Simple weapon + state icons HUD Request

LeeOccleshaw

Stone Dragon Workshop
Veteran
Joined
Jun 9, 2015
Messages
155
Reaction score
82
First Language
English
Primarily Uses
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

Veteran
Veteran
Joined
Aug 15, 2015
Messages
31
Reaction score
3
First Language
English
Primarily Uses
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

Stone Dragon Workshop
Veteran
Joined
Jun 9, 2015
Messages
155
Reaction score
82
First Language
English
Primarily Uses
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

Meow
Veteran
Joined
Feb 22, 2015
Messages
1,034
Reaction score
183
First Language
Meowish
Primarily Uses
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
 
Last edited by a moderator:

LeeOccleshaw

Stone Dragon Workshop
Veteran
Joined
Jun 9, 2015
Messages
155
Reaction score
82
First Language
English
Primarily Uses
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*
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Well... My game plays better at 1920x1080, so I guess that's the new resolution. Still runs at 60FPS. :LZSexcite: Also... I really want a boss to be able to build new maps around the player... Mostly because it's visually spectacular! I'm er... not quite sure yet how I can do that without making MV explode.... But I'll find a way, anything in service to the "sparkles"! :kaopride:
How to change your netbooks screen resolution

Forum statistics

Threads
100,787
Messages
979,531
Members
132,429
Latest member
zamnath
Top