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!
CriteriaWe 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:
- Detailed and thorough EXPLANATION
- Detailed and thorough MOCKUP
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
- Active members at Chaos Project get priority. This is a chaos project exclusive offer, and it should benefit those who are a big part of this community before people who didn't help build it.
- We reserve the right to refuse any part of any request for any reason.
- Although 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.
- All of us have lives, so your request won't get done immediately. We go for quality, not for speed.
The CrewBe sure to credit the correct people who answered your request!
ExamplesTheRexion's custom HUD (I took this from the demo project, which doesn't have facesets or anything)
(http://winkio.cphoster.com/RexionHUD1.png)
Client ListCurrent 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
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
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...
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 .___.
Whatever you feel like taking.
Ew... I'm third in the list... DX
Wanna use this as an example or something...?
(http://starrodkirby86.web44.net/AquasStuff/ProjectAion/Yummy-Hud.png)
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.
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 :^_^':
More specifics please.
Colors of the bars?
Will you be using facesets?
Do you want that rounded edge on the right?
Etc
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? :???:
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 ;)
ok I will see what I can do this evening. I am good with graphics its just the scripting lol
there should be a way for "gold" to show up in the hud,
maybe as numbers or something
In fact, there is a way. It's already been shows on at least one HUD uploaded in this very script section.
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?
Explanation and mockup. Unless you just want me to put a screenshot of the game as the background for the HUD.
http://forum.chaos-project.com/index.php?topic=4562.0
You already made a topic for the HUD... >.>
i hope this doesn't downs your chance of getting that hud created.
me too
_------
And I edited my first post with more info,
How is it?
You got the explanation, now you need a mockup.
A mockup?
You mean like a visual example, or
a picture?
a labeled drawing with the whole hud laid out.
You mean like this?
(http://img444.imageshack.us/img444/5523/battlescenario.png)
OMG, NOT ANOTHER JASON! ._.
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)
@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!
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?
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...
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.
ok did a quick basic mock up
(http://i37.tinypic.com/rtpcpl.png)
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)
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.
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."
Right, this is for CUSTOM HUDs. We only do unique requests, so don't copy existing RMXP HUDs.
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 :^_^':
(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.
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.
Any updates on my Hud?
I've started on it.
would i be able to get a hold on Rexion's hud? i love it its so super smexy :naughty:
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
@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.
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
damn i want that hud! ill probably make a mockup for u guys tonight after the football game. GO COLTS!
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.
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
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 =/
thats probably cuz of players 2, 3, and 4 thoes
(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?
Very good.
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
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.
That means you aren't actually ready for your HUD to be made, so work is suspended.
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
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.
What i want my hud to look this if you cant tell i want player 1 on top the player 2 then 3 ect...
(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
(http://img394.imageshack.us/img394/3686/bars.png)
i believe i gave all the needed information but if i left anything out ask
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.
Actually that bar style is one of the ones that I have implemented in Tons' HP/SP/EXP bars script.
are you going to use the 1 from tons or should i try editing the picture ?
edit: K just making sure
I'm getting the tons ones.
Were you doing tons for mine as well, or
were you doing customs?
customs since you didn't give me any bars.
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 ;)
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:
- Display of the currently controlled actor's faceset next to his HP and MP
- Centered display of other party member's face set and HP under the HUD's MP bar (i'd like the other party member's health to be centered under their faceset)
- Switching the currently controlled actor's faceset for 2.5 seconds (it would be preferable if you made this configurable, so I could change the time later) whenever he gets hit
- Switching the face set of the other party members (the ones under the MP bar) when they die (I want it to be easy to tell which party members have died)
- Changing the hotkeys system to only have 3 hotkey slots, and for it to work like the direct hotkey system. Think how Zelda does the C buttons. (I'd prefer you made two versions, one with this, and one without. This would only work well if my script request is filled. And if possible, could you change the keys these are bound to from 1, 2, and 3, to U, I, and O?)
Mockups:
With changed hotkey system:
(http://i38.tinypic.com/29dime.png)
Without changed hotkey system:
(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]
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...
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 :)
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...
(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
(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 :)
the first 1 is 96x96 the rest are 48x48
Just checking in. Any progress made on my HUD?
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.
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.
Is mine coming along well?
Are you having any problems?
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.
That's good to hear.
Take your to, I'm in no rush.
just checking on progress of my hud
Havent started yet sorry...when I find the time I'll start it k?
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.
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.
@nathmatt: your hud is about 30% done
k thx
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 ;).
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.
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 :)
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.
just checking on the progress on mine
about 60% done, wont get back to it for awhile, I've got other requests I still gotta do sorry
@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!
@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!
@winko, that's awesome :D Can't wait to see how it turns out.
no problem
i stole it
Just checking in to see the status on my hud.
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.
Ok. No prob. I'm really glad you're working on it :D
@nathmatt about 35% completed D: I'm doing terrible arent I :'(
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 :
(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 :
(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 :
(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!
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 >.<
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.
Ah right right...
But wouldn't it lag? XD
*imagines a bar that's in the shape of sinx + x*
:3
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:
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!
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 ?
yeah, just add it to your mockup.
Ok working on it.
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
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.
Has there been any update on mine ?
about 75% done, its gonna be done soon hopefully. Its going slow because I'm working on several things at once. :S
@winkio. No prob. Work is more important than free projects :P
that's fine as long as you don't forget about me lol
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.
Rexion's looks nice ! :D
I might eventually release the target HUD part once I put new graphics in it and tweak it a bit.
whats my percentage now
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.
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
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 >__>
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
Ok after long time of playing zelda I have a bad mockup of the minimap
minimap itself
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
(http://i935.photobucket.com/albums/ad199/ElementIsland/hudshow-1.png)
This is the black-white picture thing for in the script.
(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 ;)
Nice mock-ups, I hope they can get that round mini-map for you
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
Its almost done nathmatt however I still need to find a flash drive.
ok thx
@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.
(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.
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.
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
Hey winkio. Just checking to see if you've got a chance to start mine after your couple weeks of absence.
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
Lb, starting on your HUD today, should be finished very soon.
Elementisland, you are after that.
Ok :) I can't wait to see it. Sorry for nagging :^_^':
Great :)
swamped, sorry, haven't had much time to work on your HUD lb :[
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
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# 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
#==============================
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?
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.
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?
is this HUD possible?
(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
Yes, pretty much anything is possible HUD-wise.
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
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.
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
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)
Um... the game screen is only 640x480
Make your mockup the same size.
Nice idea though.
Just checking on the status of mah hud. How's it going?
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)
Ah, I know how that goes. Midterms are way more important than a hud, don't worry about it :P
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!
(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
@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 =/
oh its ok then :P i'll wait as long as it takes I'll just build the rest of the game :P
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)))
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1.jpg)
(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
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMSitemmenu.jpg)
Skills
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_skills.jpg)
Save and load
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_save_load.jpg)
Hotkeys
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_hotkey1.jpg)(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_hotkey2.jpg)
Equipment
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS_equipment.jpg)
Exit
(http://i915.photobucket.com/albums/ac351/cyclope_hud/CMS1_exit.jpg)
PS. Sorry for my bad english
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
Ok, no problem.
Do you nkow any one who can do this HUD?
nobody in particular, but any fairly competent scripter will have the ability.
->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:
(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 & LevelEXP Bar (filling up from left to right)
Shortcut Keys (starting from top to bottom)
MinimapParty Member FacesetSorry 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:
†
hey X:! I want to request a hud
(gonna be hard to explain)
(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:
Am I still able to get help here? o:!
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.
How does one learn to make a HUD?
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.
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
(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.
Any HUD is possible to make. It's called scripting.
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
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
(http://i842.photobucket.com/albums/zz345/blackfox1250/hudskelliton-1.jpg)
the boss health bar is only active during boss battle
(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 )
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
canyou make this?... :???:
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 =/
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.
sure
thanks a bunch
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.
(http://i704.photobucket.com/albums/ww44/mapletookie42/BossHpHudexample.png)
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)
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?
Necro-post achieved!
lmao sorry, it was in my 'undread posts since last visit' so i just assumed it was somewhat recent
It gives you a nice warning in bright red letters before you necropost. Don't ignore it next time.
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.
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.