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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: [HUD]Survivor
  • Original author: Enter
  • Original date: February 8, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/hud-survivor.36744/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

[HUD]Survivor Autor: Enter Thank:  Masked, Raizen, miguel8884,  Fábio Pichler, Sixth. For your topics and support that give to beginners in RGSS . Click to expand...

Archived First Post

[HUD]Survivor

Autor: Enter

Thank:  Masked, Raizen, miguel8884,  Fábio Pichler, Sixth. For your topics and support that give to beginners in RGSS .
Introduction

This is my first RGSS3 script. And it will be updated as necessary.
- You can give suggestions on this hud that topic.

If you are a programmer or scripter and want to make your code suggestion use the github :

https://github.com/leolucass/ruby.git
Features

08/02/2015

*It becomes visible when the SHIFT key is held down

*It is a customizable hud that has HP bars , MP , Stamina and Hunger.

14/04/2015

* An amount of stamina is subtracted each time you press the SHIFT key (to run)

note: while stamina is zero, the race is locked system with shift.

* Added the seat bar (water)

* When headquarters reaches less than or equal to 1 is given Game Over.

30/052015

version 2.0

# 30/05/2015: Set comments and variables to English (V)

# To facilitate handling call with creating a class method in the game Interpreter (V)

#Colocar Gameover when you get zero on all status (V)
Videos

Videos









1º Download the graphics [ HUD ] Survivor the following link:

http://www.4shared.c...a/Pictures.html

2º Each image must go in the Pictures folder rpg maker

To handle the Stamina attribute or famine , use the call event:
Example : Subtracting 10 points hunger bar on the call event:

@actorId = 0
@value = - 10
@change = Game_Interpreter.new
@change.change_hunger(@actorId,@value)
 

Script

Code:
#Authors: leolucas(=Enter)#About this script: #This MOD is a script that contain a #HUD (HP,MP, thirsty, Stamina and Hunger bar);#if you press the "S" key then these bars become visible.#and#If the player have stamina enough then he can run pressing the SHIFT key else he not can run#If thirst or hunger or hp <= 1 then Game Over#RGSS3#Script version 2.0# S  E  T  U  P  module EnterConfigHUD  HUNGER  = 199  #hunger  MHUNGER = 200        Stamina = 199      Mstamina = 200    THIRST = 199     MTHIRST = 200end#------------------------------------------------ #Creating new attributes class Game_BattlerBase   attr_accessor :HUNGER, :mHUNGER, :stamina, :mstamina, :THIRST, :mTHIRST  alias modificando initialize  def initialize(*args)    modificando(*args)    @HUNGER = EnterConfigHUD::HUNGER    @mHUNGER = EnterConfigHUD::MHUNGER    @stamina = EnterConfigHUD::Stamina    @mstamina = EnterConfigHUD::Mstamina    @THIRST = EnterConfigHUD::THIRST    @mTHIRST = EnterConfigHUD::MTHIRST    end  def HUNGER=(x) #Is something like setHUNGER and getHUNGER but to act like exception treatment    @HUNGER = x    @HUNGER = @mHUNGER if @HUNGER > @mHUNGER #Here is defined the limit of the value    @HUNGER = 0 if @HUNGER < 0   end  def stamina=(x)    @stamina = x    @stamina = @mstamina if @stamina > @mstamina      @stamina = 0 if @stamina < 0    end    def THIRST=(x)    @THIRST = x    @THIRST = @mTHIRST if @THIRST > @mTHIRST    @THIRST = 0 if @THIRST < 0  end    end  #Game_BattlerBase#-------------------------------------------------# H U Dclass SurvivorHUD  attr_accessor :actor  def initialize(actor)    @actor = actor    @bg = Sprite.new    @bg.bitmap = Bitmap.new(Graphics.width, Graphics.height)    @fg = Sprite.new    @fg.bitmap = Bitmap.new(Graphics.width, Graphics.height)    #@sbox = Sprite.new#soon    #@sbox.bitmap = Bitmap.new(Graphics.width, Graphics.height)#soon    @THIRSTBox = Sprite.new     @THIRSTBox.bitmap = Bitmap.new(Graphics.width, Graphics.height)    @fTHIRSTBox = Sprite.new    @fTHIRSTBox.bitmap = Bitmap.new(Graphics.width, Graphics.height)##foreground    update_variables    draw_background    draw_foreground  end  def update    refresh if need_update?  end  def refresh    update_variables    draw_foreground  end  def draw_background    @bg.bitmap.clear    #@sbox.bitmap.clear#soon    @THIRSTBox.bitmap.clear    create_background_bitmaps    create_background    @bg.bitmap.blt(190, 350, @background, @background.rect)    #@sbox.bitmap.blt(30,3,@scorebox, @scorebox.rect) #To the first numbers are defined the coordinates    @THIRSTBox.bitmap.blt(525,150, @bTHIRST, @bTHIRST.rect)    end    def draw_foreground    @fg.bitmap.clear     @fTHIRSTBox.bitmap.clear    create_foreground_bitmaps    create_foreground    @fg.bitmap.blt(190, 350, @foreground, @foreground.rect)    @fTHIRSTBox.bitmap.blt(525,150, @foreTHIRST, @foreTHIRST.rect)  end    def create_background_bitmaps    @bhp = Cache.picture('barraenergiaCompleta')    @bmp = Cache.picture('barraenergiaCompleta')    @bHUNGER = Cache.picture('barraenergiaCompleta')    @bstamina = Cache.picture('barraenergiaCompleta')    @background = Cache.picture('backgroundHUD')    @bTHIRST = Cache.picture('SedeBar')# #@scorebox = Cache.picture('scorebox')#  end  def create_background    @background.blt(16, 12, @bstamina, @bstamina.rect) #Here is drawn the background of bars    @background.blt(16, 2, @bHUNGER, @bHUNGER.rect)    @background.blt(16, 28, @bhp, @bhp.rect)    @background.blt(16, 54, @bmp, @bmp.rect)    @bTHIRST.blt(55,14, @bTHIRST, @bTHIRST.rect)  end  def create_foreground_bitmaps    @fhp = Cache.picture "hp_bar"    @fmp = Cache.picture "mp_bar"    @fHUNGER = Cache.picture "Fome_bar"    @fstamina = Cache.picture "stamina_bar"    @fTHIRST = Cache.picture "sede_bar"    @foreTHIRST = Bitmap.new(@bTHIRST.width, @bTHIRST.height)#    @foreground = Bitmap.new(@background.width, @background.height) #drawing a space that have measures of image backgroundHUD. And it'll use the blt and rect to put the images of bars.    end  def create_foreground    w = @fstamina.width * @actor.stamina/@actor.mstamina.to_f #Define the width of bar    h = @fstamina.height    rect = Rect.new(0,0,w.to_i,h)    @foreground.blt(16, 12, @fstamina, rect)        w = @fHUNGER.width * @actor.HUNGER/@actor.mHUNGER.to_f #Define the width of bar    h = @fHUNGER.height    rect = Rect.new(0,0,w.to_i,h)    @foreground.blt(16, 2, @fHUNGER, rect)    w = @fhp.width * @actor.hp/@actor.mhp.to_f #Define the width of bar    h = @fhp.height    rect = Rect.new(0,0,w.to_i,h)    @foreground.blt(16, 29, @fhp, rect)    w = @fmp.width * @actor.mp/@actor.mmp.to_f #Define the width of bar    h = @fmp.height    rect = Rect.new(0,0,w.to_i,h)    @foreground.blt(16, 53, @fmp, rect)        w = @fTHIRST.width    h = @fTHIRST.height * @actor.THIRST/@actor.mTHIRST.to_f #Define the width of bar    rect = Rect.new(0,0,h.to_i,h)    @foreTHIRST.blt(0, 0, @fTHIRST, rect)  end  def update_variables    @actor_hp = @actor.hp    @actor_mhp = @actor.mhp    @actor_mp = @actor.mp    @actor_mmp = @actor.mmp    @actor_HUNGER = @actor.HUNGER    @actor_mHUNGER = @actor.mHUNGER    @actor_stamina = @actor.stamina    @actor_mstamina = @actor.mstamina    @actor_THIRST = @actor.THIRST    @actor_mTHIRST = @actor.mTHIRST  end  def need_update?    hp_need_update? || mp_need_update? || stamina_need_update? || HUNGER_need_update? || THIRST_need_update?  end    def hp_need_update?    @actor_hp != @actor.hp || @actor_mhp != @actor.mhp  end  def mp_need_update?    @actor_mp != @actor.mp || @actor_mmp != @actor.mmp  end    def HUNGER_need_update?    @actor_HUNGER != @actor.HUNGER || @actor_mHUNGER != @actor.mHUNGER  end  def stamina_need_update?    @actor_stamina != @actor.stamina || @actor_mstamina != @actor.mstamina  end    def THIRST_need_update?    @actor_THIRST != @actor.THIRST || @actor_mTHIRST != @actor.mTHIRST    end  def visible=(tf) #true or false will be the value returned = tf. Here will be linked with the "Input.press?" condition    @bg.visible=@fg.visible=tf    @THIRSTBox.visible = @fTHIRSTBox.visible = tf  end  #def scoreVisible=(tf)#  #@sbox.visible = tf#end  def dispose    @bg.dispose    @fg.dispose    @fTHIRSTBox.dispose    @fTHIRSTBox.dispose  endend#---------------------------- C O R R E R --------------------class Game_Player < Game_Character  alias enter_initialize initialize  def initialize    $Ncorre = false    enter_initialize  end  def dash?    return false if @move_route_forcing  return false if $game_map.disable_dash?  return false if vehicle  return false if $Ncorre == true #  return Input.press?(:A) if $Ncorre == false  return $Ncorre  endend #----------------------- using [mod]survivor -------------------------- class Scene_Map < Scene_Base  alias enter_hud_start start  alias enter_hud_update update  alias enter_hud_terminate terminate  def start    enter_hud_start #alias    @hud = SurvivorHUD.new($game_party.members[0])  end   def update    #------------------------     @groupp = $game_party.members[0]     if @groupp.stamina <= 1        $Ncorre = true        else        $Ncorre = false   end    if Input.trigger?(:A)        @decrease = 10        @groupp.stamina = @groupp.stamina - @decrease        end      if @groupp.THIRST <= 1 || @groupp.HUNGER<= 1 || @groupp.hp <= 1        SceneManager.goto(Scene_Gameover)        end    #-------------------------    enter_hud_update #alias    @hud.visible = Input.press?(:Y) #S key    #@hud.scoreVisible = Input.press?(:A) # shift key    #-------------------    #--------------------------    #@hud.THIRSTVisible = true    @hud.update              end   def terminate    enter_hud_terminate    @hud.dispose  endendclass Game_Interpreter #thanks Sixth    def change_hunger(actor_id,value)    old_val = $game_party.members[actor_id].HUNGER    new_val = old_val + value    $game_party.members[actor_id].HUNGER = new_val  end    def change_stamina(actor_id,value)    old_val = $game_party.members[actor_id].stamina    new_val = old_val + value    $game_party.members[actor_id].stamina = new_val  end     def change_hp(actor_id,value)    old_val = $game_party.members[actor_id].hp    new_val = old_val + value    $game_party.members[actor_id].hp = new_val  end     def change_sp(actor_id,value)    old_val = $game_party.members[actor_id].sp    new_val = old_val + value    $game_party.members[actor_id].sp = new_val  end end

Features Mentioned

  • 08/02/2015
  • It becomes visible when the SHIFT key is held down
  • It is a customizable hud that has HP bars , MP , Stamina and Hunger.
  • 14/04/2015
  • An amount of stamina is subtracted each time you press the SHIFT key (to run)
  • note: while stamina is zero, the race is locked system with shift.
  • Added the seat bar (water)
  • When headquarters reaches less than or equal to 1 is given Game Over.
  • 30/052015
  • version 2.0
  • # 30/05/2015: Set comments and variables to English (V)
  • # To facilitate handling call with creating a class method in the game Interpreter (V)
  • #Colocar Gameover when you get zero on all status (V)
  • Click to expand...
  • Videos
  • 1º Download the graphics [ HUD ] Survivor the following link:
  • http://www.4shared.c...a/Pictures.html

Downloads / Referenced Files

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