This should be pretty easy stuff. I don't know how to script but I'm picking it up little by little. I've managed to scoot the hud around until everything is where I want it, but I still want to tweak it a little.
Here is the HUD script.
#==============================================================================
# Requiem HUD
#==============================================================================
OnOff_Switch = 0 # Switch ID that show or hide the HUD
Skills_Text = "Skills" # Text displayed on skills window
Items_Text = "Items" # Text displayed on items window
Ammo_Text = "Ammo" # Text displayed on ammunitions window
#------------------------------------------------------------------------------
if Requiem_Masterpiece.enabled?("Requiem ABS", 5.0)
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem HUD", 1.1, "06/05/2009")
#------------------------------------------------------------------------------
class Requiem_HUD1 < Window_Base
def initialize
super(-32, 340, 608, 480)
self.opacity = 0
@actor = $game_party.members[0]
@old_hp = @actor.hp if @actor != nil
@old_mp = @actor.mp if @actor != nil
@old_exp = @actor.exp if @actor != nil
update
refresh
end
def update
return if $game_party.members.size <= 0
@actor = $game_party.members[0] if @actor != $game_party.members[0]
return unless @old_hp != @actor.hp or @old_mp != @actor.mp or @old_exp != @actor.exp
@old_hp = @actor.hp
@old_mp = @actor.mp
@old_exp = @actor.exp
refresh
end
def refresh
return if $game_party.members.size <= 0
self.contents.clear
draw_hpbar(@actor, 42, 16)
draw_mpbar(@actor, 42, 26)
draw_expbar(@actor, 42, 36) if @actor.next_exp > 0
self.contents.font.size = 16
self.contents.draw_outlined_text(18, 16, 24, 24, Vocab::hp_a)
self.contents.draw_outlined_text(18, 26, 24, 24, Vocab::mp_a)
self.contents.draw_outlined_text(18, 36, 24, 24, "Exp") if @actor.next_exp > 0
end
def draw_hpbar(actor, x, y)
base = Cache.system("Base")
self.contents.blt(x, y, base, base.rect)
bar = Cache.system("HP Bar")
meter = Rect.new(0, 0, base.width * actor.hp / actor.maxhp, base.height)
self.contents.blt(x, y, bar, meter)
end
def draw_mpbar(actor, x, y)
base = Cache.system("Base")
self.contents.blt(x, y, base, base.rect)
bar = Cache.system("MP Bar")
meter = Rect.new(0, 0, base.width * actor.mp / actor.maxmp, base.height)
self.contents.blt(x, y, bar, meter)
end
def draw_expbar(actor, x, y)
base = Cache.system("Base")
self.contents.blt(x, y, base, base.rect)
bar = Cache.system("Exp Bar")
meter = Rect.new(0, 0, base.width * actor.current_exp / actor.next_exp, base.height)
self.contents.blt(x, y, bar, meter)
end
end
#------------------------------------------------------------------------------
class Requiem_HUD2 < Window_Base
def initialize
super(-32, -32, 608, 480)
self.opacity = 0
@actor = $game_party.members[0]
@skills = (@actor.nil? ? nil : @actor.skill_hotkeys.values)
@items = (@actor.nil? ? nil : @actor.item_hotkeys.values)
refresh
end
def update
return if $game_party.members.size <= 0
refresh if something_changed?
end
def something_changed?
return true if @actor != $game_party.members[0]
return true if @actor != nil and @skills != @actor.skill_hotkeys.values
return true if @actor != nil and @items != @actor.item_hotkeys.values
return false
end
def refresh
return if $game_party.members.size <= 0
@actor = $game_party.members[0]
@skills = @actor.skill_hotkeys.values
@items = @actor.item_hotkeys.values
self.contents.clear
bitmap = Cache.system("HUD")
self.contents.font.size = 16
rect = Rect.new(0, 0, 544, 416)
self.contents.blt(16, 16, bitmap, rect)
draw_skills(200, 396)
draw_items(332, 396)
draw_ammo(484, 396)
end
def draw_skills(x, y)
count = 0
@actor.skill_hotkeys.each { |key, value|
next if value.nil?
skill = $data_skills[value]
next if skill.nil?
draw_icon(skill.icon_index, (32*count)+x-4, y)
self.contents.draw_outlined_text((32*count)+x+5, y+17, 64, 24, Keys.name(key))
count += 1
}
self.contents.draw_outlined_text(x-7, y-15, 96, 24, Skills_Text, 1)
end
def draw_items(x, y)
count = 0
@actor.item_hotkeys.each { |key, value|
next if value.nil?
item = $data_items[value]
next if item.nil?
draw_icon(item.icon_index, (32*count)+x-4, y)
self.contents.draw_outlined_text((32*count)+x+5, y+17, 64, 24, Keys.name(key))
count += 1
}
self.contents.draw_outlined_text(x-7, y-15, 96, 24, Items_Text, 1)
end
def draw_ammo(x, y)
if @actor.weapons[0] != nil and @actor.weapons[0].ranged?
if @actor.weapons[0].ammo1 != nil
draw_icon(@actor.equips[0].ammo1.icon_index, x-4, y) if @actor.equips[0].ammo1 != nil
end
if @actor.weapons[0].ammo2 != nil
draw_icon(@actor.equips[0].ammo2.icon_index, x+28, y) if @actor.equips[0].ammo2 != nil
end
self.contents.draw_outlined_text(x+5, y+17, 32, 24, Keys.name($Requiem_ABS.attack_key1))
self.contents.draw_outlined_text(x+37, y+17, 32, 24, Keys.name($Requiem_ABS.attack_key2))
end
self.contents.draw_outlined_text(x-7, y-16, 64, 24, Ammo_Text, 1)
end
end
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
alias requiem_hud_start start
alias requiem_hud_update update
alias requiem_hud_terminate terminate
def start
requiem_hud_start
@hud_window1 = Requiem_HUD1.new
@hud_window2 = Requiem_HUD2.new
@hud_window1.visible = false
@hud_window2.visible = false
showing_hud
end
def update
requiem_hud_update
showing_hud
@hud_window1.update if @hud_window1.visible
@hud_window2.update if @hud_window2.visible
end
def terminate
requiem_hud_terminate
@hud_window1.dispose
@hud_window2.dispose
end
def showing_hud
if OnOff_Switch <= 0 or $game_switches[OnOff_Switch]
@hud_window1.visible = true
@hud_window2.visible = true
else
@hud_window1.visible = false
@hud_window2.visible = false
end
end
end
#------------------------------------------------------------------------------
end
I've got everything moved down to the bottom of the screen and now I just want my HP/MP/EXP bars (hud window 1) to sit on top of the hud background image like everything else (hud window 2).
I'd also like the items and ammo windows to display a count of the item they are displaying. The Vampyr SBABS does this and has a couple other features I prefer, but overall I'd rather use Requiem 9. I've used every ABS I could find at this point and it's the one that does what I want it to do the most frequently.
Anyway, here is the vampyr sbabs hud script if that helps (although it's obviously different)
#==============================================================================
# Vampyr HUD
#==============================================================================
# Switch ID that show or hide the HUD
OnOff_Switch = 0
# Text displayed on skills window
Show_Skills = true
Skills_Text = "Skills"
# Text displayed on items window
Show_Items = true
Items_Text = "Items"
# Text displayed on ammunitions window
Show_Ammos = true
Ammo_Text = "Ammo"
# The name of the font
Font_Name = Font.default_name
# The size of the font
Font_Size = 16
#------------------------------------------------------------------------------
if Vampyr_Kernel.enabled?("Vampyr SBABS")
#------------------------------------------------------------------------------
Vampyr_Kernel.register("Vampyr HUD", 1.1, "12/06/2009")
#------------------------------------------------------------------------------
class Vampyr_HUD1 < Sprite
def initialize(viewport)
super(viewport)
self.x, self.y = 1, 1
@base = Cache.system("Actor Base")
@hpbar = Cache.system("Actor HP Bar")
@mpbar = Cache.system("Actor MP Bar")
@expbar = Cache.system("Actor Exp Bar")
self.bitmap = Bitmap.new(156, 64)
self.bitmap.font.name = Font_Name
self.bitmap.font.size = Font_Size
refresh
end
def update
super
self.visible = (OnOff_Switch <= 0 or $game_switches[OnOff_Switch])
update_opacity
refresh if something_changed?
end
def refresh
@actor = $game_party.members[0]
return if @actor == nil
@old_hp = @actor.hp
@old_mp = @actor.mp
@old_exp = @actor.exp
self.bitmap.clear
draw_hpbar(@actor, 0, 0)
draw_mpbar(@actor, 0, 20)
draw_expbar(@actor, 0, 40) if @actor.next_exp > 0
end
def draw_hpbar(actor, x, y)
self.bitmap.draw_outlined_text(x, y, 24, Font_Size, Vocab::hp_a)
rect = Rect.new(0, 0, @hpbar.width*actor.hp/actor.maxhp, @hpbar.height)
self.bitmap.blt(x+24, y, @base, @base.rect)
self.bitmap.blt(x+24, y, @hpbar, rect)
end
def draw_mpbar(actor, x, y)
self.bitmap.draw_outlined_text(x, y, 24, Font_Size, Vocab::mp_a)
rect = Rect.new(0, 0, @mpbar.width*actor.mp/actor.maxmp, @mpbar.height)
self.bitmap.blt(x+24, y, @base, @base.rect)
self.bitmap.blt(x+24, y, @mpbar, rect)
end
def draw_expbar(actor, x, y)
self.bitmap.draw_outlined_text(x, y, 24, Font_Size, "Exp")
rect = Rect.new(0, 0, @expbar.width*actor.current_exp/actor.next_exp, @expbar.height)
self.bitmap.blt(x+24, y, @base, @base.rect)
self.bitmap.blt(x+24, y, @expbar, rect)
end
def something_changed?
return false if $game_party.members.size <= 0
return true if @old_hp != @actor.hp
return true if @old_mp != @actor.mp
return true if @old_exp != @actor.exp
return true if @actor != $game_party.members[0]
return false
end
def update_opacity
if $game_player.screen_x <= (self.bitmap.width+16) and $game_player.screen_y <= (self.bitmap.height+16)
self.opacity -= 10
elsif self.opacity < 255
self.opacity += 10
end
end
def dispose
self.bitmap.dispose
super
end
end
#------------------------------------------------------------------------------
class Vampyr_HUD2 < Sprite
def initialize(viewport)
super(viewport)
@bg = Cache.system("Ammos Base")
self.y = Graphics.height-@bg.height-(Font_Size/2)-1
self.bitmap = Bitmap.new(@bg.width, @bg.height+(Font_Size/2))
self.bitmap.font.name = Font_Name
self.bitmap.font.size = Font_Size
refresh
end
def update
super
self.visible = (OnOff_Switch <= 0 or $game_switches[OnOff_Switch])
update_opacity
refresh if something_changed?
end
def refresh
@actor = $game_party.members[0]
return if @actor == nil
@weapon1 = @actor.weapons[0]
@weapon2 = @actor.weapons[1]
@count1 = $game_party.item_number(@actor.ammos[@weapon1.id])
@count2 = $game_party.item_number(@actor.ammos[@weapon2.id])
self.bitmap.clear
self.bitmap.blt(0, 10, @bg, @bg.rect)
draw_ammos
end
def draw_ammos
if @actor.weapons[0] != nil and @actor.ammos[@actor.weapons[0].id] != nil
draw_icon(@actor.ammos[@actor.weapons[0].id].icon_index, 4, 14)
self.bitmap.draw_outlined_text(0, self.bitmap.height-Font_Size, 32, Font_Size, @count1.to_s, 1)
end
if @actor.weapons[1] != nil and @actor.ammos[@actor.weapons[1].id] != nil
draw_icon(@actor.ammos[@actor.weapons[1].id].icon_index, 36, 14)
end
self.bitmap.draw_outlined_text(0, 0, self.bitmap.width, Font_Size, Ammo_Text, 1)
end
def something_changed?
return false if $game_party.members.size <= 0
return true if @weapon1 != @actor.weapons[0]
return true if @weapon2 != @actor.weapons[1]
return true if @actor != $game_party.members[0]
return true if @count1 != $game_party.item_number(@actor.ammos[@weapon1.id])
return true if @count2 != $game_party.item_number(@actor.ammos[@weapon2.id])
return false
end
def update_opacity
if $game_player.screen_x <= (self.bitmap.width+16) and $game_player.screen_y >= (Graphics.height-self.bitmap.height-16)
self.opacity -= 10
elsif self.opacity < 255
self.opacity += 10
end
end
def dispose
self.bitmap.dispose
super
end
end
#------------------------------------------------------------------------------
class Vampyr_HUD3 < Sprite
def initialize(viewport)
super(viewport)
@bg = Cache.system("Skills Base")
self.x = Graphics.width-@bg.width
self.y = Graphics.height-@bg.height-(Font_Size/2)-1
self.bitmap = Bitmap.new(@bg.width, @bg.height+(Font_Size/2))
self.bitmap.font.name = Font_Name
self.bitmap.font.size = Font_Size
refresh
end
def update
super
self.visible = (OnOff_Switch <= 0 or $game_switches[OnOff_Switch])
update_opacity
refresh if something_changed?
end
def refresh
@actor = $game_party.members[0]
return if @actor == nil
@hotkeys = {}
@actor.skill_hotkeys.each { |k, v| @hotkeys[k] = v }
self.bitmap.clear
self.bitmap.blt(0, 10, @bg, @bg.rect)
draw_skills
end
def draw_skills
count = 0
@actor.skill_hotkeys.sort.each { |key, value|
next if value.nil?
skill = $data_skills[value]
next if skill.nil?
draw_icon(skill.icon_index, 32*count+4, 14)
self.bitmap.draw_outlined_text(32*count, self.bitmap.height-Font_Size, 32, Font_Size, Keys.name(key), 1)
count += 1
}
self.bitmap.draw_outlined_text(0, 0, self.bitmap.width, Font_Size, Skills_Text, 1)
end
def something_changed?
return false if $game_party.members.size <= 0
return true if @actor != $game_party.members[0]
return true if @hotkeys != @actor.skill_hotkeys
return false
end
def update_opacity
if $game_player.screen_x >= (Graphics.width-self.bitmap.width-16) and $game_player.screen_y >= (Graphics.height-self.bitmap.height-16)
self.opacity -= 10
elsif self.opacity < 255
self.opacity += 10
end
end
def dispose
self.bitmap.dispose
super
end
end
#------------------------------------------------------------------------------
class Vampyr_HUD4 < Sprite
def initialize(viewport)
super(viewport)
@bg = Cache.system("Items Base")
self.x, self.y = Graphics.width-@bg.width, 1
self.bitmap = Bitmap.new(@bg.width, @bg.height+(Font_Size/2))
self.bitmap.font.name = Font_Name
self.bitmap.font.size = Font_Size
refresh
end
def update
super
self.visible = (OnOff_Switch <= 0 or $game_switches[OnOff_Switch])
update_opacity
refresh if something_changed?
end
def refresh
@actor = $game_party.members[0]
return if @actor == nil
@hotkeys = {}
@actor.item_hotkeys.each { |k, v| @hotkeys[k] = v }
self.bitmap.clear
self.bitmap.blt(0, 10, @bg, @bg.rect)
draw_items
end
def draw_items
count = 0
@actor.item_hotkeys.sort.each { |key, value|
next if value.nil?
item = $data_items[value]
next if item.nil?
draw_icon(item.icon_index, 32*count+4, 14)
self.bitmap.draw_outlined_text(32*count, self.bitmap.height-Font_Size, 32, Font_Size, Keys.name(key), 1)
count += 1
}
self.bitmap.draw_outlined_text(0, 0, self.bitmap.width, Font_Size, Items_Text, 1)
end
def something_changed?
return false if $game_party.members.size <= 0
return true if @actor != $game_party.members[0]
return true if @hotkeys.to_s != @actor.item_hotkeys.to_s
return false
end
def update_opacity
if $game_player.screen_x >= (Graphics.width-self.bitmap.width-16) and $game_player.screen_y <= (self.bitmap.height+16)
self.opacity -= 10
elsif self.opacity < 255
self.opacity += 10
end
end
def dispose
self.bitmap.dispose
super
end
end
#------------------------------------------------------------------------------
class Spriteset_Map
alias vampyr_hud_initialize initialize
alias vampyr_hud_update update
alias vampyr_hud_dispose dispose
def initialize
$vampyr_hud1 = Vampyr_HUD1.new(@viewport3)
$vampyr_hud2 = Vampyr_HUD2.new(@viewport3) if Show_Ammos
$vampyr_hud3 = Vampyr_HUD3.new(@viewport3) if Show_Skills
$vampyr_hud4 = Vampyr_HUD4.new(@viewport3) if Show_Items
vampyr_hud_initialize
end
def update
vampyr_hud_update
$vampyr_hud1.update
$vampyr_hud2.update if Show_Ammos
$vampyr_hud3.update if Show_Skills
$vampyr_hud4.update if Show_Items
end
def dispose
vampyr_hud_dispose
$vampyr_hud1.dispose
$vampyr_hud2.dispose if Show_Ammos
$vampyr_hud3.dispose if Show_Skills
$vampyr_hud4.dispose if Show_Items
end
end
#------------------------------------------------------------------------------
end
If someone could help me, I'd greatly appreciate it.