Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: G_G on December 02, 2008, 09:37:13 pm

Title: blizz hud add on w/o sp bar
Post by: G_G on December 02, 2008, 09:37:13 pm
can someone make the blizz abs hud with the exp bar but w/o the sp bar? thnx in advance
Title: Re: blizz hud add on w/o sp bar
Post by: winkio on December 02, 2008, 10:11:41 pm
sure, this will just take one second.

EDIT: Here ya go:

Spoiler: ShowHide
#==============================================================================
# Hud
#------------------------------------------------------------------------------
#  Modified for no SP bar but with XP bar ofr game_guy by Winkio (no credit needed)
#==============================================================================

class Hud < Sprite
 
  #----------------------------------------------------------------------------
  # create_positions
  #  Sets drawing positions. This method can be aliased and the positions
  #  modified to create a different HUD.
  #----------------------------------------------------------------------------
  def create_positions
    @original_height = @hud_height = 81
    @name_x, @name_y, @level_x, @level_y = 4, 1, 112, 1
    @hp_x, @hp_y, @exp_x, @exp_y = 4, 17, 4, 33
    @hot_x, @hot_y, @left_x, @left_y = 4, 49, 8, 63
  end
  #----------------------------------------------------------------------------
  # draw_basic
  #  Draws the HUD template.
  #----------------------------------------------------------------------------
  def draw_basic
    # fill with grey rectangle
    self.bitmap.fill_rect(0, 0, self.bitmap.width, self.bitmap.height,
        Color.new(0, 0, 0, 128))
    # determine color depending on HUD style
    color = case BlizzABS::Config::HUD_TYPE
    when 0 then Color.new(255, 255, 255, 192)
    when 1 then Color.new(0, 0, 0, 0)
    end
    # if color exists
    if color.is_a?(Color)
      # draw outline in color
      self.bitmap.fill_rect(@hp_x+32, @hp_y+3, 116, 14, color)
      # draw outline in color
      self.bitmap.fill_rect(@exp_x+32, @exp_y+3, 116, 14, color)
    end
    # set font color
    self.bitmap.font.color = system_color
    # draw "LV"
    self.bitmap.draw_text_full(@level_x, @level_y, 20, 20, 'LV')
    # if direct hotkey option is turned off
    unless BlizzABS::Config::DIRECT_HOTKEYS
      # draw "Skill:"
      self.bitmap.draw_text_full(@hot_x, @hot_y, 48, 20, 'Skill:')
      # draw "Item:"
      self.bitmap.draw_text_full(@hot_x+76, @hot_y, 48, 20, 'Item:')
    end
    # draw "HP"
    self.bitmap.draw_text_full(@hp_x, @hp_y, 32, 20, $data_system.words.hp)
    # draw "SP"
    self.bitmap.draw_text_full(@exp_x, @exp_y, 32, 20, $data_system.words.sp)
  end
  #----------------------------------------------------------------------------
  # draw_empty
  #  Draws the HP and SP display when actor doesn't exist.
  #----------------------------------------------------------------------------
  def draw_empty
    # draw empty bars
    self.bitmap.gradient_bar_hud(@hp_x+32, @hp_y+3, 114, 0, 'hud_green_bar', 1)
    # draw empty bars
    self.bitmap.gradient_bar_hud(@exp_x+32, @exp_y+3, 114, 0, 'hud_white_bar')
    # set font color
    self.bitmap.font.color = disabled_color
    # draw empty HP
    self.bitmap.draw_text_full(@hp_x+38, @hp_y, 48, 20, '0', 2)
    self.bitmap.draw_text_full(@hp_x+86, @hp_y, 12, 20, '/', 1)
    self.bitmap.draw_text_full(@hp_x+98, @hp_y, 48, 20, '0')
    #draw empty EXP
    self.bitmap.draw_text_full(@exp_x+54, @exp_y, 84, 20, actor.next_rest_exp_s, 2)
    # reset all flag variables
    @name = @level = @hp = @exp = @maxhp = @maxsp = @states = @skill =
        @skills_left = @item = @items_left = @gold = nil
  end
  #----------------------------------------------------------------------------
  # draw_exp
  #  Draws the EXP display.
  #----------------------------------------------------------------------------
  def draw_exp
    @exp = actor.exp
    rate = (actor.next_exp != 0 ? actor.now_exp.to_f / actor.next_exp : 1)
    self.bitmap.gradient_bar_hud(@exp_x+32, @exp_y+3, 114, rate, 'hud_white_bar')
    self.bitmap.font.color = normal_color
    self.bitmap.draw_text_full(@exp_x+54, @exp_y, 84, 20, actor.next_rest_exp_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 HUD needs refresh
      if $game_temp.hud_refresh
        # draw all data about actor
        draw_name
        draw_level
        draw_hp
        draw_exp
        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 ve updated
        test_name
        test_level
        test_hp
        test_exp
        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_exp if actor.exp != @exp
  end
end
Title: Re: blizz hud add on w/o sp bar
Post by: G_G on December 02, 2008, 10:43:37 pm
thnx winkio this goes good with my game for it is a gun type game and i dont plan on using skills power up