Okay, here's the script:
class HUD < Sprite
def initialize(vp=nil)
@hp = @mp = 0
@hp_sprite = Sprite.new(vp)
@mp_sprite = Sprite.new(vp)
@hp_sprite.bitmap = RPG::Cache.picture("HUD Folder/HP #{@hp}%")
@hp_sprite.bitmap = RPG::Cache.picture("HUD Folder/MP #{@mp}%")
super(vp)
self.bitmap = RPG::Cache.picture('HUD Folder/HUD')
self.x = 10 # Change x position here
self.y = 10 # Change y position here
end
def x=(xx)
super(x)
@hp_sprite.x = @mp_sprite.x = xx
end
def y=(yy)
super(y)
@hp_sprite.y = @mp_sprite.y = yy
end
def z=(zz)
@hp_sprite.z = @mp_sprite.z = zz - 0.1
super(z)
end
def opacity=(oo)
super(oo)
@hp_sprite.opacity = @mp_sprite.opacity = oo
end
def visible=(val)
super(val)
@hp_sprite.visible = @mp_sprite.visible = val
end
def update
super
@hp_sprite.update
@mp_sprite.update
return unless $game_party.actors.size > 0
lead_actor = $game_party.actors[0]
hp_percent = lead_actor.hp * 100 / lead_actor.maxhp
mp_percent = lead_actor.sp * 100 / lead_actor.maxsp
if @hp != hp_percent
@hp = hp_percent
@hp_sprite.bitmap = RPG::Cache.picture("HUD Folder/HP #{@hp}%")
end
if @mp != mp_percent
@mp = mp_percent
@mp_sprite.bitmap = RPG::Cache.picture("HUD Folder/MP #{@mp}%")
end
end
def dispose
super
@hp_sprite.dispose
@mp_sprite.dispose
end
end
class Spriteset_Map
alias fts_shadonking_hud_spriteset_map_init initialize
def initialize
fts_shadonking_hud_spriteset_map_init
@hud = HUD.new(@viewport2)
end
alias fts_shadonking_hud_spriteset_map_upd update
def update
fts_shadonking_hud_spriteset_map_upd
@hud.update if @hud
end
alias fts_shadonking_hud_spriteset_map_dispose dispose
def dispose
fts_shadonking_hud_spriteset_map_dispose
@hud.dispose if @hud
end
end
The pictures you provided couldn't be used because of the pink BG. The pink part should be transparent. So unless you want to import every image through RMXP, you should make the pics transparent. I did that for you,
here are the new pics. You should place the pictures in this directory:
"Graphics/Pictures/HUD Folder"