 0 ? @hp[i].to_f / @maxhp[i] : 0)

     self.bitmap.font.name = "Astrolyte"

     if PARHUD_CONFIG::COLOR_FIX
       # draw gradient bar
       self.bitmap.gradient_bar_hud(@hp_x[i], @hp_y[i], 100, rate, 'hud_green_bar', 0)
       # draw HP
       self.bitmap.draw_text(@hp_x[i]+1, @hp_y[i], 100, 11, @hp[i].to_s, 1)
#        self.bitmap.draw_text_full(@hp_x[i]+1, @hp_y[i], 100, 11, @hp[i].to_s, 1)
     else
       # draw gradient bar
       self.bitmap.gradient_bar_hud(@hp_x[i], @hp_y[i], 100, rate, 'hud_green_bar', 1)
       # set font color depending on how many HP left
       self.bitmap.font.color = @hp[i] == 0 ? knockout_color :
           @hp[i] <= @maxhp[i] / 4 ? crisis_color : normal_color
       # draw HP
       self.bitmap.draw_text(@hp_x[i]-20, @hp_y[i]+2, 100, 11, @hp[i].to_s, 2)
#        self.bitmap.draw_text_full(@hp_x[i]-20, @hp_y[i]+2, 100, 11, @hp[i].to_s, 2)
       self.bitmap.font.color = normal_color
     end
     }
 end
 #----------------------------------------------------------------------------
 # draw_sp
 #  Draws the SP display.
 #----------------------------------------------------------------------------
 def draw_sp
   @sp, @maxsp = [], []
   self.bitmap.font.color = normal_color
   (0...@psize).each {|i|
     # set current variables
     @sp.push(actor(i).sp)
     @maxsp.push(actor(i).maxsp)
     rate = (@maxsp[i] > 0 ? @sp[i].to_f / @maxsp[i] : 0)
     # draw gradient bar
     self.bitmap.gradient_bar_hud(@sp_x[i], @sp_y[i], 100, rate, 'hud_blue_bar', 0)
       # set font color depending on how many HP left
       self.bitmap.font.color = @sp[i] == 0 ? knockout_color :
           @sp[i] <= @maxsp[i] / 4 ? crisis_color : normal_color
     # draw SP
     self.bitmap.draw_text(@sp_x[i]-20, @sp_y[i]+2, 100, 11, @sp[i].to_s, 2)
#      self.bitmap.draw_text_full(@sp_x[i]-20, @sp_y[i]+2, 100, 11, @sp[i].to_s, 2)
     }
 end
 #----------------------------------------------------------------------------
 # update
 #  Checks if HUD needs refreshing.
 #----------------------------------------------------------------------------
 def update
   # if actor doesn't exist
   if actor == nil
     # unless already drawn empty HUD
     unless @empty_hud_drawn
       # draw HUD template
       draw_basic
       # draw empty HP, SP and EXP bars
       draw_empty
       # empty HUD was drawn
       @empty_hud_drawn = true
     end
   else
     if @psize != $game_party.actors.size
       @psize = $game_party.actors.size
       self.bitmap.clear
       create_positions
       test_offset
       draw_basic
     end
     # if HUD needs refresh
     if $game_temp.hud_refresh
       # draw all data about actors
       draw_hp
       draw_sp
       # remove flag
       $game_temp.hud_refresh = nil
     else
       # draw data that needs to be updated
       test_offset
       test_hp
       test_sp
     end
     # empty HUD wasn't drawn
     @empty_hud_drawn = false
   end
 end
 #----------------------------------------------------------------------------
 # test_hp
 #  Tests and draws the HP.
 #----------------------------------------------------------------------------
 def test_hp
   (0...@psize).each {|i|
     # draw new HP if HP or max HP have changed
     if actor(i).hp != @hp[i] || actor(i).maxhp != @maxhp[i]
       draw_hp
       return
     end}
 end
 #----------------------------------------------------------------------------
 # test_sp
 #  Tests and draws the SP.
 #----------------------------------------------------------------------------
 def test_sp
   (0...@psize).each {|i|
     # draw new HP if HP or max HP have changed
     if actor(i).sp != @sp[i] || actor(i).maxsp != @maxsp[i]
       draw_sp
       return
     end}
 end
 #----------------------------------------------------------------------------
 # test_offset
 #  Tests and draws the SP.
 #----------------------------------------------------------------------------
 def test_offset
   (0...@psize).each {|i|
   if actor(0).name != $game_actors[1].name
     @poffset = (@poffset + 1) % @psize
   else
     return
   end}
 end
 #----------------------------------------------------------------------------
 # actor
 #  Returns the party leader's battler for easier reference.
 #----------------------------------------------------------------------------
 def actor(id = 0)
   return $game_party.actors[(id + @poffset)%@psize]
 end  
 #----------------------------------------------------------------------------
 # dispose
 #  disposes of the sprite.
 #----------------------------------------------------------------------------
 def dispose
   super
 end  
 
end

#==============================================================================
# Hud
#------------------------------------------------------------------------------
#  This class was modified to support SR display and modify the number of
#  skills left to use.
#  Displays HUD window and exp/level bar
#==============================================================================

class Hud < Sprite
 
 #----------------------------------------------------------------------------
 # Initialization
 #  viewport - the viewport for the sprite
 #----------------------------------------------------------------------------
 def initialize(viewport = nil)
   # call superclass method
   super
   # create positions
   create_positions
   # create bitmap
   self.bitmap = Bitmap.new(170, 90)
   # set font
   self.bitmap.font.name = 'Geometrix'
   # set font size
   self.bitmap.font.size = 16
   # set font to bold
   self.bitmap.font.bold = true
   # set x and y coordinates
   self.x, self.y = @hud_x, @hud_y
   # set z coordinate
   self.z = 1000
   # draw basic HUD
   draw_basic
   # update
   update
 end
 #----------------------------------------------------------------------------
 # create_positions
 #  Sets drawing positions. This method can be aliased and the positions
 #  modified to create a different HUD.
 #----------------------------------------------------------------------------
 def create_positions
   @hud_height, @hud_width, @hud_x, @hud_y = 90, 120, 0, 390
   @level_x, @level_y = 0, 0
   @gold_x, @gold_y, @loc_x, @loc_y = 10, 20, 10, 40
   @sbar_x, @sbar_y = 65, 60
   if !BlizzABS::Config::DIRECT_HOTKEYS
     @hot_x, @hot_y, @left_x, @left_y = 4, 60, 4, 74
   end
 end
 #----------------------------------------------------------------------------
 # draw_basic
 #  Draws the HUD template.
 #----------------------------------------------------------------------------
 def draw_basic
   # fill with grey rectangle
   self.bitmap.fill_rect(0, 0, @hud_width, @hud_height,
       Color.new(0, 0, 0, 64))
   color = Color.new(255, 255, 255, 0)
   # if color exists
   if color.is_a?(Color)
     # draw outlines in color
     self.bitmap.fill_rect(@level_x, @level_y, 120, 14, color)
   end
   if !BlizzABS::Config::DIRECT_HOTKEYS
     # draw "Skill:"
     self.bitmap.draw_text(@hot_x, @hot_y, 48, 20, 'S')
#      self.bitmap.draw_text_full(@hot_x, @hot_y, 48, 20, 'S')
     # draw "Item:"
     self.bitmap.draw_text(@hot_x+60, @hot_y, 48, 20, 'I')
#      self.bitmap.draw_text_full(@hot_x+60, @hot_y, 48, 20, 'I')
   end
   # set font color
   self.bitmap.font.color = system_color
   # draw "Gold"
 self.bitmap.font.name = "Geometrix"
   self.bitmap.draw_text(@gold_x-10, @gold_y + 10, 40, 20, 'G')
#    self.bitmap.draw_text_full(@gold_x-10, @gold_y + 10, 40, 20, 'G')
 end
 #----------------------------------------------------------------------------
 # draw_empty
 #  Draws the HP and SP display when actor doesn't exist.
 #----------------------------------------------------------------------------
 def draw_empty
   self.bitmap.gradient_bar_hud(@level_x+1, @level_y+1, 118, 'hud_white_bar', 1)
   # set font color
   self.bitmap.font.color = disabled_color
   # draw empty HP
   self.bitmap.draw_text_full(@level_x, @level_y, 118, 11, '0', 1)
   # reset all flag variables
   @name = @level = @hp = @sp = @maxhp = @maxsp = @exp = @states = @skill =
       @skills_left = @item = @items_left = @gold = nil
 end
 #----------------------------------------------------------------------------
 # draw_exp
 #  Draws the EXP display.
 #----------------------------------------------------------------------------
 def draw_exp
   # set current variables
   @exp, @level = actor.exp, actor.level
   # set fill rate
   self.bitmap.font.name = "Astrolyte"
   self.bitmap.font.bold = true
#    self.bitmap.font.size = 28

   rate = (actor.next_exp != 0 ? actor.now_exp.to_f / actor.next_exp  : 1)
   # draw gradient bar
   self.bitmap.gradient_bar_hud(@level_x, @level_y, 118, rate, 'hud_white_bar', 2)
   # set font color depending on how many HP left
   self.bitmap.font.color = normal_color
   # draw EXP
   colorR = Color.new(0, 187, 0, 255)
   self.bitmap.font.color = colorR
   self.bitmap.draw_text(@level_x+30, @level_y-3, 118, 20, actor.next_rest_exp_s, 1)
#    self.bitmap.draw_text_full(@level_x+30, @level_y-3, 118, 20, actor.next_rest_exp_s, 1)

   self.bitmap.font.color = normal_color
   self.bitmap.draw_text(@level_x-20, @level_y+3, 118, 20, 'NEXT: ', 1)
#    self.bitmap.draw_text_full(@level_x-20, @level_y+3, 118, 20, 'NEXT: ', 1)
   
 self.bitmap.font.size = 12
 
   self.bitmap.fill_rect(@level_x+68, @level_y+15, 44, 10, Color.new(0, 0, 0, 64))
   self.bitmap.draw_text(@level_x+30, @level_y+10, 118, 20, 'LV. ' + @level.to_s, 1)
#    self.bitmap.draw_text_full(@level_x+30, @level_y+10, 118, 20, 'LV. ' + @level.to_s, 1)

 self.bitmap.font.size = 16
 end
 #----------------------------------------------------------------------------
 # draw_gold
 #  Draws the gold display.
 #----------------------------------------------------------------------------
 def draw_gold
   # set current variable
   @gold = $game_party.gold
   # remove old display
   self.bitmap.font.name = "Astrolyte"
   self.bitmap.fill_rect(@gold_x+10, @gold_y+10, 90, 20, Color.new(0, 0, 0, 64))
   # set font color
   self.bitmap.font.color = crisis_color
   # draw party's gold  
   self.bitmap.draw_text(@gold_x+10, @gold_y+10, 115, 20, $game_party.gold.to_s, 0)
#    self.bitmap.draw_text_full(@gold_x+10, @gold_y+10, 115, 20, $game_party.gold.to_s, 0)
 end
 #----------------------------------------------------------------------------
 # draw_loc
 #  Draws the map location display.
 #----------------------------------------------------------------------------
 def draw_loc
   # set current variable
   @loc = $game_map.name
   # remove old display
   self.bitmap.fill_rect(@loc_x-10, @loc_y+10, 120, 20, Color.new(0, 0, 0, 64))
   # set font color
   color2 = Color.new(128, 128, 255, 255)
   self.bitmap.font.color = color2
   # draw party's location
 self.bitmap.font.name = "Geometrix"
   self.bitmap.draw_text(@loc_x-10, @loc_y+10, 120, 20, $game_map.name, 0)
#    self.bitmap.draw_text_full(@loc_x-10, @loc_y+10, 120, 20, $game_map.name, 0)
 end
 #----------------------------------------------------------------------------
 # draw_hskill
 #  Draws the hot skill display.
 #----------------------------------------------------------------------------
 def draw_hskill
   # set current variable
   @skill = actor.skill
   # remove old display
   self.bitmap.fill_rect(@hot_x+28, @hot_y+4, 24, 24, Color.new(0, 0, 0, 128))
   # if skill hot skill exists
   if @skill != 0
     # load bitmap
     bitmap = RPG::Cache.icon($data_skills[@skill].icon_name)
     # draw bitmap
     self.bitmap.blt(@hot_x+28, @hot_y+4, bitmap, Rect.new(0, 0, 24, 24))
   end
   # removes skills left to use display
   draw_lskill
 end
 #----------------------------------------------------------------------------
 # draw_lskill
 #  Draws the skills left to use display.
 #----------------------------------------------------------------------------
 def draw_lskill
   # remove old display
   self.bitmap.fill_rect(@left_x, @left_y+4, 24, 16, Color.new(0, 0, 0, 128))
   # get the number of skills left
   @skills_left = get_skills_left
   # if hot skill exists
   if @skill != nil && @skill > 0
     # if normal SP cost
     if @skills_left >= 0
       # if not enough sp to use
       if @skills_left == 0
         # set font color
         self.bitmap.font.color = Color.new(255, 0, 0)
       # if enough SP for 5 or less skill uses
       elsif @skills_left <= 5
         # set font color
         self.bitmap.font.color = Color.new(255, 255, 0)
       else
         # set font color
         self.bitmap.font.color = normal_color
       end
       # decrease font color
       self.bitmap.font.size -= 2
       # draw number how many skills left to use
       self.bitmap.draw_text_full(@left_x, @left_y, 24, 20, @skills_left.to_s, 1)
       # increase font size
       self.bitmap.font.size += 2
     # if infinite skills left
     elsif @skills_left == -1
       # set font color
       self.bitmap.font.color = Color.new(0, 255, 0)
       # increase font size
       self.bitmap.font.size += 4
       # draw "∞" skill uses left
       self.bitmap.draw_text_full(@left_x, @left_y, 24, 20, '∞', 1)
       # decrease font size
       self.bitmap.font.size -= 4
     end
   end
 end
 #----------------------------------------------------------------------------
 # get_skills_left
 #  Gets the number of skill usages left.
 #----------------------------------------------------------------------------
 def get_skills_left
   # if skill hot skill exists
   if @skill != nil && @skill > 0
     # if SP cost is zero
     if $data_skills[@skill].sp_cost > 0
       # get basic SP cost
       sp_cost = $data_skills[@skill].sp_cost
       # if using SP Cost Mod Status
       if $tons_version != nil && $tons_version >= 6.54 &&
           $game_system.SP_COST_MOD
         # get modified cost
         sp_cost = BlizzCFG.get_cost_mod(actor.states, sp_cost)
       end
       # infinite
       return -1 if sp_cost == 0
       # calculate skills left to use
       return actor.sp / sp_cost
     end
     # set flag
     return -1
   end
   # set flag
   return -2
 end
 #----------------------------------------------------------------------------
 # draw_hitem
 #  Draws the hot item display.
 #----------------------------------------------------------------------------
 def draw_hitem
   # set current variable
   @item = actor.item
   # remove old display
   self.bitmap.fill_rect(@hot_x+88, @hot_y+4, 24, 24, Color.new(0, 0, 0, 128))
   # if hot item exists
   if @item != 0
     # load bitmap
     bitmap = RPG::Cache.icon($data_items[@item].icon_name)
     # draw bitmap
     self.bitmap.blt(@hot_x+88, @hot_y+4, bitmap, Rect.new(0, 0, 24, 24))
   end
   # removes items left to use display
   draw_litem
 end
 #----------------------------------------------------------------------------
 # draw_litem
 #  Draws the items left to use display.
 #----------------------------------------------------------------------------
 def draw_litem
   # set current variable
   @items_left = $game_party.item_number(@item)
   # remove old display
   self.bitmap.fill_rect(@left_x+60, @left_y+4, 24, 16, Color.new(0, 0, 0, 128))
   # if hot item exists
   if @item != nil && @item > 0
     # if item exists and cannot be consumed
     if $data_items[@item] != nil && !$data_items[@item].consumable
       # set font color
       self.bitmap.font.color = Color.new(0, 255, 0)
       # increase font size
       self.bitmap.font.size += 4
       # draw "∞" items left
       self.bitmap.draw_text_full(@left_x+60, @left_y, 24, 20, '∞', 1)
       # decrease font size
       self.bitmap.font.size -= 4
     else
       # if no items left
       if @items_left == 0
         # set font color
         self.bitmap.font.color = Color.new(255, 0, 0)
       # if equal or less items left
       elsif @items_left <= 10
         # set font color
         self.bitmap.font.color = Color.new(255, 255, 0)
       else
         # set font color
         self.bitmap.font.color = normal_color
       end
       # decrease font color
       self.bitmap.font.size -= 2
       # draw number how many items left to use
       self.bitmap.draw_text_full(@left_x+60, @left_y, 24, 20, @items_left.to_s, 1)
       # increase font size
       self.bitmap.font.size += 2
     end
   end
 end
 #----------------------------------------------------------------------------
 # update
 #  Checks if HUD needs refreshing.
 #----------------------------------------------------------------------------
 def update
   # if actor doesn't exist
   if actor == nil
     # unless already drawn empty HUD
     unless @empty_hud_drawn
       # draw HUD template
       draw_basic
       # draw empty HP, SP and EXP bars
       draw_empty
       # empty HUD was drawn
       @empty_hud_drawn = true
     end
   else
     # if HUD needs refresh
     if $game_temp.hud_refresh
       # draw all data about actors
       draw_exp
       draw_gold
       if PARHUD_CONFIG::MAPNAME
         draw_loc
       end
       unless BlizzABS::Config::DIRECT_HOTKEYS
         draw_hskill
         draw_lskill
         draw_hitem
         draw_litem
       end
       # remove flag
       $game_temp.hud_refresh = nil
     else
       # draw data that needs to be updated
       test_exp
       test_gold
       if PARHUD_CONFIG::MAPNAME
         test_loc
       end
       unless BlizzABS::Config::DIRECT_HOTKEYS
         test_hskill
         test_lskill
         test_hitem
         test_litem
       end
     end
     # empty HUD wasn't drawn
     @empty_hud_drawn = false
   end
 end
 #----------------------------------------------------------------------------
 # test_exp
 #  Tests and draws the EXP.
 #----------------------------------------------------------------------------
 def test_exp
   # draw new HP if HP or max HP have changed
   draw_exp if actor.exp != @exp
 end
 #----------------------------------------------------------------------------
 # test_gold
 #  Tests and draws the gold.
 #----------------------------------------------------------------------------
 def test_gold
   # draw new er if er has changed
   draw_gold if $game_party.gold != @gold
 end
 #----------------------------------------------------------------------------
 # test_loc
 #  Tests and draws the loc.
 #----------------------------------------------------------------------------
 def test_loc
   # draw new er if er has changed
   draw_loc if $game_map.name != @loc
 end
 
 
 #----------------------------------------------------------------------------
 # actor
 #  Returns the party leader's battler for easier reference.
 #----------------------------------------------------------------------------
 def actor
   return $game_player.battler
 end
 #----------------------------------------------------------------------------
 # dispose
 #  Removes PARHUD from screen and memory.
 #----------------------------------------------------------------------------
 def dispose
   @parhud = nil
   super
 end
 
end

#==============================================================================
# Hotkey_Assignment
#------------------------------------------------------------------------------
#  This class creates and display currently assigned hotkeys and is more
#  effiecient than the Window class.
#  Changed to display at bottom of screen with new graphics.
#==============================================================================

class Hotkey_Assignment < Sprite
 
 #----------------------------------------------------------------------------
 # Initialization
 #  viewport - the viewport for the sprite
 #----------------------------------------------------------------------------
 def initialize(viewport = nil)
   # call superclass
   super
   # create bitmap
   self.bitmap = Bitmap.new(320, 32)
   # set font to bold
   self.bitmap.font.bold = true
   # decrease font size
   self.bitmap.font.size -= 8
   # set font color
   self.bitmap.font.color = system_color
   # set x and y position
   self.x, self.y, self.z = 160, 448, 1100
   @page = 1
   # skill IDs on hotkeys
   @skills = BlizzABS::Cache::EmptyKeys
   # item IDs on hotkeys
   @items = BlizzABS::Cache::EmptyKeys
   # update display
   update
 end
 #----------------------------------------------------------------------------
 # draw
 #  Draws the hotkey display.
 #----------------------------------------------------------------------------
 def draw(index = nil)
   # iterate through all hotkeys
   (index == nil ? BlizzABS::Cache::HotkeyRange : [index]).each {|i|
       # if hotkey is skill hotkey
       if $game_player.skill_hotkeys[i%10] != 0
         # temporary object
         object = $data_skills[$game_player.skill_hotkeys[i%10]]
       # if hotkey is item hotkey
       elsif $game_player.item_hotkeys[i%10] != 0
         # temporary object
         object = $data_items[$game_player.item_hotkeys[i%10]]
       end
       # if any change applied (10 is used for 0)
       if @items[i%10] != $game_player.item_hotkeys[i%10] ||
           @skills[i%10] != $game_player.skill_hotkeys[i%10]
         # remove this icon
         self.bitmap.fill_rect(32*(i-1), 0, 32, 32, Color.new(0, 0, 0, 0))
         # fill icon bachground
         self.bitmap.fill_rect(32*(i-1)+4, 4, 24, 24, Color.new(0, 0, 0, 128))
         # if object exists
         if object != nil
           # load bitmap
           bitmap = RPG::Cache.icon(object.icon_name)
           # draw bitmap
           self.bitmap.blt(32*(i-1)+4, 4, bitmap, Rect.new(0, 0, 24, 24))
         end
         # draw hotkey number
         self.bitmap.draw_text(32*(i-1), 10, 30, 32, (i%10).to_s, 2)
#          self.bitmap.draw_text_full(32*(i-1), 10, 30, 32, (i%10).to_s, 2)
       end}
   # set new items
   @items = $game_player.item_hotkeys.clone
   # set new skills
   @skills = $game_player.skill_hotkeys.clone
 end
end

#==============================================================================
# Minimap
#------------------------------------------------------------------------------
#  This class creates and handels the minimap/fullscreen map display and is
#  more efficient than the Window class.
#  Changed to 6x6 tiles with rounded edges
#==============================================================================

class Minimap < Sprite
 
 # setting all accessible variables
 attr_reader :map_id
 #----------------------------------------------------------------------------
 # Initialization
 #----------------------------------------------------------------------------
 def initialize
   # call superclass method
   super(Viewport.new(520, 390, 120, 90))
   # get autotile image from Blizz-ABS Cache
   @autotile = minimap_autotile
   # creates the passable floor map
   create_passable_floor
   # set x and y position
   self.x, self.y = 0, 0
   # set z position
   viewport.z = 5000
   # store events
   @events, @names = check_events
   # create sprites for events
   create_sevents
   # set all sprites visible
   self.visible = true
 end
 #--------------------------------------------------------------------------
   # minimap_autotile
   #  Creates the minimap autotile for passability.
   #--------------------------------------------------------------------------
   def minimap_autotile
     b = Bitmap.new(18, 24)
     c1 = Color.new(191, 191, 191)
     c2 = Color.new(255, 255, 255)
     b.fill_rect(0, 0, 6, 6, c1)
     b.fill_rect(12, 0, 6, 6, c1)
     #bottom 3x3 square
     b.fill_rect(2, 8, 14, 14, c1)
     b.fill_rect(1, 10, 1, 10, c1)
     b.fill_rect(4, 7, 10, 1, c1)
     b.fill_rect(16, 10, 1, 10, c1)
     b.fill_rect(4, 22, 10, 1, c1)
     #highlight pixels
     b.fill_rect(4, 6, 10, 1, c2)
     b.fill_rect(14, 7, 2, 1, c2)
     b.fill_rect(16, 8, 1, 2, c2)
     b.fill_rect(17, 10, 1, 10, c2)
     b.fill_rect(16, 20, 1, 2, c2)
     b.fill_rect(14, 22, 2, 1, c2)
     b.fill_rect(4, 23, 10, 1, c2)
     b.fill_rect(2, 22, 2, 1, c2)
     b.fill_rect(1, 20, 1, 2, c2)
     b.fill_rect(0, 10, 1, 10, c2)
     b.fill_rect(1, 8, 1, 2, c2)
     b.fill_rect(2, 7, 2, 1, c2)
     return b
   end
 #----------------------------------------------------------------------------
 # create_passable_floor
 #  Creates the passable floor map on the bitmap.
 #----------------------------------------------------------------------------
 def create_passable_floor
   # delete bitmap if bitmap exists
   self.bitmap.dispose if self.bitmap != nil
   # store new map ID
   @map_id = $game_map.map_id
   # temporary width and height
   w, h = $game_map.width, $game_map.height
   # create bitmap
   self.bitmap = Bitmap.new(6*w, 6*h)
   # fill rectangle
   self.bitmap.fill_rect(0, 0, 6*w, 6*h, Color.new(0, 0, 0, 128))
   # get passability data
   v_map = $game_map.virtual_passability
   # iterate through all tiles
   (0...v_map.xsize).each {|x| (0...v_map.ysize).each {|y|
       # depending on passable direction, draw the path using the autotile
       case v_map[x, y]
       when 0x01 #    D
         self.bitmap.blt(x*6, y*6+3, @autotile, Rect.new(0, 0, 6, 3), 128)
       when 0x02 #   L
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(3, 0, 3, 6), 128)
       when 0x03 #   LD
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(12, 6, 6, 6), 128)
       when 0x04 #  R
         self.bitmap.blt(x*6+3, y*6, @autotile, Rect.new(0, 0, 3, 6), 128)
       when 0x05 #  R D
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(0, 6, 6, 6), 128)
       when 0x06 #  RL
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(6, 6, 6, 3), 128)
         self.bitmap.blt(x*6, y*6+3, @autotile, Rect.new(6, 21, 6, 3), 128)
       when 0x07 #  RLD
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(6, 6, 6, 6), 128)
       when 0x08 # U
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(0, 3, 6, 3), 128)
       when 0x09 # U  D
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(0, 12, 3, 6), 128)
         self.bitmap.blt(x*6+3, y*6, @autotile, Rect.new(15, 12, 3, 6), 128)
       when 0x0A # U L
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(12, 18, 6, 6), 128)
       when 0x0B # U LD
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(12, 12, 6, 6), 128)
       when 0x0C # UR
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(0, 18, 6, 6), 128)
       when 0x0D # UR D
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(0, 12, 6, 6), 128)
       when 0x0E # URL
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(6, 18, 6, 6), 128)
       when 0x0F # URLD
         self.bitmap.blt(x*6, y*6, @autotile, Rect.new(6, 12, 6, 6), 128)
       end}}
 end
 #----------------------------------------------------------------------------
 # update
 #  Updates the minimap and sprite movement on the minimap.
 #----------------------------------------------------------------------------
 def update(override = false)
   # creates the passable floor map if new map entered
   create_passable_floor if @map_id != $game_map.map_id
   # get events
   ev = check_events
   # if events or names changed
   if [@events, @names] != ev
     # store new events and names
     @events, @names = ev
     # delete sprites of events
     destroy_sevents
     # create sprites of events
     create_sevents
   end
   # if minimap not in fullscreen mode
   if $game_system.minimap < 2
     # set offset display
     self.ox, self.oy = $game_map.display_x * 6 / 128, $game_map.display_y * 6 / 128
   # if not pressed the turn button to scroll map around
   elsif !($game_system.turn_button && Input.press?(Input::Turn)) || override
     # if map can be scrolled horizontally
     if self.bitmap.width > 640
       # coordinate
       border = $game_player.real_x * 6 / 128 - 320
       # get right border
       border_x = self.bitmap.width - 640
       # set offset
       if border < 0
         self.ox = 0
       elsif border > border_x
         self.ox = border_x
       else
         self.ox = border
       end
     else
       # center map display horizontally
       self.ox = self.bitmap.width/2 - 320
     end
     # if map can be scrolled vertically
     if self.bitmap.height > 480
       # coordinate
       border = $game_player.real_y * 6 / 128 - 240
       # get lower border
       border_y = self.bitmap.height - 480
       # set offset
       if border < 0
         self.oy = 0
       elsif border > border_y
         self.oy = border_y
       else
         self.oy = border
       end
     else
       # center map display vertically
       self.oy = self.bitmap.height/2 - 240
     end
   end
   # iterate through all sprites
   @sevents.each_index {|i|
       # if minimap is not in fullscreen mode and within the range of ABSEAL
       if $game_system.minimap == 2 || @events[i].update?
         # set new coordinates
         @sevents[i].x = self.x + @events[i].real_x * 6 / 128
         @sevents[i].y = self.y + @events[i].real_y * 6 / 128
         # set offsets
         @sevents[i].ox, @sevents[i].oy = self.ox, self.oy
         # if event has a spriteset
         if @names[i] != '' && !@events[i].dropped &&
             (@events[i].is_a?(Map_Actor) ||
             !@events[i].name.clone.gsub!('\box') {''})
           # depending on the facing direction of the event
           @sevents[i].src_rect.set((@events[i].direction-2)*7, 0, 14, 14)
           # change offsets
           @sevents[i].ox += 3
           @sevents[i].oy += 3
         end
       end}
 end
 #----------------------------------------------------------------------------
 # create_sevents
 #  Creates for each event on the map a sprite on the minimap.
 #----------------------------------------------------------------------------
 def create_sevents
   # set empty array
   @sevents = []
   # ierate through all events on the minimap
   @events.each_index {|i|
       # create sprite
       sprite = Sprite.new(viewport)
       # temporary variable
       rect = Rect.new(0, 0, 56, 14)
       # if event is player
       if @events[i] == $game_player
         # if player has spriteset
         if @names[i] != ''
           # create bitmap
           sprite.bitmap = Bitmap.new(56, 14)
           # get green arrow
           sprite.bitmap.blt(0, 0, $BlizzABS.cache.image('green_arrow'), rect, 128)
         end
         # highest sprite
         sprite.z = 100
       # if event is actor
       elsif @events[i].is_a?(Map_Actor)
         # if actor has spriteset
         if @names[i] != ''
           # create bitmap
           sprite.bitmap = Bitmap.new(56, 14)
           # get blue arrow
           sprite.bitmap.blt(0, 0, $BlizzABS.cache.image('blue_arrow'), rect, 128)
         end
         # 2nd highest sprite
         sprite.z = 80
       # if event is enemy
       elsif @events[i].class == Map_Enemy
         # if event without spriteset or "boxdraw" enforcing
         if @names[i] == '' || @events[i].name.clone.gsub!('\box') {''}
           # create bitmap
           sprite.bitmap = Bitmap.new(6, 6)
           # fill rectangle with black color
           sprite.bitmap.fill_rect(0, 0, 6, 6, Color.new(0, 0, 0, 128))
           # fill rectangle with red color
           sprite.bitmap.fill_rect(1, 1, 4, 4, Color.new(255, 0, 0, 128))
         else
           # create bitmap
           sprite.bitmap = Bitmap.new(56, 14)
           # get red arrow
           sprite.bitmap.blt(0, 0, $BlizzABS.cache.image('red_arrow'), rect, 128)
         end
         # 5th highest sprite
         sprite.z = 50
       # if event is dropped item
       elsif @events[i].dropped
         # create bitmap
         sprite.bitmap = Bitmap.new(8, 8)
         # fill rectangle with black color
         sprite.bitmap.fill_rect(0, 0, 8, 8, Color.new(0, 0, 0, 128))
         # fill rectangle with cyan color
         sprite.bitmap.fill_rect(1, 1, 6, 6, Color.new(0, 255, 255, 128))
         # 3rd highest sprite
         sprite.z = 70
       # if event is normal event
       elsif @events[i].class == Game_Event
         # if event has spc command
         if @events[i].name.clone.gsub!('\spc') {''}
           # temporary variables, 4th highest sprite
           color, arrow, sprite.z = Color.new(255, 255, 0, 128), 'yellow_arrow', 60
         # if event code exists and te
         elsif @events[i].teleport
           # temporary variables, 6th highest sprite
           color, arrow, sprite.z = Color.new(128, 0, 255, 128), 'violet_arrow', 40
         end
         # if event without spriteset or "boxdraw" enforcing
         if @names[i] == '' || @events[i].name.clone.gsub!('\box') {''}
           # create bitmap
           sprite.bitmap = Bitmap.new(6, 6)
           # fill rectangle with black color
           sprite.bitmap.fill_rect(0, 0, 6, 6, Color.new(0, 0, 0, 128))
           # fill rectangle with yellow color
           sprite.bitmap.fill_rect(1, 1, 4, 4, color)
         else
           # create bitmap
           sprite.bitmap = Bitmap.new(56, 14)
           # get yellow or violet arrow
           sprite.bitmap.blt(0, 0, $BlizzABS.cache.image(arrow), rect, 128)
         end
       # if event without spriteset or "boxdraw" enforcing
       elsif @names[i] == '' || @events[i].name.clone.gsub!('\box') {''}
         # create bitmap
         sprite.bitmap = Bitmap.new(6, 6)
         # fill rectangle with black color
         sprite.bitmap.fill_rect(0, 0, 6, 6, Color.new(0, 0, 0, 128))
         # fill rectangle with default white color
         sprite.bitmap.fill_rect(1, 1, 4, 4, Color.new(255, 255, 255, 128))
       else
         # create bitmap
         sprite.bitmap = Bitmap.new(56, 14)
         # get white arrow
         sprite.bitmap.blt(0, 0, $BlizzABS.cache.image('white_arrow'), Rect.new(0, 0, 56, 14), 128)
       end
       # create a little dummy bitmap in case no bitmap was created before
       sprite.bitmap = Bitmap.new(1, 1) if sprite.bitmap == nil
       # get sprite out of map screen so ABSEAL can work correctly
       sprite.ox = sprite.oy = 64
       # if event has a spriteset
       if sprite.bitmap.width != 6
         # depending on the facing direction of the event
         sprite.src_rect.set((@events[i].direction-2)*7, 0, 14, 14)
       end
       # add sprite to array
       @sevents.push(sprite)}
     end
     
end


#==============================
Title: Re: Blizz-ABS HUD Request Station
Post by: Jragyn on February 14, 2010, 01:44:39 am
Umm, I'm not too familier I guess with the methods of how the request station werks, but it looks like erm, my previous post was editted and is now absolutely naked save for the script I threw up...which is just a slightly editted variation of Winkio's HUD.

Is that how it werks?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on February 14, 2010, 01:49:58 am
your post got cut off, probably because it was too long.  I edited code and spoiler tags back in so it didn't fill twenty screens.
Title: Re: Blizz-ABS HUD Request Station
Post by: Jragyn on February 14, 2010, 04:05:14 am
I see.
My apologies.
Should I paraphrase it?

I suppose it would help if I just linked scripts versus spoiler-code-tagging them.

Summary being, I request modifications to Mr. Winkio's HUD.
Nothing horrendously extensive I imagine, though it would be a bit of work to be done.

Anyone up for it?
Title: Re: Blizz-ABS HUD Request Station
Post by: Spoofus on February 19, 2010, 11:42:09 pm
is this HUD possible?
Spoiler: ShowHide
(http://i59.photobucket.com/albums/g281/Spoofus/HUDtemplate1.jpg)


it is a old design i had come up with awhile back before the abs used allies....but only thing to be added for allies would be to ad a window in the bottom right that would display ally hp, mp, and state
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on February 19, 2010, 11:50:57 pm
Yes, pretty much anything is possible HUD-wise.
Title: Re: Blizz-ABS HUD Request Station
Post by: Spoofus on February 20, 2010, 12:01:20 am
wonder if anyone would work on for me at some point????? but if not oh well i jst thought it would look good for blizz-abs
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on February 20, 2010, 12:04:24 am
I have like 3 or for HUDs to work on and no time to work on them already.  I can put you on the waiting list, but it's going to be quite a while.
Title: Re: Blizz-ABS HUD Request Station
Post by: Spoofus on February 20, 2010, 12:08:33 am
eh im never in a hurry just when you get around to it....im still working on other part of my project at the time being so if you do it please take your time
Title: Re: Blizz-ABS HUD Request Station
Post by: ojp2010 on February 25, 2010, 02:45:56 am
Hello, I would like to request a custom HUD for Blizzards - Z HUD - addon. I posted a picture of my idea, can you guys help me bring it to life?

Hp_Bar would be a light red when full
Sp_Bar would be a light blue when full
Hp & Sp bars would just "drain" towards the edges of the screen instead of showing a empty Bar.
Skill and Item background would be gold
Selected Skills and Items icons would overlay only the circle part

Edit: Picture Size

Edit: Picture Quality

(http://i880.photobucket.com/albums/ac2/ojp2010/Untitled-1.png)
Title: Re: Blizz-ABS HUD Request Station
Post by: Aqua on February 25, 2010, 06:09:51 pm
Um... the game screen is only 640x480
Make your mockup the same size.

Nice idea though.
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on March 24, 2010, 02:10:10 pm
Just checking on the status of mah hud. How's it going?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on March 24, 2010, 06:53:37 pm
It's been a rough few weeks, and I haven't had time to work.  I might get it done either this weekend or next weekend though, because I just finished my last round of midterms (for the most part)
Title: Re: Blizz-ABS HUD Request Station
Post by: legacyblade on March 24, 2010, 07:19:37 pm
Ah, I know how that goes. Midterms are way more important than a hud, don't worry about it :P
Title: Re: Blizz-ABS HUD Request Station
Post by: Zexion on May 16, 2010, 08:53:00 pm
I want to request a kingdom hearts hud there is already a hud out there for it, but its only compatible with blizz abs if i disable alot of things and then blizz abs is basically useless so i need one made for blizz abs please!
Spoiler: ShowHide
(http://img23.imageshack.us/img23/6328/mockupg.png)

This script uses facesets for normal, hit, heal, critical, and dead, but i only need normal, hit, and critical.
It uses these facesets for each party member
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on May 16, 2010, 09:00:00 pm
@LinkyBoy:  I really want to take your request, but:

1.  There are like 3 HUDs I have to finish first
2.  I'm putting all my RMXP time into working on Blizz-ABS, so I don't have any time to work on HUDs right now

sorry, I'll add you to the waiting list for now, but don't expect anything anytime soon =/
Title: Re: Blizz-ABS HUD Request Station
Post by: Zexion on May 16, 2010, 09:26:21 pm
oh its ok then :P i'll wait as long as it takes I'll just build the rest of the game :P
Title: Re: Blizz-ABS HUD Request Station
Post by: cyclope on May 27, 2010, 08:12:23 pm
Hi! 8) I need a HUD that works with blizzabs and mause pathfinder, and be an ingame menu. I want it to look as the HUD in runescape(www.runescape.com (http://www.runescape.com)). The HUD has to be for only one character (i dont like partys).

How i want it to look(i made this in fotoshop)
If you can, I want menus to open whene i click on them(i am using pathfinder(http://forum.chaos-project.com/index.php/topic,5909.0.html (http://forum.chaos-project.com/index.php/topic,5909.0.html)) and mause controller(http://forum.chaos-project.com/index.php/topic,4710.0.html (http://forum.chaos-project.com/index.php/topic,4710.0.html)))
Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1.jpg)

Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS.jpg)

I think the pictures explain the HUD, but tell me if you dont understand something.
If you can, could you make me this menus for the HUD :P
Inventory
I need gold as an item
Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMSitemmenu.jpg)

Skills
Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_skills.jpg)

Save and load
Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_save_load.jpg)

Hotkeys
Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_hotkey1.jpg)(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_hotkey2.jpg)

Equipment
Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS_equipment.jpg)

Exit
Spoiler: ShowHide
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_exit.jpg)

PS. Sorry for my bad english



Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on May 27, 2010, 08:16:17 pm
1.  No menus
2.  We are backed up beyond belief
3.  We make new and original HUDs, not runescape clones
4.  Your English is actually intelligible, which is good.

Summary: no
Title: Re: Blizz-ABS HUD Request Station
Post by: cyclope on May 27, 2010, 09:11:42 pm
Ok, no problem.
Do you nkow any one who can do this HUD?
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on May 27, 2010, 09:27:54 pm
nobody in particular, but any fairly competent scripter will have the ability.
Title: Re: Blizz-ABS HUD Request Station
Post by: ShadowPierce on July 29, 2010, 10:38:36 pm
->Hi, I'm having progress in my game again so I wanted to request a custom HUD for BABS. Here's what it should look like on the screen:

Spoiler: ShowHide
(http://i844.photobucket.com/albums/ab9/giogsgs12/RPG%20Maker%20XP/HUDrequest.png)


Here's what the colors mean:
SR Bar (draining from top to bottom)
HP Bar (draining from right to left)
SP Bar (draining from right to left)
Shortcuts (both for item & skill)
Actor name & Level
EXP Bar (filling up from left to right)
Shortcut Keys (starting from top to bottom)
Minimap
Party Member Faceset

Sorry for 800x600 pic, it's in the same scale with 640x480 anyway, right?

Also, may I request the art for the bars too? I seem to suck A LOT at making them with MS Paint and sucks a lot more in photoshop... :P If allowed, I'll just edit this post & put it here...

Anyone who helps me with this will definitely be credited in the game... Thanks!!! :haha:


Title: Re: Blizz-ABS HUD Request Station
Post by: Shalaren on August 01, 2010, 04:21:36 pm
hey X:! I want to request a hud
(gonna be hard to explain)
Spoiler: ShowHide
(http://img190.imageshack.us/img190/4286/mapyb.png)
ok so whats in red is just to explain what to do with it.
and what I put in the green is what not to be as a picture (forgot to mark the map name too so..)
I to be able to put any background picture for the hud I want.. just by changing the picture.. design it the way i want
and the bars to be pictures to.. like have "hp_bar" and the part I wasted "hp_bar_empty" if you get my point
the name to be writen in the program it self (with no picture) and the hp\mp amount also.

next
the map name to move to be above the minimap it self. you can see in the picture what I mean. and to be able to put to the minimap a background!.

now for the hotkeys, i want to be able to put pictures instead of these red sqares. so the icons will be on these pictures..
hope you get my point. now the exp bar.. i want to put as a picture to with "exp_bar" and "exp_bar_empty" and live the writen words in the scripit on them.

and move the gold, to the middle there, look at the picture, where the map name was located.
and put a picture behind where it says "G" I'll put a coin or something.

im using the "Landith :: HUD" if you didnt figure that out.

besically you dont have to move to many things.. just change them, and put the possibility to put a picture instead.
something just like that
(http://img42.imageshack.us/img42/2889/mapdt.png)
oh and yeah, by this picture.. if you know how.. to put on the exp bat that is shows % too.
thanks.


I know you might be to busy right now.. but I can wait.. so X:
Title: Re: Blizz-ABS HUD Request Station
Post by: arialks on August 05, 2010, 06:51:52 pm
Am I still able to get help here? o:!
Title: Re: Blizz-ABS HUD Request Station
Post by: WhiteRose on August 05, 2010, 08:41:42 pm
Quote from: arialks on August 05, 2010, 06:51:52 pm
Am I still able to get help here? o:!


All of the crew running the HUD request station have been really busy. They might get around to helping you, but it'll probably be a little while.
Title: Re: Blizz-ABS HUD Request Station
Post by: Lethal-Yarn on August 06, 2010, 06:55:39 pm
How does one learn to make a HUD?
Title: Re: Blizz-ABS HUD Request Station
Post by: WhiteRose on August 06, 2010, 07:02:14 pm
Quote from: Lethal-Yarn on August 06, 2010, 06:55:39 pm
How does one learn to make a HUD?


I bet if you know a thing or two about scripting, looking at the code for the default Blizz-ABS HUD and for the Z-HUD would be the best place to start.
Title: Re: Blizz-ABS HUD Request Station
Post by: Shalaren on August 09, 2010, 10:26:05 pm
umm, I know I wont get any help right now, but for when I will be able to
I want to know if this HUD is possible to make
Spoiler: ShowHide
(http://img31.imageshack.us/img31/6135/25183925.png)

I made it on photoshop quickly
everything to be a picture except for where it has text.
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on August 10, 2010, 12:23:22 am
Any HUD is possible to make.  It's called scripting.
Title: Re: Blizz-ABS HUD Request Station
Post by: Shalaren on August 10, 2010, 03:45:07 am
my question was more preferring to
"are the crew able to?"

anyway thats great, i'll just wait till you guys get back to making huds
Title: Re: Blizz-ABS HUD Request Station
Post by: blackfox1250 on September 25, 2010, 01:12:57 am
i got a more complex hud and i wonder if you script gods could make it, So if you need a bit of a challenge
Note anything near the top goes near the top, same with the bottom

Spoiler: ShowHide
(http://i842.photobucket.com/albums/zz345/blackfox1250/hudskelliton-1.jpg)


the boss health bar is only active during boss battle

Spoiler: ShowHide
(http://i842.photobucket.com/albums/zz345/blackfox1250/hudskelliton2-1.jpg)


note the sliding (I would like the mini map to slide onto the screen and the quick menu when you leave the menu)

EDIT: the rune like symbol is replaced with the icon and name of skill equipted and also i would like the MP to recharge on the map once it its empty NOTE: if there is not enough MP to do the skill you can do it anyway so it can recharge and a that point turns purple untill full (possibly a more powerful vsn of the skill when you use the last of the MP) Also the Health fades to red as it goes down {so the full is green and the helf is yellow and the almost empty is red}(but not like in pokemon I hate the look of it )

Spoiler: ShowHide
Things About My Hud

  • The boss health only in boss battle

  • The skill quick select thing scrolls down and up & has 6 slots slots customizeable from skill/item menu on reverse side of screen

  • MP bar fills from MP to the end(P1,P2 MP fills from left to right), HP fills from right to left, EXP from left to Right, Boss emptys from left to right

  • Health = green, MP = Blue, EXP = grey, Boss HP = Rad/Maroon




The skill scroling menu

  • if in the skill/item menus the skill quick menu appears on left side of screen (same height)

  • when you press {use equipted skill key} the cursor moves to the skill quick menu and you use the up/down keys used to change the selection on the map to select the slot to equipt the skill/item

  • to equipt a skill press {equipt skill key}, to use equipted skill press{use equipted skill key}, to use selected skill/item in skill quick menu press{use quick menu key}. (You can use a key to go up inthe quick menu and down in the quick menu)

  • SRRY I know you don't do menu add-ons but i realy dont like the pre menu for blizz-abs and its only a small edit to the skill and Item menus




Title: Re: Blizz-ABS HUD Request Station
Post by: blackfox1250 on October 04, 2010, 09:05:00 pm
canyou make this?... :???:
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 04, 2010, 09:43:33 pm
Can I make it?  Yes.
Is it going to be made any time soon?  No.
Why?  To backed up, too much other stuff to do.

Sorry =/
Title: Re: Blizz-ABS HUD Request Station
Post by: blackfox1250 on October 04, 2010, 09:50:02 pm
can you put me on the waiting list çause i canwait a while (MY computer brokedown and i canno longer use it so...)I can wait a while becides I can't work on my game itself much so I would stilllike the hud i just don't mind how long it takes.
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on October 04, 2010, 09:57:28 pm
sure
Title: Re: Blizz-ABS HUD Request Station
Post by: blackfox1250 on October 04, 2010, 09:58:51 pm
thanks a bunch
Title: Re: Blizz-ABS HUD Request Station
Post by: Bernkastel on October 07, 2010, 09:41:16 pm
I was wondering if you could make me a Simple Boss HP Hud. I've searched for one on Google, here and rmrk but to no avail.
I like how Blizz ABS' HP bars are for NORMAL enemies, but not for bosses. I'd rather have one big one at the bottem of the screen to show that this enemy is indeed a boss.

If you could link me to something like it, that'd be great.

Here's an example if you need one anyway.
Spoiler: ShowHide
(http://i704.photobucket.com/albums/ww44/mapletookie42/BossHpHudexample.png)
Title: Re: Blizz-ABS HUD Request Station
Post by: Magus on November 06, 2010, 11:28:15 am
I pretty sure this is extremely hard to do [because no one seems to answer boss hud questions (not even a troll or "read the manual" OR EVEN lern2script)
Title: Re: Blizz-ABS HUD Request Station
Post by: mroedesigns on January 15, 2011, 09:12:25 pm
I would think it could be done with a switch and a few simple variables.

IE.
Turn on Boss Fight switch, call BossFight common event.
In the common event, find the bosses name and hp, and then use a series of display graphic commands to draw the hp bar and name and such.

Something along those lines maybe?
Title: Re: Blizz-ABS HUD Request Station
Post by: ForeverZer0 on January 15, 2011, 09:19:35 pm
Necro-post achieved!
Title: Re: Blizz-ABS HUD Request Station
Post by: mroedesigns on January 15, 2011, 09:32:40 pm
lmao sorry, it was in my 'undread posts since last visit' so i just assumed it was somewhat recent
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on January 15, 2011, 09:55:21 pm
It gives you a nice warning in bright red letters before you necropost.  Don't ignore it next time.
Title: Re: Blizz-ABS HUD Request Station
Post by: Starrodkirby86 on January 15, 2011, 10:30:54 pm
Quote from: winkio on January 15, 2011, 09:55:21 pm
It gives you a nice warning in bright red letters before you necropost.  Don't ignore it next time.
Except that the necropost warning only appears for posts older than 90 days. Definitely hasn't aged to that yet.

However, it does give a good lesson to read the last post before continuing on! We should be more observant in the future!

That being said, should anything be done about this request station? It seems that everyone's a little busy right now, and more requests definitely won't help.
Title: Re: Blizz-ABS HUD Request Station
Post by: winkio on January 15, 2011, 10:35:16 pm
Yeah, I guess I'll lock it for now.  Depending on how the semester goes, I might unlock it soon, or it might have to wait.