Simple weapon + state icons HUD Request

LeeOccleshaw

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Hey, I'm wondering if anyone is capable of making a very simple HUD for use in my game - I'm looking to display my current equipped weapons icon in the top right corner - with all active state icons shown to the left of it like in the image I've made:



I honestly do not know how much work is required for this script but I'll feature you in my games credits if you can help me. Thanks a lot to anyone who gives it a shot.

Cheers.
 

TEETH

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Galv's explorer HUD can probably do what you want (just remove the gold, hp, etc etc.)

If all else fails I know this is possible with common events and conditional branches (but it may take some time depending on how many states and weapons are used in the game).
 

LeeOccleshaw

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Galv's explorer HUD can probably do what you want (just remove the gold, hp, etc etc.)

If all else fails I know this is possible with common events and conditional branches (but it may take some time depending on how many states and weapons are used in the game).
Hey, thanks for that. Unfortunately Galv's HUD caused my game to flash (I'm not sure why) and I figured it had too much going on for what I'm looking for. I think I'm definitely looking for a script to achieve this as I will be having many permanent states in my game. Thanks anyway toothy.  D:<
 

MeowFace

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Put this script below Material and above Main:

#==============================================================================# ■ Meow Face Weapon & States#------------------------------------------------------------------------------# Display Weapon & States#==============================================================================# How to Use:# Plug & Play, Put this script below Material and above Main#==============================================================================class Window_StateEquip < Window_Base  def initialize    super(Graphics.width - window_width, 0, window_width, window_height)    self.z = 999    self.opacity = 0    draw_equip_icons  end  def window_width    200  end  def window_height    fitting_height(1)  end  def draw_equip_icons    draw_icon($game_party.members[0].weapons[0].icon_index, window_width - 48, 0, true) if $game_party.members[0].weapons[0] != nil    draw_actor_states($game_party.members[0], window_width - 80, 0, 120)  end  def draw_actor_states(actor, x, y, width = 120)    icons = (actor.state_icons + actor.buff_icons)[0, width / 24]    icons.each_with_index {|n, i| draw_icon(n, x - 24 * i, y) }  end  def update    contents.clear    draw_equip_icons  endendclass Scene_Map < Scene_Base  def create_state_equip    @stateicon_window = Window_StateEquip.new  end  alias meow_windows create_all_windows  def create_all_windows    meow_windows    create_state_equip  endend

Edit: forgot to add a nil check, try the new one above
 
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LeeOccleshaw

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Put this script below Material and above Main:

#==============================================================================# ■ Meow Face Weapon & States#------------------------------------------------------------------------------# Display Weapon & States#==============================================================================# How to Use:# Plug & Play, Put this script below Material and above Main#==============================================================================class Window_StateEquip < Window_Base  def initialize    super(Graphics.width - window_width, 0, window_width, window_height)    self.z = 999    self.opacity = 0    draw_equip_icons  end  def window_width    200  end  def window_height    fitting_height(1)  end  def draw_equip_icons    draw_icon($game_party.members[0].weapons[0].icon_index, window_width - 48, 0, true) if $game_party.members[0].weapons[0] != nil    draw_actor_states($game_party.members[0], window_width - 80, 0, 120)  end  def draw_actor_states(actor, x, y, width = 120)    icons = (actor.state_icons + actor.buff_icons)[0, width / 24]    icons.each_with_index {|n, i| draw_icon(n, x - 24 * i, y) }  end  def update    contents.clear    draw_equip_icons  endendclass Scene_Map < Scene_Base  def create_state_equip    @stateicon_window = Window_StateEquip.new  end  alias meow_windows create_all_windows  def create_all_windows    meow_windows    create_state_equip  endend
Edit: forgot to add a nil check, try the new one above
That is beautiful. Exactly what I was looking for - thank you so much MeowFace.  :guffaw:

*cheers*
 

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