Help! HUD issues...

Dakieda

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So I am making a survival type game with overworld battles in which i need to display health, stamina, thirst and hunger. I was using a script to make the thirst and hunger, which worked well, but it doesn't visually match the one I have for health. I don't have anything at all for stamina (I was thinking MP would be a nice replacement since I will be calling stamina from the overworld battles). I was able to edit the one that shows health to draw the hunger, stam and thirst bars, but am unsure now how to link these new bars either to a script that makes them work (i.e. losing 1 point of 300 hunger/thirst per step or using stam in battle)...
Does anyone know what I could do to make them decrease? The hunger one works perfectly fine, but I don't really know how to script, so it look like its functioning on the power of black magic to me o_O

The script I want to use is the Faalco GS Pack - {HUD}
Link to original script --> https://forums.rpgmakerweb.com/index.php?threads/faalco-gs-pack-hud.2030/

Anddd screenie of how the bars look at the moment. So far the health is the only one that is being affected.
https://sta.sh/01yt5gkrthpv
 

Kes

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'Scripts' is where people who have written completed scripts that they want to share with others can post them.

I've moved this thread to RGSSx Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

Dakieda

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Oh sorry, I thought that was where I posted it. My apologies.
 

Dakieda

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If anyone is having the same issues...I made this for my game, and it matches the Bravo Hunger/Thirst/Sleep System by Bravo2Kilo.
Screenies:
https://sta.sh/0b4wvommbek
https://sta.sh/0209bhayzkes
1) Follow the guide here for the gauge => https://www.rpgmakercentral.com/blogs/entry/1384-creating-a-hud-beginner-intermediate-using-common-events/
2) Put this in your scripts below Materials but above main:
Code:
#===============================================================================
# ** Custom Health Bar Text by Dakieda 7/7/2019
#===============================================================================

class HUD < Sprite

def initialize(view)
super(view)

self.bitmap = Bitmap.new(200,200)
self.z = 300
update
end

def update
super

self.bitmap.clear

self.bitmap.draw_text(14, -1, 200, 24, "Health")

end
def dispose
self.bitmap.dispose
super
end
end

class Spriteset_Map
alias :or_initialize :initialize
def initialize
@hud = HUD.new(@viewport2)
or_initialize
end
alias :or_update :update
def update
@hud.update if Graphics.frame_count % 5 == 1
or_update
end
alias :or_dispose :dispose
def dispose
@hud.dispose
or_dispose
end
end
**Keep in mind this will show up on any screen. Feel free to edit it to whatever you need <3
 

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