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Simple HUD (Heads Up Display)

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A script a day, three days on the run. I've just had a random urge to script like hell lately, as it's Easter. :D

Anyway! This time I've created a simple HUD.

Features:

• Location display
• Playtime display
• Hide/Show function (Toggle: Q)
• Gold display, can be toggled on/off (Toggle: W)
• Allow/Disallow player from toggling the window/gold displays

• If you have any other suggestions, contact me. ;)

Spoiler for Screeny:
CURRENTLY UNDER CONSTRUCTION

Ver 1.1

Replace this with your whole Scene_Map script.
Spoiler for Script:
Code: [Select]
#==============================================
#                  Simple HUD
#                   Ver. 1.2
#                    By Rune
#==============================================
# If you want to allow gold to be toggled,
# set $TOG_GOLD to true, otherwise leave it
# on false. To allow or disallow in-game, use
# a call script command:
#==============
# $TOG_GOLD = true/false
# return true
#==============
# Set to true to allow, set to false to
# disallow.
#----------------------------------------------
#----------------------------------------------
# If you wish to stop the player from toggling
# the window on or off, change $FORCE_DISPLAY
# to true. Otherwise, set it to false.
# To allow/disallow toggle in-game, use a call
# script command:
#==============
# $FORCE_DISPLAY = true/false
# return true
#==============
# Set to false to allow, set to true to
# disallow.
#----------------------------------------------
#----------------------------------------------
# If you wish to display gold, set $GOLD to
# true. Otherwise, set it to false.
# To change in-game, Use a call script command:
#==============
# $GOLD = true/false
# return true
#==============
# Set to true to display, set to false to hide
#==============================================
$FORCE_DISPLAY = false
$TOG_GOLD = false
$GOLD = true

$data_mapinfos = load_data('Data/MapInfos.rxdata')

class Window_HUD < Window_Base
  def initialize
    if $GOLD == true
      super(0, 0, 160, 188)
    elsif $GOLD != true
      super(0, 0, 160, 156)
    end
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 128, 32, "Location")
    self.contents.font.color = normal_color
    name = $data_mapinfos[$game_map.map_id].name 
    self.contents.draw_text(0, 32, 128, 32, name, 1)
    self.contents.font.color = system_color
    self.contents.draw_text(4, 64, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 96, 120, 32, text, 2)
    if $GOLD == true
      cx = contents.text_size($data_system.words.gold).width
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 128, 120-cx-2, 32, $game_party.gold.to_s, 2)
      self.contents.font.color = system_color
      self.contents.draw_text(124-cx, 128, cx, 32, $data_system.words.gold, 2)
    elsif $GOLD == false
    end
  end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Make HUD window
    @hud_window = Window_HUD.new
    # Transition run
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
    # Dispose of HUD window
    @hud_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    # Update HUD window
    @hud_window.refresh
    # If L (Default Q) button is pressed
    if $FORCE_DISPLAY == false
      if Input.trigger?(Input::L) and @hud_window.visible == true
        @hud_window.visible = false
        return
      end
      if Input.trigger?(Input::L) and @hud_window.visible != true
        @hud_window.visible = true
        return
      end
    elsif $FORCE_DISPLAY != false
      if Input.trigger?(Input::L)
      end
    end
    # If R (Default W) button is pressed
    if $TOG_GOLD == true
      if Input.trigger?(Input::R) and $GOLD == true
        $GOLD = false
        @hud_window.height = 156
        @hud_window.refresh
        return
      end
      if Input.trigger?(Input::R) and $GOLD != true
        $GOLD = true
        @hud_window.height = 188
        @hud_window.refresh
        return
      end
    elsif $TOG_GOLD != true
      if Input.trigger?(Input::R)
      end
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end
Instructions on toggling gold/window display, are in the script, at the top.

Any problems/queries, contact me. ;)
« Last Edit: March 31, 2008, 09:52:49 AM by Rune »
Sincerely,
Your conscience.

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Looks good Rune - I would give the option to hide it though by pressing a key, seeing as it is rather large.

Also, I don't know how crucial a gold display is - it doesn't change that often and it is not necessary to know it at all times.


I think you should alias some of these methods. Scene_Map update is a fairly crucial method and a lot of other scripts are likely to also use it. Thus, you could increase compatibility significantly.

Anyway, nice work Rune.

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I would alias, if I knew how :P Could you link me to anything I could learn from?

I'll add a hide function now :P and possibly remove the gold display.

~Edit

Updated
« Last Edit: March 21, 2008, 12:17:01 AM by Rune »
Sincerely,
Your conscience.

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I hate everyone except the ones I don't hate...
I think this is really cool, but the Playtime isn't excactly needed. So if you could just tell me WHERE in the script I can remove it, that'd be nice. Also, how about being able to change the location of it?
Just a couple o' comments...
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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To remove the playtime, simply remove:
Code: [Select]
    self.contents.font.color = system_color
    self.contents.draw_text(4, 64, 120, 32, "Play Time")
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 96, 120, 32, text, 2)
and
Code: [Select]
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
On the line:
Code: [Select]
   super(0, 0, 160, 156)
Change the 156 to 96

On that line also, the two first numbers set the location of the window. Going up to 640, 480 (pixels).
Simply change that.

To change the location in-game, simply use a call script command:
Code: [Select]
@hud_window.x = X
@hud_window.y = Y
Change the X and Y to the x and y co-ordinates of the window (from the top left hand corner).
Sincerely,
Your conscience.

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I hate everyone except the ones I don't hate...
OK, thanks! :)

EDIT: Okay, I did it, and it worked fine. Now I have another thing: It seems so big, that box. So big, much of the screen "dissapears" behind it. Would it be able to make it smaller (Not through a call script event, but by changing the script..?). Also, being able to turn the Gold Display on or off would be nice. I didn't see the first version of this, but the gold sounds cool...
So,

I'd like the box a bit smaller and thinner, and I want the option to turn on and off the display of your gold. If not, or if it's too much/hard/it would look ugly, then forget it. Nice script!  :)
« Last Edit: March 26, 2008, 01:14:42 PM by Demonic Blade »
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

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It would be hard to make the box any smaller. It may already have problems with long map names.

But I have added an option to show/hide the window, if that helps much.

I'll sort the gold display out ;)
Sincerely,
Your conscience.

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I hate everyone except the ones I don't hate...
Nice, thx! Don't bother changing the size then, 'sides, you're gonna have to change the size of it with the gold thing added (when it's on, not when it's off...)
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

*******
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Right, I've done editing, I just need to finish adding comments.
Will update as soon as I'm done. ;)
Sincerely,
Your conscience.

***
Rep:
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I hate everyone except the ones I don't hate...
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

*******
Rep:
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Returned from the dead.
Updated. Check first post. Sorry I was a bit slow, had my mind on other things. :P
Sincerely,
Your conscience.

***
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I hate everyone except the ones I don't hate...
I know what ya mean. Now to trying it out...
I wonder how many of my-reps are there for a reason, and not just because some jackass wanted to show off in front of some other jackasses...?
Probably a lot of them - and those people sure as hell don't deserve my pity, let alone my disgust.
That's right, let's see some more -Rep'ing! BOOYEAH!!

***
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the text dose not show up why? :mex:
//img146.imageshack.us/img146/5391/ubd5282fs3vb6.png

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In between the lines
Code: [Select]
    self.contents.clear
and
Code: [Select]
    self.contents.font.color = system_color
Insert this line
Code: [Select]
    self.contents.font.type = "Tahoma"
That should work, if not, change type to name, although I'm pretty sure it's type.

If that doesn't work either, check that you have the font "Tahoma" installed on your computer, though you should do.
Post back here if none of those work.
Sincerely,
Your conscience.

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Quote
In between the lines
Code:    self.contents.clear

and
Code:    self.contents.font.color = system_color

Insert this line
Code:    self.contents.font.type = "Tahoma"

Can you use a font that other pc doesn't have?

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No, you need to provide the font to the user if it is not a common font.

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You can use any font as long as is installed on the user's computer, some games automatically install them, such as Chaos Project, so I expect there to a script that does exactly that somewhere on the internet.
Sincerely,
Your conscience.

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how do you disable this?
because i have a cutscene and
the HUD shows

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Underneath
Code: [Select]
    @hud_window = Window_HUD.new
Add
Code: [Select]
    @hud_window.visible = false
That automatically turns the window off.
If you would like to disable the player from toggling it on or off at certain points in the game, such as the cutscene, make a call script command and type this into it:
Code: [Select]
$FORCE_DISPLAY = true/false
return true
Delete true or false according to whether you want to allow or disallow toggling.
True disallows and false allows.
To turn the window on or off (for other cutscenes, etc) simply make another call script command and type into it:
Code: [Select]
@hud_window.visible = true/false
return true
Where true shows the window and false turns it off.
*breathes*

Any more problems, I'm here ;)
Sincerely,
Your conscience.

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which one should i use?
and i tried both as call script and
it doesn't work
how exactly do u
do this?

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Use both, for cutscenes where you don't want the window to be displayed, use the second one with false, and then use the first one with true.
Sincerely,
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it still not working
this is what i did
Spoiler for:


is this correct?

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Do you get an error message? What happens when this event is activated?
Sincerely,
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nothing happened when i used it
it still works normally

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I got an error when I did exactly that. :-\
Try searching through your script for anything that says @hud_window and change the @ on every line found to $
Then in the call script, do the same with the @ there.

If that doesn't work, say. If any other scripters have any suggestions, feel free to say. ;)
Sincerely,
Your conscience.

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so if your did an error
so what i did was different?
what did you do?
and the @ and $ thinggy has an error
with
    Shud_window = Window_HUD.new

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im sorry
my mistake i used S instead of $
but it still doesn't work

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I did exactly what you did.

I can't help at the moment, sorry. :-\ I'll get back to you once I've discovered the cause.
Sincerely,
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I like chocolate :P
Okay, I'm having a problem.  My game starts inside a cave, and as soon as I leave the cave, the game locks up so all it does is play the waterfall sound effect.

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Level 90
Returned from the dead.
First off, remove my script from the game to check if it's that that's causing the problem. If it is, tell me, and I'll look into it.
Sincerely,
Your conscience.

**
Rep: +0/-0Level 84
I like chocolate :P
Okay, I took the script out and that didn't fix it, but then I took the waterfall sound out and that did.  It wasn't really needed, anyway.  Thanks!

*******
Rep:
Level 90
Returned from the dead.
Fair enough then, glad it works now. ^_^
Sincerely,
Your conscience.

*
Rep: +0/-0Level 83
i'd like to know how to change the location to
HP hp/maxhp
(of course hp is the main actor's hp and haxhp is his max HP
and replace the play time with
SP sp/maxsp

so it looks like

HP 600/1000
SP 500/500

with the gold still toggle on/off-able.

Can someone please post that script or tell me how to do it?

P.S. IM A NOOB

*******
Rep:
Level 90
Returned from the dead.
Spoiler for:
Code: [Select]
#==============================================
#                  Simple HUD
#                   Ver. 1.2
#                    By Rune
#==============================================
# If you want to allow gold to be toggled,
# set $TOG_GOLD to true, otherwise leave it
# on false. To allow or disallow in-game, use
# a call script command:
#==============
# $TOG_GOLD = true/false
# return true
#==============
# Set to true to allow, set to false to
# disallow.
#----------------------------------------------
#----------------------------------------------
# If you wish to stop the player from toggling
# the window on or off, change $FORCE_DISPLAY
# to true. Otherwise, set it to false.
# To allow/disallow toggle in-game, use a call
# script command:
#==============
# $FORCE_DISPLAY = true/false
# return true
#==============
# Set to false to allow, set to true to
# disallow.
#----------------------------------------------
#----------------------------------------------
# If you wish to display gold, set $GOLD to
# true. Otherwise, set it to false.
# To change in-game, Use a call script command:
#==============
# $GOLD = true/false
# return true
#==============
# Set to true to display, set to false to hide
#==============================================
$FORCE_DISPLAY = false
$TOG_GOLD = true
$GOLD = true
$CHAR = 0 # Use the technique described above
          # to change this if you are changing
          # character in-game. Starts from 0
          #(Arshes = 0, Basil = 1, etc)

class Window_HUD < Window_Base
  def initialize
    if $GOLD == true
      super(0, 0, 192, 128)
    elsif $GOLD != true
      super(0, 0, 192, 96)
    end
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_hp($game_party.actors[$CHAR], 4, 0)
    draw_actor_sp($game_party.actors[$CHAR], 4, 32)
    if $GOLD == true
      cx = contents.text_size($data_system.words.gold).width
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 64, 120-cx-2, 32, $game_party.gold.to_s, 2)
      self.contents.font.color = system_color
      self.contents.draw_text(124-cx, 64, cx, 32, $data_system.words.gold, 2)
    elsif $GOLD != true
    end
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Make HUD window
    @hud_window = Window_HUD.new
    # Transition run
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
    # Dispose of HUD window
    @hud_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    # Update HUD window
    @hud_window.refresh
    # If L (Default Q) button is pressed
    if $FORCE_DISPLAY == false
      if Input.trigger?(Input::L) and @hud_window.visible == true
        @hud_window.visible = false
        return
      end
      if Input.trigger?(Input::L) and @hud_window.visible != true
        @hud_window.visible = true
        return
      end
    elsif $FORCE_DISPLAY != false
      if Input.trigger?(Input::L)
      end
    end
    # If R (Default W) button is pressed
    if $TOG_GOLD == true
      if Input.trigger?(Input::R) and $GOLD == true
        $GOLD = false
        @hud_window.height = 96
        @hud_window.refresh
        return
      end
      if Input.trigger?(Input::R) and $GOLD != true
        $GOLD = true
        @hud_window.height = 128
        @hud_window.refresh
        return
      end
    elsif $TOG_GOLD != true
      if Input.trigger?(Input::R)
      end
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end

Doneded. Should be plug n' play. There's a nice little note I added underneath the instructions that I think you may want to look at ;)

Have fun, kiddies
Sincerely,
Your conscience.

**
Rep: +0/-0Level 83
lol  thanks I'm like it.

**
Rep:
Level 83
Yes.
Could you please just make a version that shows the area only in the upper right, and HP/SP in the upper left? Or the other way around?
« Last Edit: May 10, 2009, 12:55:24 AM by Owlsey »

*******
Rep:
Level 90
Returned from the dead.
Shouldn't be a problem. I'll get onto it now.

~Edit;

Spoiler for:
Code: [Select]
#==============================================
#                  Simple HUD
#                   Ver. 1.2
#                    By Rune
#==============================================
# If you wish to stop the player from toggling
# the window on or off, change $FORCE_DISPLAY
# to true. Otherwise, set it to false.
# To allow/disallow toggle in-game, use a call
# script command:
#==============
# $FORCE_DISPLAY = true/false
# return true
#==============
# Set to false to allow, set to true to
# disallow.
#==============================================
$FORCE_DISPLAY = false
$CHAR = 0 # Use the technique described above
          # to change this if you are changing
          # character in-game. Starts from 0
          # (Arshes = 0, Basil = 1, etc)

$data_mapinfos = load_data('Data/MapInfos.rxdata')

class Window_HPSP < Window_Base
  def initialize
    super(448, 0, 192, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    refresh
  end
  def refresh
    self.contents.clear
    draw_actor_hp($game_party.actors[$CHAR], 4, 0)
    draw_actor_sp($game_party.actors[$CHAR], 4, 32)
  end
end

class Window_Loc < Window_Base
  def initialize
    super(0, 0, 192, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 160
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 160, 32, "Location")
    self.contents.font.color = normal_color
    name = $data_mapinfos[$game_map.map_id].name 
    self.contents.draw_text(0, 32, 160, 32, name, 1)
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Make HP/SP window
    @hpsp_window = Window_HPSP.new
    # Make Location window
    @loc_window = Window_Loc.new
    # Transition run
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
    # Dispose of HP/SP window
    @hpsp_window.dispose
    # Dispose of Location window
    @loc_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    # Update HP/SP window
    @hpsp_window.refresh
    # Update Location window
    @loc_window.refresh
    # If L (Default Q) button is pressed
    if $FORCE_DISPLAY == false
      if Input.trigger?(Input::L) and @hpsp_window.visible == true
        @hpsp_window.visible = false
        @loc_window.visible = false
        return
      end
      if Input.trigger?(Input::L) and @hpsp_window.visible != true
        @hpsp_window.visible = true
        @loc_window.visible = true
        return
      end
    elsif $FORCE_DISPLAY != false
      if Input.trigger?(Input::L)
      end
    end
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end
    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end

Plug n' play, again, there's a note underneath the instructions which you may want to look at if you're considering changing characters through the game. I put the windows where, in my opinion, they look best. LOcation in the top right, HP/SP in the top left.

Have fun, and don't touch anything that glows.
« Last Edit: May 10, 2009, 09:30:06 AM by Rune »
Sincerely,
Your conscience.

**
Rep:
Level 83
Yes.
Thanks, that helped. I'm definitely using it.

**
Rep:
Level 83
OK, thanks! :)

EDIT: Okay, I did it, and it worked fine. Now I have another thing: It seems so big, that box. So big, much of the screen "dissapears" behind it. Would it be able to make it smaller (Not through a call script event, but by changing the script..?). Also, being able to turn the Gold Display on or off would be nice. I didn't see the first version of this, but the gold sounds cool...
So,

I'd like the box a bit smaller and thinner, and I want the option to turn on and off the display of your gold. If not, or if it's too much/hard/it would look ugly, then forget it. Nice script!  :)


you can did it?
why mine not?
i tried to test it..
but after i go to new game, it's says: Unable to find file Graphics/Pictures/BAR_Meter.

why there is no folder contain that kind of graphic here?
and where i must place the folder?

**
Rep: +0/-0Level 83
Umm if i don't want the box to the left that says where I am, but i do like the box to the right with the HP and SP what do i need to take out?

Also could you add like an EXP thing on the HP/SP box? like how much more you need to level up?

Thanks and btw i love the script :)

EDIT: never mind i got it. lol thanks again.
« Last Edit: September 06, 2009, 07:04:52 AM by Hparthenay »