Orange HUD

● ARCHIVED · READ-ONLY
Started by Hudell 20 posts View original ↗

  1. Orange HUD
    HUDell

    You don't need a new HUD if you got a HUDell.



    Introduction
    This plugin will let you add a customizable HUD on your game.

    HUD Params
    DefaultFontFace
    The font face that will be used by default on all lines

    DefaultFontSize
    The font size that will be used by default on all lines

    DefaultFontColor
    The font color that will be used by default on all lines

    DefaultFontItalic
    Should all lines be italic by default?

    HudWidth
    The total width of the HUD, set it to 0 to use the whole game screen

    HudHeight
    The total height of the HUD, set it to 0 to use the whole game screen

    HudX
    The X position of the HUD

    HudY
    The Y position of the HUD

    HudOpacity
    The opacity of the HUD

    SwitchId
    You can use this to configure a switch to control the HUD visibility

    Line Params
    FontFace
    The font face that will be used on this line. Leave empty to use the HUD default.

    FontSize
    The font size that will be used on this line. Leave empty to use the HUD default.

    FontColor
    The font color that will be used on this line. Leave empty to use the HUD default.

    FontItalic
    Should this line be italic?

    VariableId
    The main variable of this line. Everytime the value of this variable changes, the HUD will be refreshed.

    Patern
    The line content. You can use %1 to display the main variable value, or text command like \v[0002], \i[10].

    X
    The X position of this line inside the HUD

    Y
    The Y position of this line inside the HUD

    ScriptPattern
    You can use this param to create a pattern with a script instead of a single string.

    How to Use
    Add the OrangeHud.js and the OrangeHudLine.js plugins on your project and configure the params the way you want them.
    If you want to add more lines on the HUD, create a copy of the OrangeHudLine.js file, called OrangeHudLine2.js and add it on your project. You can add as many lines as you want, but the name of the plugin file must start with OrangeHudLine. You can use any other add-on instead of the line.

    I also wrote a blog post explaining the plugin in more details.



    Plugin
    OrangeHud.js

    Add-Ons:


    Dependencies
    None.

    License
    Free for any game.
  2. Switch ID setting is used to whole HUD ...but my question is: it is possible to set-up switch ID for each line of variables? I need different variables shown on different maps so it would be usefull in my project ;)
  3. This is great!  Any chance you could you do a screenshot example for a simple hud test variable for us new to RM please?
  4. RATISOFT said:
    Switch ID setting is used to whole HUD ...but my question is: it is possible to set-up switch ID for each line of variables? I need different variables shown on different maps so it would be usefull in my project ;)
    I just updated it to add a SwitchId param on the line too :)

    Coldwilson said:
    This is great!  Any chance you could you do a screenshot example for a simple hud test variable for us new to RM please?
    Yup, I'll update the main post with it.
  5. This is great, is what i was looking for!!!
    Thanks a lot!
  6. Hudell said:
    I just updated it to add a SwitchId param on the line too :)

    Yup, I'll update the main post with it.
    Now it's the best! Thanks :D Now only I need AutoSave function plugin to finish my game :D
  7. Updated the plugin with 3 new types of lines:

    1. OrangeHudClock

    2. OrangeHudFixedPicture

    3. OrangeHudVariablePicture

    With those, you can make your HUD even better :)

    Make sure to always get all files on the same version (currently at 1.3)

    Edit: And let me know if there's anything else you need for your HUD.
  8. Although its using a modified version of hudclock i though i would post an image :)

    post-71787-0-54726200-1446272408.png

    IMG_31102015_001930.png
  9. Fantastic plugin!!!!!! This is what I was looking for!!!! Thanks a lot!!!! :) :) :)

    One question:

    On the OrangeHUDLine.js  is it possible to set the coordenates to a variable? that way I can set the position of the numbers through events and change them dinamically ingame without having to make tons of "OrangeHUDLines.js"'s
  10. JareX said:
    Fantastic plugin!!!!!! This is what I was looking for!!!! Thanks a lot!!!! :) :) :)

    One question:

    On the OrangeHUDLine.js  is it possible to set the coordenates to a variable? that way I can set the position of the numbers through events and change them dinamically ingame without having to make tons of "OrangeHUDLines.js"'s
    Yup, I'll add a new param for that.
  11. Sorry to be dumb.

    I can't figure out how to get an image displaying.  So for a file called, say "icon.png", I assume the image goes into /img/pictures?   I've then assumed I just enter "icon" as the filename?

    Thanks
  12. Coldwilson said:
    Sorry to be dumb.


    I can't figure out how to get an image displaying.  So for a file called, say "icon.png", I assume the image goes into /img/pictures?   I've then assumed I just enter "icon" as the filename?


    Thanks
    If you're using the FixedPicture add-on, that is correct.
  13. Yes I was.  It didn't display anything though.  I'll keep trying things
  14. Coldwilson said:
    Yes I was.  It didn't display anything though.  I'll keep trying things
    Did you set a switchId to either the hud or the picture?
  15. I'd left it set at the default 0 - should it always be linked to a control switch of 1 or above?    I got it working somehow using the variable method and then the fixed version also started working.  I've now gone back to the only the fixed hud version on, setup the control switch to an event and linked that control switch to the fixed image hud and it's working fine. 

    Thanks
  16. Coldwilson said:
    I'd left it set at the default 0 - should it always be linked to a control switch of 1 or above?    I got it working somehow using the variable method and then the fixed version also started working.  I've now gone back to the only the fixed hud version on, setup the control switch to an event and linked that control switch to the fixed image hud and it's working fine. 


    Thanks
    If the switchId is 0, it should always display the picture. I'll check if there's any bug on my side.
  17. Hudell said:
    Orange HUD 1.0
    HUDell

    You don't need a new HUD if you got a HUDell.
    OH MAN hahahahaha  :guffaw:   +1 just for this... but also because your scripts are awesome. 
  18. Great script!

    Question/Request: Is there any way to have the option to leave the HUD up during battles?
  19. I've added a new line type: OrangeHudDate.js
  20. I don't know if this is an error on my end but whenever the screen fades to black, the HUD displays on top of the fade. Is there anyway to have it fade with everything else? (Sorry if this is something obvious that I've missed.)