Current Version: V1.0 (08/01/07)
Introduction
Recently I've decided that I really like to make HUDs. If you gusy like this one, I'll keep making more. Hopefully this will be only the first of many HUDs I make. Basically, this script does three things: Displays a mini-map, displays health, and displays location name. Now, my favorite part of this script is the mini-map. It is similar to the GTA mini-map, but with a few features I've added to make it better. For instance, there are three possible backgrounds built into the script: Black(default), Water, and Sky. Read the instructions to learn how to use all the features the script has.
Features
- Health Display
> Health Bar
> Health Numerals
- Location(map) Name Display
- Mini-Map
> Works perfectly with any map size, big or small.
> Three backgrounds built in: Black(default), Water and Sky.
> Centers on player's close proximity.
Screenshots
http://i12.tinypic.com/61k26px.jpg[/IMG]
http://i12.tinypic.com/4yanpzk.jpg[/IMG]
http://i19.tinypic.com/4p00ac0.jpg[/IMG]
http://i12.tinypic.com/4yanpzk.jpg[/IMG]
http://i19.tinypic.com/4p00ac0.jpg[/IMG]
Demo
Demo
Script
Code:
################################################################################
# - Title: DeM0nFiRe's HUD_01 #
# - Current Version: V1.0 (08/01/07) #
# - Scripted by: DeM0nFiRe #
#=======Make sure you read everything from this double line to the next========#
# - Requirements: To use this script you need the following pictures: #
# >"HUD_01_Frame" (144x144) #
# >"HUD_01_water" (128x128) #
# >"HUD_01_sky" (128x128) #
# >"HUD_01_player_icon" (8x8) #
# (These can be found where this script was found) #
# In addition, you must have the picture you want displayed as #
# the mini-map for each map in the project. The dimensions of #
# this map should be 1/4 the pixel dimensions of the actual #
# map, or: (8*number of tiles X)x(8*number of tiles Y) #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# - Installation: 1.)Insert this into an empty slot above Main and below the #
# rest of the default scripts in the script editor. #
# 2.)Go to Scene_Map and insert the following: #
# >"$HUD = HUD_01.new" at line 14 #
# >"$HUD.dispose" at line 39 #
# >"$HUD.update" at line 61 #
# >"$HUD.dispose" at line 276 #
# >"$HUD = HUD_01.new" at line 277 #
# 3.)Put the map ID numbers for any maps that you would like #
# to use the water or sky backgrounds in the corresponding #
# array which you can find by pressing Ctrl+F and entering #
# //CUSTOMIZE in the text-box #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# - Terms of Use: In order to use this script you MUST agree to ALL of the #
# following: #
# >You will credit DeM0nFiRe in any and all projects you #
# you use this script in, or any pictures made to go #
# this script #
# >The pictures named in the requirements are for this #
# ONLY, and may NOT be used for any other purpose #
# >This script will be used ONLY for non-commercial(free)#
# projects. If you would like to use this script in a #
# project for money, contact DeM0nFiRe. #
#===Thank you for using DeM0nFiRe's HUD_01=====================================#
################################################################################
#==============================================================================#
# - Begin HUD_01 Class #
#==============================================================================#
class HUD_01
#==============================================================================#
# - Initialize HUD_01 #
#==============================================================================#
def initialize
#---Define which maps will use water ans sky bacgrounds for mini-map------------
# //CUSTOMIZE
@water_back = [] # Any number in this array will have it's corresponding
# map's mini-map have water for a backgound.
@sky_back = [] # Any number in this array will have it's corresponding
# map's mini-map have sky for a backgound.
#---Draws frame for mini-map----------------------------------------------------
@frame = Sprite.new
@frame.bitmap = RPG::Cache.picture("HUD_01_Frame")
@frame.x = 640-144
@frame.y = 480-144
#---Sets up to draw player's location name--------------------------------------
@location_name = Sprite.new
@location_name.bitmap = Bitmap.new(200,32)
@location_name.x = (640/2)-100
@location_name.y = 480-32
@location_name.bitmap.font.name = "Trebuchet MS"
#---Sets up to draw health bar and health numbers-------------------------------
@health = Sprite.new
@health.bitmap = Bitmap.new(100,32)
@health.x = 640 - 128
@health.y = 480 - 161
#---Sets up viewport for minimap------------------------------------------------
@map_viewport = Viewport.new(640-136,480-136,128,128)
#---Draws mini-map--------------------------------------------------------------
@map = Sprite.new(@map_viewport)
@map.bitmap = RPG::Cache.picture("HUD_01_map" + $game_map.map_id.to_s)
@map.z = 9998
@map.zoom_x = 0.5
@map.zoom_y = 0.5
#---Draws player icon on mini-map-----------------------------------------------
@player_icon = Sprite.new(@map_viewport)
@player_icon.bitmap = RPG::Cache.picture("HUD_01_player_icon")
@player_icon.x = 64
@player_icon.y = 64
@player_icon.z = 9999
#---Sets up to draw mini-map bacground------------------------------------------
@map_back = Sprite.new(@map_viewport)
@map_back.z = 9996
#---Draws mini map background---------------------------------------------------
if @water_back.include?($game_map.map_id)
@map_back.bitmap = RPG::Cache.picture("HUD_01_water")
else
if @sky_back.include?($game_map.map_id)
@map_back.bitmap = RPG::Cache.picture("HUD_01_sky")
else
@map_back.bitmap = Bitmap.new(128,128)
@map_back.bitmap.fill_rect(0,0,128,128,Color.new(0,0,0))
end
end
#---Updates HUD_01--------------------------------------------------------------
update
#-Ends initialization-----------------------------------------------------------
end
#==============================================================================#
# - Update HUD_01 #
#==============================================================================#
def update
#---Draws location name---------------------------------------------------------
if @map_id != $game_map.map_id
@map_id = $game_map.map_id
@location_name.bitmap.clear
@location_name.bitmap.draw_text(0, 0, 200, 32, $data_mapinfo[$game_map.map_id].name,1)
end
#---Draws health bar and health numbers-----------------------------------------
if @player_health != $game_party.actors[0].hp/$game_party.actors[0].maxhp
@health.bitmap.clear
@health.bitmap.fill_rect(0,0, ($game_party.actors[0].hp/$game_party.actors[0].maxhp * 100),16,Color.new(255,0,0))
@health.bitmap.fill_rect(0,15, ($game_party.actors[0].hp/$game_party.actors[0].maxhp * 100),1,Color.new(140,0,0))
@health.bitmap.fill_rect(0,14, ($game_party.actors[0].hp/$game_party.actors[0].maxhp * 100),1,Color.new(160,0,0))
@health.bitmap.fill_rect(0,13, ($game_party.actors[0].hp/$game_party.actors[0].maxhp * 100),1,Color.new(190,0,0))
@health.bitmap.fill_rect(0,12, ($game_party.actors[0].hp/$game_party.actors[0].maxhp * 100),1,Color.new(235,0,0))
@health.bitmap.fill_rect(0,0, ($game_party.actors[0].hp/$game_party.actors[0].maxhp * 100),1,Color.new(255,100,100))
@health.bitmap.font.name = "Trebuchet MS"
@health.bitmap.draw_text(0, -4, 100 , 16, "HP:_" + $game_party.actors[0].hp.to_s+"/ "+$game_party.actors[0].maxhp.to_s)
end
#---Moves mini-map based on player's X and Y------------------------------------
if @map.x*32 != $game_player.x or @map.y*32 != $game_player.y
@map.x = 64 - ($game_player.x * 4)
@map.y = 64 - ($game_player.y * 4)
end
#-Ends Update-------------------------------------------------------------------
end
#==============================================================================#
# - Dispose HUD_01 #
#==============================================================================#
def dispose
#---Disposes all sprites--------------------------------------------------------
@location_name.dispose
@health.dispose
@map_viewport.dispose
@map.dispose
@player_icon.dispose
#-Ends disposing----------------------------------------------------------------
end
#Ends HUD_01 class--------------------------------------------------------------
end
#==============================================================================#
# - End of HUD_01 Class #
#==============================================================================#
Instructions:
Code:
# - Requirements: To use this script you need the following pictures: #
# >"HUD_01_Frame" (144x144) #
# >"HUD_01_water" (128x128) #
# >"HUD_01_sky" (128x128) #
# >"HUD_01_player_icon" (8x8) #
# (These can be found where this script was found) #
# In addition, you must have the picture you want displayed as #
# the mini-map for each map in the project. The dimensions of #
# this map should be 1/4 the pixel dimensions of the actual #
# map, or: (8*number of tiles X)x(8*number of tiles Y) #
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
# - Installation: 1.)Insert this into an empty slot above Main and below the #
# rest of the default scripts in the script editor. #
# 2.)Go to Scene_Map and insert the following: #
# >"$HUD = HUD_01.new" at line 14 #
# >"$HUD.dispose" at line 39 #
# >"$HUD.update" at line 61 #
# >"$HUD.dispose" at line 276 #
# >"$HUD = HUD_01.new" at line 277 #
# 3.)Put the map ID numbers for any maps that you would like #
# to use the water or sky backgrounds in the corresponding #
# array which you can find by pressing Ctrl+F and entering #
# //CUSTOMIZE in the text-box #
Terms of Use
Code:
# - Terms of Use: In order to use this script you MUST agree to ALL of the #
# following: #
# >You will credit DeM0nFiRe in any and all projects you #
# you use this script in, or any pictures made to go #
# this script #
# >The pictures named in the requirements are for this #
# ONLY, and may NOT be used for any other purpose #
# >This script will be used ONLY for non-commercial(free)#
# projects. If you would like to use this script in a #
# project for money, contact DeM0nFiRe. #
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