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ReinoRpg Hud
Author: LB
Translation: Dartdaman
Ported: Dartdaman
Toggle Key: Kal
This script was wrote by LB in RGSS2 in Portuguese. Some time ago i translated this script into English, now i have ported this script from RGSS2 to RGSS3. I have also made various edits to the script other than porting it from RGSS2 to RGSS3. Thanks to Kal for adding the toggle key to the script.
Screenshot
Spoiler
Script
Spoiler Code:
[SIZE=14px]#================================================#[/SIZE] [SIZE=14px]# ¦ ReinoRPG HUD v0.6[/SIZE] [SIZE=14px]# Script: LB[/SIZE] [SIZE=14px]# Translated: Dartdaman[/SIZE] [SIZE=14px]# Toggle key: Kal[/SIZE] [SIZE=14px]#================================================#[/SIZE] [SIZE=14px]puts "HUD Loaded"[/SIZE] [SIZE=14px]module PR_RRPG_HUD[/SIZE] [SIZE=14px]#================================================#[/SIZE] [SIZE=14px]#============= General Settings ===============#[/SIZE] [SIZE=14px]#================================================#[/SIZE] [SIZE=14px] # Post nil if you want to center on screen[/SIZE] [SIZE=14px] # Place a minus sign in front of value to refer to the opposite side.[/SIZE] [SIZE=14px] Position_X = nil[/SIZE] [SIZE=14px] Position_Y = -8[/SIZE] [SIZE=14px] Bottom_of_the_HUD = "Back.png"[/SIZE] [SIZE=14px] Bar_HP = "HP.png"[/SIZE] [SIZE=14px] Bar_MP = "MP.png"[/SIZE] [SIZE=14px] Using_transparency_in_the_entrance = true # Makes the HUD fade when go under it[/SIZE] [SIZE=14px] Using_transparency_in_the_exit = true # FadeOut to disappear in just[/SIZE] [SIZE=14px] Speed = 3 # Speed to FadeIn/FadeOut[/SIZE] [SIZE=14px] Final_Opacity = 255 # Final 0pacity of the HUD[/SIZE] [SIZE=14px] Opacity_Final_Element = 255 # Opacity of the final elements of the HUD[/SIZE] [SIZE=14px] Character_Opacity = 150 # Opacity if the character is under[/SIZE] [SIZE=14px] Opacity_Character_Element = 160 # Opacity of the elements[/SIZE] [SIZE=14px] Switch_Control = 1 # Switch that controls whether the HUD is active or not[/SIZE] [SIZE=14px] # HUD to be active ON and OFF to turn it off.[/SIZE] [SIZE=14px] Number_Character = 1 # The number of character in order according to menu[/SIZE] [SIZE=14px] HUD_Toggle_Show_Key = Input::L # Press this key to show/hide the HUD[/SIZE] [SIZE=14px] # L is the Q key on a keyboard.[/SIZE] [SIZE=14px] # Press F1 in a game to see what the default[/SIZE] [SIZE=14px] # key mappings are.[/SIZE] [SIZE=14px]#==============================================#[/SIZE] [SIZE=14px]#=============== HUD Elements ================#[/SIZE] [SIZE=14px]#==============================================#[/SIZE] [SIZE=14px] # Set to true to display graphic charset (false to not display)[/SIZE] [SIZE=14px] Char_Show = true[/SIZE] [SIZE=14px] Char_X = 46[/SIZE] [SIZE=14px] Char_Y = 66[/SIZE] [SIZE=14px] # Set true to show the character's name (false to not display)[/SIZE] [SIZE=14px] Name_Show = true[/SIZE] [SIZE=14px] Name_Alignment = 1 # 0 = Left | 1 = Center | 2 = Right[/SIZE] [SIZE=14px] Name_X = 92[/SIZE] [SIZE=14px] Name_Y = 25[/SIZE] [SIZE=14px] Name_Width = 134[/SIZE] [SIZE=14px] Name_Color = Color.new(255,255,255)[/SIZE] [SIZE=14px] Name_Font = nil # Font to use, write nil to use the default[/SIZE] [SIZE=14px] Name_Size_of_Font = 17 # Size_of Font[/SIZE] [SIZE=14px] # Set true to show the character's class (false to not display)[/SIZE] [SIZE=14px] Class_Show = true[/SIZE] [SIZE=14px] Class_Alignment = 0 # 0 = Left | 1 = Center | 2 = Right[/SIZE] [SIZE=14px] Class_X = 229[/SIZE] [SIZE=14px] Class_Y = 25[/SIZE] [SIZE=14px] Class_Width = 60[/SIZE] [SIZE=14px] Class_Color = Color.new(255,255,255)[/SIZE] [SIZE=14px] Class_Font = nil # Font to use, write nil to use the default[/SIZE] [SIZE=14px] Class_Size_of_Font = 16 # Size_of Font[/SIZE] [SIZE=14px] # Set true to show the bar that represents the character's HP (false to not display)[/SIZE] [SIZE=14px] HP_Show = true[/SIZE] [SIZE=14px] HP_X = 92[/SIZE] [SIZE=14px] HP_Y = 42[/SIZE] [SIZE=14px] # Set true to show the bar that represents the character's MP (false to not display)[/SIZE] [SIZE=14px] MP_Show = true[/SIZE] [SIZE=14px] MP_X = 92[/SIZE] [SIZE=14px] MP_Y = 59[/SIZE] [SIZE=14px] # Set true to show the value of Current HP bar (false to not display)[/SIZE] [SIZE=14px] Values_HP_Show_Current = false[/SIZE] [SIZE=14px] # Set true to show the maximum value of the HP bar (false to not display)[/SIZE] [SIZE=14px] Values_HP_Show_Total = false[/SIZE] [SIZE=14px] Values_HP_Color = Color.new(255,255,255)[/SIZE] [SIZE=14px] Values_HP_Font = nil # Font to use, write nil to use the default[/SIZE] [SIZE=14px] Values_HP_Size_of_Font = 14 # Size_of Font[/SIZE] [SIZE=14px] Values_HP_X = 92[/SIZE] [SIZE=14px] Values_HP_Y = 38[/SIZE] [SIZE=14px] # Set true to show the value of Current MP bar (false to not display)[/SIZE] [SIZE=14px] Values_MP_Show_Current = false[/SIZE] [SIZE=14px] # Set true to show the maximum value of the MP bar (false to not display)[/SIZE] [SIZE=14px] Values_MP_Show_Total = false[/SIZE] [SIZE=14px] Values_MP_Color = Color.new(255,255,255)[/SIZE] [SIZE=14px] Values_MP_Font = nil # Font to use, write nil to use the default[/SIZE] [SIZE=14px] Values_MP_Size_of_Font = 14 # Size_of Font[/SIZE] [SIZE=14px] Values_MP_X = 92[/SIZE] [SIZE=14px] Values_MP_Y = 55[/SIZE] [SIZE=14px] # Set true to show the character's level (false to not display)[/SIZE] [SIZE=14px] LV_Show = true[/SIZE] [SIZE=14px] LV_Color = Color.new(255,255,255)[/SIZE] [SIZE=14px] LV_Font = nil # Font to use, write nil to use the default[/SIZE] [SIZE=14px] LV_Size_of_Font = 19 # Size_of Font[/SIZE] [SIZE=14px] LV_Width = 30[/SIZE] [SIZE=14px] LV_X = 241[/SIZE] [SIZE=14px] LV_Y = 49[/SIZE] [SIZE=14px] # Set true to show the character of money (false to not display)[/SIZE] [SIZE=14px] Gold_Show = true[/SIZE] [SIZE=14px] Gold_Color = Color.new(255,255,255)[/SIZE] [SIZE=14px] Gold_Font = nil # Font to use, write nil to use the default[/SIZE] [SIZE=14px] Gold_Size_of_Font = 18 # Size_of Font[/SIZE] [SIZE=14px] Gold_X = 281[/SIZE] [SIZE=14px] Gold_Y = 35[/SIZE] [SIZE=14px] Gold_Width = 50[/SIZE] [SIZE=14px] # Set true to show the suffix of play money (false to not display)[/SIZE] [SIZE=14px] Text_Show = true[/SIZE] [SIZE=14px] Text_Color = Color.new(255,255,255)[/SIZE] [SIZE=14px] Text_Font = nil # Font to use, write nil to use the default[/SIZE] [SIZE=14px] Text_Size_of_Font = 15 # Size_of Font[/SIZE] [SIZE=14px] Text_X = 281[/SIZE] [SIZE=14px] Text_Y = 50[/SIZE] [SIZE=14px] Text_Width = 50[/SIZE] [SIZE=14px] Text = "Gold" # Name of game currency[/SIZE] [SIZE=14px]end[/SIZE] [SIZE=14px]#===============================================#[/SIZE] [SIZE=14px]#============ End of Settings ================#[/SIZE] [SIZE=14px]#===============================================#[/SIZE] [SIZE=14px]#============ Top of Script ==================#[/SIZE] [SIZE=14px]#===============================================#[/SIZE] [SIZE=14px]module Cache[/SIZE] [SIZE=14px] #--------------------------------------------------------------------------[/SIZE] [SIZE=14px] # * Get HUD Graphic[/SIZE] [SIZE=14px] # filename : Filename[/SIZE] [SIZE=14px] #--------------------------------------------------------------------------[/SIZE] [SIZE=14px] def self.hud(filename)[/SIZE] [SIZE=14px] load_bitmap("Graphics/Hud/", filename)[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px]end[/SIZE] [SIZE=14px]class Scene_Map < Scene_Base[/SIZE] [SIZE=14px] include PR_RRPG_HUD[/SIZE] [SIZE=14px] alias hud_start start[/SIZE] [SIZE=14px] alias hud_update update[/SIZE] [SIZE=14px] alias hud_terminate terminate[/SIZE] [SIZE=14px] def start[/SIZE] [SIZE=14px] active_hud[/SIZE] [SIZE=14px] hud_start[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] def active_hud[/SIZE] [SIZE=14px] unless @hud_has_run_before[/SIZE] [SIZE=14px] $game_switches[Switch_Control] = true[/SIZE] [SIZE=14px] @hud_has_run_before = true[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] @animation_hud1 = Using_transparency_in_the_entrance[/SIZE] [SIZE=14px] @animation_hud2 = Using_transparency_in_the_entrance[/SIZE] [SIZE=14px] @animation_hud_1 = Using_transparency_in_the_exit[/SIZE] [SIZE=14px] @animation_hud_2 = Using_transparency_in_the_exit[/SIZE] [SIZE=14px] @back = Sprite.new[/SIZE] [SIZE=14px] @back.bitmap = Cache.hud(Bottom_of_the_HUD)[/SIZE] [SIZE=14px] @back.opacity = 0 if @animation_hud1 == true[/SIZE] [SIZE=14px] x = Position_X[/SIZE] [SIZE=14px] y = Position_Y[/SIZE] [SIZE=14px] w = @back.width[/SIZE] [SIZE=14px] h = @back.height[/SIZE] [SIZE=14px] x = ( x == nil ? ( 544 - w ) / 2 : ( x < 0 ? ( 544 + x - w ) : x ) )[/SIZE] [SIZE=14px] y = ( y == nil ? ( 416 - h ) / 2 : ( y < 0 ? ( 416 + y - h ) : y ) )[/SIZE] [SIZE=14px] @back.x = x[/SIZE] [SIZE=14px] @back.y = y[/SIZE] [SIZE=14px] @back.z = 190[/SIZE] [SIZE=14px] @wind = Window_Base.new(x-16,y-16,w+32,h+32)[/SIZE] [SIZE=14px] @wind.opacity = 0[/SIZE] [SIZE=14px] @wind.contents_opacity = 0 if @animation_hud2 == true[/SIZE] [SIZE=14px] @wind.z = 195[/SIZE] [SIZE=14px] @wind.contents.font.shadow = false[/SIZE] [SIZE=14px] @id = Number_Character-1[/SIZE] [SIZE=14px] @info = [][/SIZE] [SIZE=14px] @hp = Sprite.new[/SIZE] [SIZE=14px] @hp.bitmap = Bitmap.new(32,32)[/SIZE] [SIZE=14px] @mp = Sprite.new[/SIZE] [SIZE=14px] @mp.bitmap = Bitmap.new(32,32)[/SIZE] [SIZE=14px] @hp.x = HP_X + x[/SIZE] [SIZE=14px] @mp.x = MP_X + x[/SIZE] [SIZE=14px] @hp.y = HP_Y + y[/SIZE] [SIZE=14px] @mp.y = MP_Y + y[/SIZE] [SIZE=14px] @hp.z = 192[/SIZE] [SIZE=14px] @mp.z = 193[/SIZE] [SIZE=14px] @hp.opacity = 0 if @animation_hud2 == true[/SIZE] [SIZE=14px] @mp.opacity = 0 if @animation_hud2 == true[/SIZE] [SIZE=14px] hud_real_update if status_update[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] def terminate[/SIZE] [SIZE=14px] if @animation_hud_1 == true[/SIZE] [SIZE=14px] @back.bitmap.dispose[/SIZE] [SIZE=14px] @back.dispose[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if @animation_hud_2 == true[/SIZE] [SIZE=14px] @hp.bitmap.dispose[/SIZE] [SIZE=14px] @hp.dispose[/SIZE] [SIZE=14px] @mp.bitmap.dispose[/SIZE] [SIZE=14px] @mp.dispose[/SIZE] [SIZE=14px] @wind.contents.dispose[/SIZE] [SIZE=14px] @wind.dispose[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] hud_terminate[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] def update[/SIZE] [SIZE=14px] if $game_switches[Switch_Control] == true and @hud_keyboard_switch[/SIZE] [SIZE=14px] if @back != nil[/SIZE] [SIZE=14px] if @back.opacity < Final_Opacity and @animation_hud1 == true[/SIZE] [SIZE=14px] @back.opacity += Speed[/SIZE] [SIZE=14px] else[/SIZE] [SIZE=14px] @back.opacity = Final_Opacity[/SIZE] [SIZE=14px] @animation_hud1 = false[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if @wind.contents_opacity < Opacity_Final_Element and @animation_hud2 == true[/SIZE] [SIZE=14px] @wind.contents_opacity += Speed[/SIZE] [SIZE=14px] @hp.opacity += Speed[/SIZE] [SIZE=14px] @mp.opacity += Speed[/SIZE] [SIZE=14px] else[/SIZE] [SIZE=14px] @wind.contents_opacity = Opacity_Final_Element[/SIZE] [SIZE=14px] @hp.opacity = Opacity_Final_Element[/SIZE] [SIZE=14px] @mp.opacity = Opacity_Final_Element[/SIZE] [SIZE=14px] @animation_hud2 = false[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] else[/SIZE] [SIZE=14px] active_hud[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] else[/SIZE] [SIZE=14px] if @back != nil[/SIZE] [SIZE=14px] if @back.opacity > Speed-1 and @animation_hud_1 == true[/SIZE] [SIZE=14px] @back.opacity -= Speed[/SIZE] [SIZE=14px] else[/SIZE] [SIZE=14px] @back.bitmap.dispose[/SIZE] [SIZE=14px] @back.dispose[/SIZE] [SIZE=14px] @back = nil[/SIZE] [SIZE=14px] @animation_hud_1 = false[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if @wind.contents_opacity > Speed-1 and @animation_hud_2 == true[/SIZE] [SIZE=14px] @wind.contents_opacity -= Speed[/SIZE] [SIZE=14px] @hp.opacity -= Speed[/SIZE] [SIZE=14px] @mp.opacity -= Speed[/SIZE] [SIZE=14px] else[/SIZE] [SIZE=14px] if @animation_hud_2 == true[/SIZE] [SIZE=14px] @hp.bitmap.dispose[/SIZE] [SIZE=14px] @hp.dispose[/SIZE] [SIZE=14px] @hp = nil[/SIZE] [SIZE=14px] @mp.bitmap.dispose[/SIZE] [SIZE=14px] @mp.dispose[/SIZE] [SIZE=14px] @mp = nil[/SIZE] [SIZE=14px] @wind.contents.dispose[/SIZE] [SIZE=14px] @wind.dispose[/SIZE] [SIZE=14px] @wind = nil[/SIZE] [SIZE=14px] @animation_hud_2 = false[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if @back != nil[/SIZE] [SIZE=14px] if $game_player.screen_x >= @back.x and $game_player.screen_x <= @back.x + @back.width and[/SIZE] [SIZE=14px] $game_player.screen_y >= @back.y and $game_player.screen_y <= @back.y + @back.height[/SIZE] [SIZE=14px] @back.opacity = Character_Opacity[/SIZE] [SIZE=14px] @hp.opacity = Opacity_Character_Element[/SIZE] [SIZE=14px] @mp.opacity = Opacity_Character_Element[/SIZE] [SIZE=14px] @wind.contents_opacity = Opacity_Character_Element[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] real_update if status_update[/SIZE] [SIZE=14px] hud_check_key_toggle[/SIZE] [SIZE=14px] hud_update[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] def hud_real_update[/SIZE] [SIZE=14px] a = $game_party.members[@id][/SIZE] [SIZE=14px] @wind.contents.clear[/SIZE] [SIZE=14px] @wind.draw_character(a.character_name, a.character_index, Char_X, Char_Y) if Char_Show[/SIZE] [SIZE=14px] if Name_Show[/SIZE] [SIZE=14px] @wind.contents.font.name = Name_Font if Name_Font != nil[/SIZE] [SIZE=14px] @wind.contents.font.color = Name_Color[/SIZE] [SIZE=14px] @wind.contents.font.size = Name_Size_of_Font[/SIZE] [SIZE=14px] @wind.contents.draw_text(Name_X, Name_Y, Name_Width, Name_Size_of_Font, a.name, Name_Alignment)[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if Class_Show[/SIZE] [SIZE=14px] @wind.contents.font.name = Class_Font if Class_Font != nil[/SIZE] [SIZE=14px] @wind.contents.font.color = Class_Color[/SIZE] [SIZE=14px] @wind.contents.font.size = Class_Size_of_Font[/SIZE] [SIZE=14px] @wind.contents.draw_text(Class_X, Class_Y, Class_Width, Class_Size_of_Font, a.class.name, Class_Alignment)[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if HP_Show[/SIZE] [SIZE=14px] @hp.bitmap.dispose[/SIZE] [SIZE=14px] @hp.bitmap = Cache.hud(Bar_HP)[/SIZE] [SIZE=14px] @hp.bitmap.clear_rect(Rect.new((@hp.width*a.hp/a.mhp),0,@hp.width,@hp.height))[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if MP_Show[/SIZE] [SIZE=14px] @mp.bitmap.dispose[/SIZE] [SIZE=14px] @mp.bitmap = Cache.hud(Bar_MP)[/SIZE] [SIZE=14px] @mp.bitmap.clear_rect(Rect.new((@mp.width*a.mp/a.mmp),0,@mp.width,@mp.height))[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if Values_HP_Show_Current[/SIZE] [SIZE=14px] text = a.hp.to_s[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if Values_HP_Show_Total[/SIZE] [SIZE=14px] text = a.mhp.to_s[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if Values_HP_Show_Current and Values_HP_Show_Total[/SIZE] [SIZE=14px] text = a.hp.to_s + "/" + a.mhp.to_s[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if text != nil[/SIZE] [SIZE=14px] @wind.contents.font.name = Values_HP_Font if Values_HP_Font != nil[/SIZE] [SIZE=14px] @wind.contents.font.color = Values_HP_Color[/SIZE] [SIZE=14px] @wind.contents.font.size = Values_HP_Size_of_Font[/SIZE] [SIZE=14px] @wind.contents.draw_text(Values_HP_X, Values_HP_Y, @hp.width, Values_HP_Size_of_Font, text, 2)[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] text = nil[/SIZE] [SIZE=14px] if Values_MP_Show_Current[/SIZE] [SIZE=14px] text = a.mp.to_s[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if Values_MP_Show_Total[/SIZE] [SIZE=14px] text = a.mmp.to_s[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if Values_MP_Show_Current and Values_MP_Show_Total[/SIZE] [SIZE=14px] text = a.mp.to_s + "/" + a.mmp.to_s[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if text != nil[/SIZE] [SIZE=14px] @wind.contents.font.name = Values_MP_Font if Values_MP_Font != nil[/SIZE] [SIZE=14px] @wind.contents.font.color = Values_MP_Color[/SIZE] [SIZE=14px] @wind.contents.font.size = Values_MP_Size_of_Font[/SIZE] [SIZE=14px] @wind.contents.draw_text(Values_MP_X, Values_MP_Y, @hp.width, Values_MP_Size_of_Font, text, 2)[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if LV_Show[/SIZE] [SIZE=14px] @wind.contents.font.name = LV_Font if LV_Font != nil[/SIZE] [SIZE=14px] @wind.contents.font.color = LV_Color[/SIZE] [SIZE=14px] @wind.contents.font.size = LV_Size_of_Font[/SIZE] [SIZE=14px] @wind.contents.draw_text(LV_X, LV_Y, LV_Width, LV_Size_of_Font, a.level, 1)[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if Gold_Show[/SIZE] [SIZE=14px] @wind.contents.font.name = Gold_Font if Gold_Font != nil[/SIZE] [SIZE=14px] @wind.contents.font.color = Gold_Color[/SIZE] [SIZE=14px] @wind.contents.font.size = Gold_Size_of_Font[/SIZE] [SIZE=14px] @wind.contents.draw_text(Gold_X, Gold_Y, Gold_Width, Gold_Size_of_Font, $game_party.gold, 1)[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] if Text_Show[/SIZE] [SIZE=14px] @wind.contents.font.name = Text_Font if Text_Font != nil[/SIZE] [SIZE=14px] @wind.contents.font.color = Text_Color[/SIZE] [SIZE=14px] @wind.contents.font.size = Text_Size_of_Font[/SIZE] [SIZE=14px] @wind.contents.draw_text(Text_X, Text_Y, Text_Width, Text_Size_of_Font, Text, 1)[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] def status_update[/SIZE] [SIZE=14px] return false if @wind == nil[/SIZE] [SIZE=14px] a = $game_party.members[@id][/SIZE] [SIZE=14px] return update_infos if a.id != @info[0][/SIZE] [SIZE=14px] return update_infos if a.character_name != @info[1][/SIZE] [SIZE=14px] return update_infos if a.character_index != @info[2][/SIZE] [SIZE=14px] return update_infos if a.name != @info[3][/SIZE] [SIZE=14px] return update_infos if a.class_id != @info[4][/SIZE] [SIZE=14px] return update_infos if a.class.name != @info[5][/SIZE] [SIZE=14px] return update_infos if a.hp != @info[6][/SIZE] [SIZE=14px] return update_infos if a.mhp != @info[7][/SIZE] [SIZE=14px] return update_infos if a.mp != @info[8][/SIZE] [SIZE=14px] return update_infos if a.mmp != @info[9][/SIZE] [SIZE=14px] return update_infos if a.level != @info[10][/SIZE] [SIZE=14px] return update_infos if $game_party.gold != @info[11][/SIZE] [SIZE=14px] return false[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] def update_infos[/SIZE] [SIZE=14px] a = $game_party.members[@id][/SIZE] [SIZE=14px] @info[0] = a.id[/SIZE] [SIZE=14px] @info[1] = a.character_name[/SIZE] [SIZE=14px] @info[2] = a.character_index[/SIZE] [SIZE=14px] @info[3] = a.name[/SIZE] [SIZE=14px] @info[4] = a.class_id[/SIZE] [SIZE=14px] @info[5] = a.class.name[/SIZE] [SIZE=14px] @info[6] = a.hp[/SIZE] [SIZE=14px] @info[7] = a.mhp[/SIZE] [SIZE=14px] @info[8] = a.mp[/SIZE] [SIZE=14px] @info[9] = a.mmp[/SIZE] [SIZE=14px] @info[10] = a.level[/SIZE] [SIZE=14px] @info[11] = $game_party.gold[/SIZE] [SIZE=14px] return true[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] def hud_check_key_toggle[/SIZE] [SIZE=14px] @hud_keyboard_switch = true if @hud_keyboard_switch.nil?[/SIZE] [SIZE=14px] if Input.trigger?(HUD_Toggle_Show_Key)[/SIZE] [SIZE=14px] @hud_keyboard_switch = !@hud_keyboard_switch[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px] end[/SIZE] [SIZE=14px]end[/SIZE] 复制代码
If you want the hud, hp, and mp graphic
Spoiler
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no use in commercial game
本贴来自国际rpgmaker官方论坛作者:Bravo2Kilo处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/reinorpg-hud-ace.1142/
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