This doesn't seem too hard, but I cant really figure it out.
I need someone to edit that to completly remove the two bottom parts of the hud. (The time and gold display) Thankyou.
http://img169.imageshack.us/img169/8409/thoseie1.png[/img]
Code:
#==============================================================================
# ** HUD
#------------------------------------------------------------------------------
# Mr.Mo "Muhammet Sivri" & Axerax
# Version 1.8
# 10.01.06
# Credit: Prexus for the Original Background. Axerax for edited HUD Background.
# Axerax for HUD Display,Mini-Map Backdrop HUD, and Hotkeys HUD.
# Notes: Be sure you have the Selwyn Passability Mini-Map before trying to use
# this version of the HUD. As well follow steps provided by Selwyn in his script
# to display the Mini-Map itself, my HUD will not display it for you, it is only
# a backdrop that displays the name of the map you are currently on.
#==============================================================================
#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.enabled?("Mr.Mo's ABS")
#--------------------------------------------------------------------------
# * Constants - MAKE YOUR EDITS HERE
#--------------------------------------------------------------------------
HP_X = 54 # X POS of the HP Bar
HP_Y = 3 # Y POS of the HP Bar
HP_WIDTH = 55 # WIDTH of the HP Bar
HP_HEIGHT = 5 # Height of the HP Bar
#--------------------------------------------------------------------------
SP_X = 54 # X POS of the SP Bar
SP_Y = 22 # Y POS of the SP Bar
SP_WIDTH = 55 # WIDTH of the SP Bar
SP_HEIGHT = 5 # Height of the SP Bar
#--------------------------------------------------------------------------
EXP_X = 55 # X POS of the EXP Bar
EXP_Y = 42 # Y POS of the EXP Bar
EXP_WIDTH = 60 # WIDTH of the EXP Bar
EXP_HEIGHT = 5 # Height of the EXP Bar
#--------------------------------------------------------------------------
STATES_SHOW = false # Show states?
STATES_X = 170 # States X display
STATES_Y = 430 # States Y display
#--------------------------------------------------------------------------
HOTKEYS_SHOW = true #Show hotkeys?
HOTKEYS_X = 180 #Hotkeys X Display
HOTKEYS_Y = 440 #Hotkeys Y Display
#--------------------------------------------------------------------------
SHOW_DASH = false # Show dash bar?
DASH_X = 95 # X POS of the DASH Bar
DASH_Y = 430 # Y POS of the DASH Bar
DASH_WIDTH = 55 # WIDTH of the DASH Bar
DASH_HEIGHT = 5 # Height of the DASH Bar
DASH_BAR = "018-Simple03" # The file used for gradient
#--------------------------------------------------------------------------
SHOW_SNEAK = false # Show SNEAK bar?
SNEAK_X = 95 # X POS of the SNEAK Bar
SNEAK_Y = 445 # Y POS of the SNEAK Bar
SNEAK_WIDTH = 55 # WIDTH of the SNEAK Bar
SNEAK_HEIGHT = 5 # Height of the SNEAK Bar
SNEAK_BAR = "019-Simple04" # The file used for gradient
#--------------------------------------------------------------------------
LOW_HP = 150 # What HP should the low HP icon be shown?
#--------------------------------------------------------------------------
HP_ITEMID = 1 # POTION ITEM ID
SP_ITEMID = 4 # SP Increase Item ID
#--------------------------------------------------------------------------
CAN_TOGGLE = false
TOGGLE_KEY = Input::Letters["E"]
#--------------------------------------------------------------------------
MINI_MAP = false # Display Mini-Map?
#--------------------------------------------------------------------------
class Window_MrMo_HUD < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(-16, -16, 700, 700)
#Record Old Data
@actor = $game_party.actors[0]
@old_hp = @actor.hp
@old_sp = @actor.sp
@old_exp = @actor.exp
@level = @actor.level
@hp_n = $game_party.item_number(HP_ITEMID)
@sp_n = $game_party.item_number(SP_ITEMID)
@gold_n = $game_party.gold
@states = @actor.states.to_s
@dash = $ABS.dash_min
@sneak = $ABS.sneak_min
#Create Bitmap
self.contents = Bitmap.new(width - 32, height - 32)
#Hide Window
self.opacity = 0
#Refresh
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.color = normal_color
self.contents.font.size = 12
#Record new data
@actor = $game_party.actors[0]
@old_hp = @actor.hp
@old_sp = @actor.sp
@old_exp = @actor.exp
@level = @actor.level
@hp_n = $game_party.item_number(HP_ITEMID)
@sp_n = $game_party.item_number(SP_ITEMID)
@gold_n = $game_party.gold
@states = @actor.states.to_s
@dash = $ABS.dash_min
@sneak = $ABS.sneak_min
@time = game_time
@time = $kts.time.to_s if $kts != nil
#Show the Pictures
bitmap = RPG::Cache.picture("HUD Graphic")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 175, 175))
bitmap = RPG::Cache.picture("HUD Display")
self.contents.blt(15, 380, bitmap, Rect.new(0, 0, 175, 175))
bitmap = RPG::Cache.picture("HUD Time Display")
self.contents.blt(553.5, 338.5, bitmap, Rect.new(0, 0, 175, 175))
bitmap = RPG::Cache.picture("Hotkeys HUD")
self.contents.blt(250, -10, bitmap, Rect.new(0, 0, 400, 80))
if MINI_MAP
bitmap = RPG::Cache.picture("Mini-Map HUD")
self.contents.blt(493, 362.5, bitmap, Rect.new(0, 0, 175, 175))
#Show Map Name
map_infos = load_data("Data/MapInfos.rxdata")
name = map_infos[$game_map.map_id].name.to_s
self.contents.draw_text(520, 455, 400, 32, name.to_s)
end
#Show the HP Symbol
bitmap = RPG::Cache.icon("HP Symbol")
self.contents.blt(0, -2, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, -9, 640, 32, "HP")
#Draw the HP BAR
draw_gradient_bar(HP_X, HP_Y, @actor.hp, @actor.maxhp, HP_BAR, HP_WIDTH, HP_HEIGHT)
#Show the SP Symbol
bitmap = RPG::Cache.icon("SP Symbol")
self.contents.blt(0, 18, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, 11, 640, 32, "SP")
#Draw the SP Bar
draw_gradient_bar(SP_X, SP_Y, @actor.sp, @actor.maxsp, SP_BAR, SP_WIDTH, SP_HEIGHT)
#Show the EXP Symbol
bitmap = RPG::Cache.icon("EXP Symbol")
self.contents.blt(0, 37, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, 30, 640, 32, "EXP")
#Draw the EXP Bar
min = @actor.level == 99 ? 1 : @actor.now_exp
max = @actor.level == 99 ? 1 : @actor.next_exp
draw_gradient_bar(EXP_X, EXP_Y, min, max, EXP_BAR, EXP_WIDTH, EXP_HEIGHT)
#Show Hero Icon
bitmap = RPG::Cache.icon("Hero")
self.contents.blt(2, 59, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, 49, 640, 32, "Hero:")
self.contents.draw_text(30, 59, 640, 32, @actor.name.to_s)
#Show Level Icon
bitmap = RPG::Cache.icon("Level")
self.contents.blt(2, 81, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(33, 72, 640, 32, "Level:")
self.contents.draw_text(43, 82, 640, 32, @actor.level.to_s)
#Show Gold Icon
bitmap = RPG::Cache.icon("Gold")
self.contents.blt(35, 390, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(30, 400, 640, 32, $game_party.gold.to_s)
#Show Clock
self.contents.font.color = system_color
self.contents.font.color = normal_color
self.contents.font.size = 14
self.contents.draw_text(570, 270, 175, 175, @time.to_s)
#If the HP is too low
if @actor.hp.to_i <= LOW_HP
bitmap = RPG::Cache.icon("Skull")
self.contents.blt(130, 0, bitmap, Rect.new(0, 0, 24, 24))
end
#If the SP Item is more then 0
if $game_party.item_number(SP_ITEMID) > 0
bitmap = RPG::Cache.icon("SP Potion")
self.contents.blt(110, 20, bitmap, Rect.new(0, 0, 24, 24))
end
#if the HP Item is more then 0
if $game_party.item_number(HP_ITEMID) > 0
bitmap = RPG::Cache.icon("HP Potion")
self.contents.blt(110, 0, bitmap, Rect.new(0, 0, 24, 24))
end
if STATES_SHOW
begin
#Draw States Background
n = -2
for id in @actor.states
state = $data_states[id]
next if state == nil
bitmap = RPG::Cache.picture("States Display")
x = (n*40) + 185
self.contents.blt(x, 50, bitmap, Rect.new(0, 0, 49, 58))
n += 1
end
#Draw States
n = -2
for id in @actor.states
state = $data_states[id]
next if state == nil
bitmap = RPG::Cache.icon(state.name+"_Icon")
x = (n*40) + +195
self.contents.blt(x, 65, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(x, 66.5, 49, 58, state.name.to_s)
n += 1
end
rescue
print "#{$!} - Don't ask Mr.Mo for it!!!"
end
end
if HOTKEYS_SHOW
#Draw Hotkeys
count = 0
#Make a loop to get all the ideas that are Hotkeyed
@actor.skill_keys.each {|key, id|
#Skip NIL values
next if id == nil
x = (count*32) + 280
#Get skill
skill = $data_skills[id]
# Next if skill is nil
next if skill.nil?
#Get Icon
icon = RPG::Cache.icon(skill.icon_name)
self.contents.blt(x, 27, icon, Rect.new(0, 0, 200, 100))
#self.contents.draw_text(x, 33, 49, 58, skill.name.to_s)
n = Keys.name?(key)
self.contents.draw_text(x+10, 33, 49, 58, "#{n}")
#Increase Count
count += 1
}
end
#Change font size
self.contents.font.size = 20
#Dash Bar
self.contents.draw_text(DASH_X - 40, DASH_Y-10, 40, 32, "") if SHOW_DASH
draw_gradient_bar(DASH_X, DASH_Y, $ABS.dash_min, $ABS.dash_max, DASH_BAR, DASH_WIDTH, DASH_HEIGHT) if SHOW_DASH
#SNEAK Bar
self.contents.draw_text(SNEAK_X - 40, SNEAK_Y-10, 40, 32, "") if SHOW_SNEAK
draw_gradient_bar(SNEAK_X, SNEAK_Y, $ABS.sneak_min, $ABS.sneak_max, SNEAK_BAR, SNEAK_WIDTH, SNEAK_HEIGHT) if SHOW_SNEAK
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
refresh if something_changed?
end
#--------------------------------------------------------------------------
# * Something Changed?
#--------------------------------------------------------------------------
def something_changed?
return false if Graphics.frame_count % 30 != 0
return true if @actor != $game_party.actors[0]
return true if @old_hp != @actor.hp or @old_sp != @actor.sp or @old_exp != @actor.exp
return true if @level != @actor.level
return true if @hp_n != $game_party.item_number(HP_ITEMID) or @sp_n != $game_party.item_number(SP_ITEMID)
return true if @gold_n != $game_party.gold
return true if @states.to_s != @actor.states.to_s
return true if @dash != $ABS.dash_min or @sneak != $ABS.sneak_min
return true if $kts != nil and @time != $kts.time.to_s
return true if $kts == nil and @time != game_time
return false
end
#--------------------------------------------------------------------------
# * Game Time
#--------------------------------------------------------------------------
def game_time
total_sec = Graphics.frame_count / Graphics.frame_rate
hour = total_sec / 60 / 60
min = total_sec / 60 % 60
sec = total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
return text
end
#--------------------------------------------------------------------------
def CAN_TOGGLE
return CAN_TOGGLE
end
#--------------------------------------------------------------------------
def TOGGLE_KEY
return TOGGLE_KEY
end
end
#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
alias mrmo_hud_main_window main_window
alias mrmo_keyhud_update update
#--------------------------------------------------------------------------
# * Main Draw
#--------------------------------------------------------------------------
def main_window
@mrmo_hud = Window_MrMo_HUD.new
mrmo_hud_main_window
end
#--------------------------------------------------------------------------
# * Turn HUD Show
#--------------------------------------------------------------------------
def hud_show
@mrmo_hud.visible = true
end
#--------------------------------------------------------------------------
# * Turn HUD Hide
#--------------------------------------------------------------------------
def hud_hide
@mrmo_hud.visible = false
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
mrmo_keyhud_update
if @mrmo_hud.CAN_TOGGLE and Input.trigger?(@mrmo_hud.TOGGLE_KEY)
return @mrmo_hud.visible = true if !@mrmo_hud.visible
return @mrmo_hud.visible = false if @mrmo_hud.visible
end
end
end
#--------------------------------------------------------------------------
# * SDK End
#--------------------------------------------------------------------------
end
class Game_Actor
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
exp = @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
return exp
end
end
I need someone to edit that to completly remove the two bottom parts of the hud. (The time and gold display) Thankyou.
http://img169.imageshack.us/img169/8409/thoseie1.png[/img]