Okay I need to move the Skill Icons and Text down to where the Hot Key Bar is if anyone can help that'd be great here's the script at the current state. It's Mr. Mo's SABS Lite... Edited XD But nothing difficult to handle I just can get positioning right.. :crazy:
Screenshot of what it looks like. Please don't make fun of the stupid HUD graphic I have for HP/SP etc... It's not what I want just temp. :tongue:
This needs to be edited...
I hope I explained everything well enough. The red text is what needs to be edited (the skills icon & text) :lol:
Screenshot of what it looks like. Please don't make fun of the stupid HUD graphic I have for HP/SP etc... It's not what I want just temp. :tongue:
http://i78.photobucket.com/albums/j106/scorpiusongz/ss_help_hud.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 = 10 # What HP should the low HP icon be shown?
#--------------------------------------------------------------------------
HP_ITEMID = 1 # POTION ITEM ID
SP_ITEMID = 4 # SP Increase Item ID
#--------------------------------------------------------------------------
CAN_TOGGLE = true
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 $kts != nil
#Show the Pictures
bitmap = RPG::Cache.picture("HUD Graphic")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 175, 175))
bitmap = RPG::Cache.picture("Hotkeys HUD")
self.contents.blt(250, -10, bitmap, Rect.new(0, 0, 400, 80))
if MINI_MAP
bitmap = RPG::Cache.picture("Mini-Map HUD")
self.contents.blt(493, 362.5, bitmap, Rect.new(0, 0, 175, 175))
#Show Map Name
map_infos = load_data("Data/MapInfos.rxdata")
name = map_infos[$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(2, 103, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(30, 105, 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(27, 115, 640, 2, @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
This needs to be edited...
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
I hope I explained everything well enough. The red text is what needs to be edited (the skills icon & text) :lol: