Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.
Original Source
- Original title: Map HUD - v1.3 (06/10/2015)
- Original author: Sixth
- Original date: June 13, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/map-hud-v1-3-06-10-2015.41160/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
- Script: - Resources: In case you would like some sample images for testing, here are the ones I made with my crappy PS "skills": New linky: https://www.mediafire.com/?wcbu8sbwt6n8n2n
Archived First Post
- Script:
- Resources:
In case you would like some sample images for testing, here are the ones I made with my crappy PS "skills":
New linky: https://www.mediafire.com/?wcbu8sbwt6n8n2n
The screenshot shows these in action.
- Screenshots:
I know, doesn't look too fancy, but I am sure someone with graphical skills can do much better.
- Author's Notes:
I finally took my time to write down the instructions for this script, so I can share it. Yay! Right?
This script will update the bars automatically every time their state should be changed, so you don't have to worry about adding codes here and there for this and that ABS script! Although you might need to disable the ones from the ABS in the code itself, in case the ABS script doesn't let you decide what to show on the HUD individually.
This HUD does NOT contain any skill-bars or any other custom script specific things!
I made this to add better gauges for my little ABS based side-project. While this is far from finished, it can be used just fine even right now.
I plan to add some other might-be-useful things to show, such as the face and name of the current party leader, and maybe the gold owned by the party.
But no plans on adding anything which is not a default feature of the engine (like skill-bars, for example). You can use the default skill-bars from your chosen ABS script for that just fine.
If anyone can make a more glassy effect for those sphere bars of mine, and would be kind enough to share it, please let me know! *-*
On a final note, you can use the sprite classes I created for the fill rates on any scene you want, provided you have the scripting knowledge to do so.
Note that this script requires my Picture Number Drawing script IF you enable the image drawing for numbers in this script!
The link for that can be found in my signature!
- Resources:
In case you would like some sample images for testing, here are the ones I made with my crappy PS "skills":
New linky: https://www.mediafire.com/?wcbu8sbwt6n8n2n
The screenshot shows these in action.
- Screenshots:
I know, doesn't look too fancy, but I am sure someone with graphical skills can do much better.
- Author's Notes:
I finally took my time to write down the instructions for this script, so I can share it. Yay! Right?
This script will update the bars automatically every time their state should be changed, so you don't have to worry about adding codes here and there for this and that ABS script! Although you might need to disable the ones from the ABS in the code itself, in case the ABS script doesn't let you decide what to show on the HUD individually.
This HUD does NOT contain any skill-bars or any other custom script specific things!
I made this to add better gauges for my little ABS based side-project. While this is far from finished, it can be used just fine even right now.
I plan to add some other might-be-useful things to show, such as the face and name of the current party leader, and maybe the gold owned by the party.
But no plans on adding anything which is not a default feature of the engine (like skill-bars, for example). You can use the default skill-bars from your chosen ABS script for that just fine.
If anyone can make a more glassy effect for those sphere bars of mine, and would be kind enough to share it, please let me know! *-*
On a final note, you can use the sprite classes I created for the fill rates on any scene you want, provided you have the scripting knowledge to do so.
Note that this script requires my Picture Number Drawing script IF you enable the image drawing for numbers in this script!
The link for that can be found in my signature!
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