Don't forget to link your HUD here SRD! Also, thank you for this godsend of a plugin! I love it and can't begin to express how much I and others here appreciate all the time and effort that must've gone into this! Keep up the amazing work!
I love your ST Plugin, it helps me differentiate my game from just every other RPG maker game (I'm sure that was your aim in the first place). I just made a playable browser version of my game, and it works more or less fine, except the menu that we moved out of the way/hid moves back to it's default position and overlaps the custom hud.
Hello! I just wanted to say thanks for making this plugin I'm really new to RPGmaker and this has been the SOLE reason I've been nearly as happy with my game as I am :]
ive been scrambling to find plug ins for my project and i clicked on this video and was immediately fucking floored because a plug in like this looks like actual black magic compared to other plug ins. like holy shit this is like the highest quality plug in ive seen since the MV skill tree plug in
You my friend are a God. I am pretty sure you made this, and if you did you deserve to be worshiped. This is exactly what I need for the game I am planning. I just need to learn the commands and how they will work with other plugins.
Hey, been using this for my current project and it's been working extremely well, but I don't know how to indicate whose turn it is in my party, since there's no highlight around the names like in the normal HUD. Likewise, I can't figure out how to display the status effects of my party members, whether it be next to the name or next to the sprite. Is there a fix to this, perhaps a plugin I'm overlooking or some javascript I should add in?
I have a not so good notebook that runs Ubuntu but the issue is that it only has 1 gb of ram. The recommended ram for it is 2gb so I guess it won't even do things
I got a problem. The Hud works perfectly, but my only gripe is that I dont have a way to tell which character I am controlling unless I check the Skill or Magic window. There is a way to set an little Icon over a character potrait in a way that can be known which character turn you are controling?
hey man. i need help!~ how can i start with one player then add another one? and theres always more than health bar/MP and etc. when i set the maximum no. of party at 4. i was creating a game where u need to hire them and not automatically be in your party at the start of the game. im newbie.
I think it would be really cool if you made a variation of the icon menu that looks a bit like the menu from pocket mortys. I mean in a way that has large pictures/icons as selectable options.
You can create a plugin that creates a quiz for different uses, such as a quiz, an exam for a school that adds, subtracts or whatever with the score. Pd: I have not seen anything like this in any forum for RPG Maker MV
I'm having a hard time figuring out to get the system to highlight the actor when in a battle scene using a custom HUD. I've got the actors placed, but I don't know how to have the custom HUD visualize which actor is currently selected. I figure I could just use a simple shape behind the actor, but don't know the condition string for it to look for the active actor.
@@deltahawkins7490 im pretty new to this, im using Yanflys ATB system but cant find the variable that keeps track of it, so im pretty lost rn, maybe u know them? xD
@@yoketown Hey, I'm trying to figure this out right now, did you ever find an answer to this? I would also like to implement an ATB gauge using Yanfly's ATB system.
@@deltahawkins7490 Hi King :-) Seems like a lot of Dev's have this issue :D I searched the whole internet twice and couldnt find the formula to display it. Do you have any idea how to get to this formula? Thanks for your help :)
I want to add an icon to my battle hud that indicates who is the active party member (I.E. if its Harolds turn to act, the image shows, if not its hidden) does anyone know the script that determines if its a particular actors turn?
You can go around that, by creating 2 gauges, and set them on the same position! The gauges must have these show conditions for the red bar: (($gameParty.leader().hp/ $gameParty.leader().mhp)*100) = 25 Hope it works!
Of course! This is an awesome plugin. I'm just a professional QA manager and I'm used to pointing out defects in code from my daily work. lol That doesn't mean I don't appreciate the awesome parts that work flawlessly! The actor face is weird, it breaks sometimes in my demo project, but works in another project. Haven't looked into the cause. Though I ended up using Picture EX for actor faces anyway.
How do you actually get it to open? Ive followed the tutorials till the point where the menu opens at the start of the battle but not sure what I'm meant to do then or whats meant to happen but nothing does happen
This tool is simply amazing, I'm doing such an awesome work thanks to this plugin. BUT, I have a question, if anyone can answer I will eternally thankfully. So I'm setting up a "battery" metter in my futuristic game that is basically a MP meter. So I have two pictures representing a battery symbol, one in green and the other in red, just like in mobiles when you have low battery. So the condition from each one is "$gameParty.members()[1].mp > 19" (form the green one) and "$gameParty.members()[1].mp < 20" (for the red one). And so far it works so good, BUT, it there is no party member at that position (2 or 3, for example), it throw away an error. Can I set two conditions for one element? So far I've been duplicating the HUD for every party member directly in the BattleHUD.json, it was easy for me once the first one was created. Anyway, thanks SumRndDude for the plugin and to anyone who can help me!
Ok, I figure it out. But if anyone else is asking the same issue, just add && bewteen conditions (separate by spaces), it worked perfectly for me! Edit: I used this conditions, if anyone is wondering (example for party member 1) For Green Battery: $gameParty.members()[1] && $gameParty.members()[1].mp > 19 For Red Battery: $gameParty.members()[1] && $gameParty.members()[1].mp < 20
😂 dude you HUD maker is a master Peace I can re edit the main menu .. I can remove and replace it Whit my own art . Thank you so match for this cool tool
Your tutorials are amazing! :)) a bit of an unrelated question, but how do I make my characters walk up stairs diagonally? I have stair tilesets that go up and down left and right instead of up and down and I'd like to create the illusion that my characters are climbing them. Any ideas?
I'm new to your channel, tell me, how do you install battlehuds? I'm absolutely clueless. I mean, I tried installing Mog Hunter's battle hud plugin, but apparently, it failed to load, then I had to select a template, I didn't know how. Just summarize, what wizard magic is required to change the game's default battle hud to something more ''flashy?'' I mean, I searched my entire image folder, I didn't find any ''battle HUD'' folder.
Is there a way to add bust pictures like moghunter? Also is there a way to animate the actor action command window? Can you make another tutorial please?
Hey, they may be a plugin out there that does this but I thought that this would be cool. In depth descriptions plugin. Any item, weapon or skill can be clicked on (examine lets say) to open a separate screen with a large image of the sprite to the left or right and lots of space for information. Maybe even column's you can make yourself. This can include things like what its made out of, an in depth description on what it does, rarity. It would also be cool if you could have animated icons (So you can make skyrim like little animated balls of magic! All things like that. What do you think SR? Possible?
I can't get this to work at all on battles. Whenever I try to remove something like you did with the menu maker thing on a battle the HUD just gets stuck and I have to close the game. Also some parts of the menu don't disappear when they should like the status window to select which actor and stuff like that.
Is there a way to only show a HUD element only when are particular battle window is open? I want to make the battle action window (the fight, magic, skill, etc) appear like a speech bubble in a comic
Is there a way to make the hud a square instead of a circle? Also, can you make a plugin where I can include enemy health along with enemy name in battle?
hey man this is a Godsend tutorial! thankyou, can you help out with the coding for adding an MP bar as well it would be a big help ! javascript is still very new to me
I'm having a little problem. When configuring my own HUD, when I try for example to heal an ally, another Window_BattleActor appears. How can I customize that one too?
I'm having some trouble here with the HUD Maker, I just put in each actor face, and set up the conditioning, but when I swap them out with other party members in battle, everything just dissappears!
I've noticed the "escape" window always moves back to its original position after refreshing, saving and reloading. I suppose this is more of an issue with the Super Tools Engine than the HUD Maker itself, but any ideas how to fix this? My escape window clashes with my new HUD (which works great btw) and I can't manage to find a way to move that window.
Okay, an error I noticed that happens for me- but doesn't appear in the video. Whenever I click refresh or add new element or things like those in the HUD Maker, I have to actually click back on my game window for it to register the refresh or new element. My game is NOT being displayed at default resolution, so maybe that's why.
Whenever I try to do what he does with the party leader health with the text it keeps coming out to an error and idk what I'm doing wrong. I'm copying what he does but it still doesnt work. Edit: Nvm I got it.
Sorry SRDude, I want to ask if my actor battler is not participating in the battle why the image and text not disappear? it only says Error on text actor and all image still there.
Hey, I love this but I do have two questions. 1) Is there any way to have a little indicator as to who you are choosing the attacks of? 2) For the normal HUD, is there any way to make it completely disappear during cutscenes?
For the Absorbtion barrier you can do $gameParty.members()[0].barrierPoints() and if your using a guage just make the maximum whatever(I personally user $gameParty.members()[0].mhp) Unfortunatley I cant help you with the state Icons; I'm thinking it cant really be done without some serious inefficiency happening
Like; add a TextEx for each state you have, then add a condition $gameParty.members[0].States()[0].contains(x) Where x is the ID of the State Considering my game currently to date has 194 states, this wouldn't be feasable without tanking my games framerate If TextEx could use Eval's, then I could say you could use \i[$gameParty.members[0].States()[0].iconIndex] But alas, it does not
you could do it for the names of each state like so $gameParty.members()[0].states()[0].name But unfortunately for icons Im like 85% sure you cannot display them with evals, so you'd have to use textEx, which the only way to do add evals to textEx is through conditions, which are set to either true or false. So for Icons you cannot really add them unless you have a tiny amount of states. there are a few other options you could use though, like for instance if your willing to put in the time, Moghunters BattleHud plugin could work to add the states for each actor in a certain spot, but that would take time and would have a lower layer than anything from hudmaker. you could also use something like Victor Engines Loop animations to add animations to all your states to be able to see them on battlefield(Yanfly also has VisualStateFX that does a similar thing) Or I think one of Yanfly's plugins lets you have state icons hover over top of the heads of the actors who are afflicted with it, but I personally find that to not look very good I'm sure there are a bunch of other options but I don't' really know them but im sure there's other options
I am at my wits end so I am gonna ask, love your HUD plugin, gonna make the ability to not code my own hud not hurt me so much, but, I wanna at least make my own victory reward drop screen, I got exp and gold to work so right after the battle they show what the enemy dropped. however, loot doesn't, it will just display [object Object] I understand Yanfly has a plugin, and so many others do, but I have a stupid sense of pride and wanna do it on my own, any advice? quick edit: WITH your hud maker I wanna do this.
I'd probably suggest using Moghunter's battle command plugin for that. although it's a bit harder to customize atelierrgss.wordpress.com/rmv-battle-commands/
I love this plug in, and would love to use it, however I'm having a TypeError when I try to add an Actor's Face. It say's 'Cannot read property '0' of undefined. Any ideas as to why this occurs? I have no issues with the gauges or the scripting to link hp/mp/tp values, as well as displaying leader/member names... so with this last element figured out, I will have a shiny new hud, thanks to SRD! Any help here would be great, thanks!
Actually, it gives me the error before I am able to edit the Actor ID: input. I'm thinking though, as a sort of work-around, maybe I could just input images of my party members into the hud folder and do it that way instead, kinda like how he was doing in the video? Too bad I can't do the actor face element, but it should still achieve the same end result. Thank you for your feedback though, pivotcrave!
Sorry I couldn't be more help; the only other thing I can suggest is maybe try updating your hudmaker sice I believe SRDude released a update fixing a few things already
I was wondering if there was a way to turn off the opacity of the HUD during text? This probably isn't the right video to ask, but I'm wanting it to appear normally during text.
I tried deploying an Android/iOS build of a game with this plugin, but when I build and install the APK then run the app the HUD doesn't seem to want to show. I wanted to make sure it wasn't just showing on test play, so I deployed a Windows build and ran the game, and the HUD shows just fine. Is there something special I need to do to make this plugin compatible with Android devices and have it show while playing? For the record, yes I have made sure all the needed images are there, no there are no conditions to hide the HUD elements, and yes it shows on play test and in the windows version of the game, just not mobile. Thank you!
I found a solution to my own problem 🤦♂️ In the SRD_HUDMaker.js file, edit line 443 to be the following, and it will start working on mobile: if (Utils.isNwjs()) { DataManager._testExceptions.push(_.mapFile, _.battleFile); }
I need help, how would I use element animations to have variable postions and offsets for enemy gauges. I know how to make them, but I need help postioning them. Also what is the eval I need to make it for the hud to disapper when I'm selecting skills or items?
Currently evals are not implemented for element positions. You can't have variable positions at this moment. For your second question: !SceneManager._scene._skillWindow.active && !SceneManager._scene._itemWindow.active If either the skill or item windows are open the piece will disappear with this condition. (You can take off both ! and change the && to || if you want something to show up only when item or skill windows are open.)
Thanx. And rats, with how SRD does his makers it would seem like a likely choice to enable variable postioning or animation based on a character's x and y.
How do make an element disappear during the combat phase? basically, I just want the element to appear when the actor command window is up and only then.
So is there any ways to make parts or the entire HUD refresh? I have a few things that aren't working (such as actors transforming) that I can't get working fully because the Actor Faces isn't updating.
Hey !!! This is awsome, just a question about condition : How to do multiple condition like : Switch 1 on and switch 2 on, How can we do a condition with variable : varibable1 > 10 ? thanks !!!!
For the first question simply do $gameSwitches.value(x) && $gameSwitches.value(y); for the Second Question do $gameVariables.value(x) > 10; you can also do it like >= for greater than or equals
I Know this videos is old and i probably won't get a reply but is there any wat to make the the condition for certain items based on a switch I have it so you can change classes and some Classes don't use mp so I have a tp bar but I want to switch between them depending on the current class.
I have a question about the Battle HUD. Are the battle animations played behind, in front of the custom HUD or does they play on some layer (if yes, which one? pretty much expecting 1 or something but it's to be sure)? Thanks for your works! I wish you the best! ;)
For some reason, create new element only displays Text, TextEx, Shape, and Picture. Does anyone know how to make Actor Face appear? Am I doing anything wrong?
Have 2 text boxes overlayed exactly on each other, with the above % one having the condition $gameParty.members()[x].hp > $gameParty.members()[x].mhp / 4 and the below % one having $gameParty.members()[x].hp < $gameParty.members()[x].mhp / 4
While I think it's super helpful and appreciate you going through the trouble of replying to the thread with how to ninja it in there, I agree on that method being a little cumbersome when you're factoring in all of the other players with all of the extra windows. But to be fair, it can work as a substitute in the meantime while I'm working! :) Thanks again!
Every time I stress about something I need for my game, I always end up finding that you already made an awesome plugin/resource for it.
Don't forget to link your HUD here SRD! Also, thank you for this godsend of a plugin! I love it and can't begin to express how much I and others here appreciate all the time and effort that must've gone into this! Keep up the amazing work!
Oh that's right!
I'll add it now! ~
I love your ST Plugin, it helps me differentiate my game from just every other RPG maker game (I'm sure that was your aim in the first place). I just made a playable browser version of my game, and it works more or less fine, except the menu that we moved out of the way/hid moves back to it's default position and overlaps the custom hud.
Thank god to make me know a great man like you, SEDude! I love you so much. I can’t wait the day you come back with bottom of my heart! TT^TT
Don’t you worry, I, SEDude, shall return in 2020, more powerful than ever before!
I’m look forward to seeing you. Thank for inspiration me!
No, thank YOU for being inspired! 👏
I sense a wave of downloads coming your way! Be prepared for bug reporting phase :D Amazing work, once again my friend!
I've already reported 15 bugs! lol
Hello! I just wanted to say thanks for making this plugin
I'm really new to RPGmaker and this has been the SOLE reason I've been nearly as happy with my game as I am :]
ive been scrambling to find plug ins for my project and i clicked on this video and was immediately fucking floored because a plug in like this looks like actual black magic compared to other plug ins. like holy shit this is like the highest quality plug in ive seen since the MV skill tree plug in
You my friend are a God. I am pretty sure you made this, and if you did you deserve to be worshiped.
This is exactly what I need for the game I am planning. I just need to learn the commands and how they will work with other plugins.
Hey, been using this for my current project and it's been working extremely well, but I don't know how to indicate whose turn it is in my party, since there's no highlight around the names like in the normal HUD. Likewise, I can't figure out how to display the status effects of my party members, whether it be next to the name or next to the sprite. Is there a fix to this, perhaps a plugin I'm overlooking or some javascript I should add in?
$gameActors.actor(x).isStateAffected(y)
Thats the condition
You can edit the battle hud with this? ... Holy crap man, I love you.
Wtf i just sorely asked for battle hub customization on the #4 video and now i see this -.- Wow RndmDude you've made my day :D
this is the best plugin i ever had 10/10
Can you add status effects for this? like when you are effected by death you'll get the skull icon
dude I love watching your videos,even though I don't have a PC atm. You made me want to try rpg maker so much,keep up the good work! :-)
Alexandros Prokopakis
Rpg Maker MV is supported on Windows, Mac and Linux, so you can have it on any OS you would like :)
I have a not so good notebook that runs Ubuntu but the issue is that it only has 1 gb of ram. The recommended ram for it is 2gb so I guess it won't even do things
What a jaw-dropping video! Thank you very much for sharing this!
I got a problem. The Hud works perfectly, but my only gripe is that I dont have a way to tell which character I am controlling unless I check the Skill or Magic window. There is a way to set an little Icon over a character potrait in a way that can be known which character turn you are controling?
Could you please do a tutorial on how to edit the attack_command window with graphics gauges and such?
How do I get the text to display variables? I tried $gameVariables.value(x) and it doesn't recognize it.
how would I show states on my characters like knocked out?
Great plugin! just wondering if there's an element that can show status effects?
Idk but for my game I'm planning on having character portraits change with status
hey man. i need help!~ how can i start with one player then add another one? and theres always more than health bar/MP and etc. when i set the maximum no. of party at 4. i was creating a game where u need to hire them and not automatically be in your party at the start of the game. im newbie.
Thank you very much for sharing with us all your great work!
I think it would be really cool if you made a variation of the icon menu that looks a bit like the menu from pocket mortys. I mean in a way that has large pictures/icons as selectable options.
You can create a plugin
that creates a quiz for different uses, such as a quiz, an exam for a
school that adds, subtracts or whatever with the score.
Pd: I have not seen anything like this in any forum for RPG Maker MV
I'm having a hard time figuring out to get the system to highlight the actor when in a battle scene using a custom HUD. I've got the actors placed, but I don't know how to have the custom HUD visualize which actor is currently selected. I figure I could just use a simple shape behind the actor, but don't know the condition string for it to look for the active actor.
did you ever find out?
This is awesome. Is there a way to implement ATB gauge from yanfly ATB Battle System?
The ATB guage should be a separate variable right? Just link it to a guage the same way you would HP.
@@deltahawkins7490 im pretty new to this, im using Yanflys ATB system but cant find the variable that keeps track of it, so im pretty lost rn, maybe u know them? xD
@@yoketown Hey, I'm trying to figure this out right now, did you ever find an answer to this? I would also like to implement an ATB gauge using Yanfly's ATB system.
@@deltahawkins7490 Hi King :-) Seems like a lot of Dev's have this issue :D I searched the whole internet twice and couldnt find the formula to display it. Do you have any idea how to get to this formula? Thanks for your help :)
Any news on the Mac version of Hud Maker Pro? Looks amazing!
First that all, i need to say this: my english is not too good
How i can show a actor alternate state
I want to add an icon to my battle hud that indicates who is the active party member (I.E. if its Harolds turn to act, the image shows, if not its hidden)
does anyone know the script that determines if its a particular actors turn?
@Chaos17 Bloody Oh no, this screenshot doesn't exist anymore. Does anyone know how to do it?
We need javascript evals for object position and width/height, opacity, etc.
Oh and color! Less than 25% hp? Turns red!
You can go around that, by creating 2 gauges, and set them on the same position! The gauges must have these show conditions
for the red bar:
(($gameParty.leader().hp/ $gameParty.leader().mhp)*100) = 25
Hope it works!
Yeah, it works. But it get messy and hard to manage the 100+ objects on the screen. Simple addition of evals will make everything much more smooth.
Well It Also gets laggy But give him some time! Anyway how does The Actor face work? The image must have a particular name? Cuz it doesn't work for me
Of course! This is an awesome plugin. I'm just a professional QA manager and I'm used to pointing out defects in code from my daily work. lol That doesn't mean I don't appreciate the awesome parts that work flawlessly!
The actor face is weird, it breaks sometimes in my demo project, but works in another project. Haven't looked into the cause. Though I ended up using Picture EX for actor faces anyway.
Is this able to edit the main menu screen?
How do you actually get it to open? Ive followed the tutorials till the point where the menu opens at the start of the battle but not sure what I'm meant to do then or whats meant to happen but nothing does happen
How do I make the map HUD disappear when I enter battle? When I'm in-battle it looks like the game is treating it like a part of the background.
This tool is simply amazing, I'm doing such an awesome work thanks to this plugin. BUT, I have a question, if anyone can answer I will eternally thankfully.
So I'm setting up a "battery" metter in my futuristic game that is basically a MP meter. So I have two pictures representing a battery symbol, one in green and the other in red, just like in mobiles when you have low battery. So the condition from each one is "$gameParty.members()[1].mp > 19" (form the green one) and "$gameParty.members()[1].mp < 20" (for the red one). And so far it works so good, BUT, it there is no party member at that position (2 or 3, for example), it throw away an error. Can I set two conditions for one element?
So far I've been duplicating the HUD for every party member directly in the BattleHUD.json, it was easy for me once the first one was created.
Anyway, thanks SumRndDude for the plugin and to anyone who can help me!
Ok, I figure it out. But if anyone else is asking the same issue, just add && bewteen conditions (separate by spaces), it worked perfectly for me!
Edit: I used this conditions, if anyone is wondering (example for party member 1)
For Green Battery:
$gameParty.members()[1] && $gameParty.members()[1].mp > 19
For Red Battery:
$gameParty.members()[1] && $gameParty.members()[1].mp < 20
😂 dude you HUD maker is a master Peace I can re edit the main menu ..
I can remove and replace it Whit my own art .
Thank you so match for this cool tool
I love your plugins. Is there a plugin to make a love meter. Like you give a person some think they like the love go's up.
HOW TO INSTALL???
how do you hide a hud element until a switch is flipped?
the game constantly prompts that supertoolsengine is required yet i already have it installed. fix?
Your tutorials are amazing! :)) a bit of an unrelated question, but how do I make my characters walk up stairs diagonally? I have stair tilesets that go up and down left and right instead of up and down and I'd like to create the illusion that my characters are climbing them. Any ideas?
I'm new to your channel, tell me, how do you install battlehuds? I'm absolutely clueless. I mean, I tried installing Mog Hunter's battle hud plugin, but apparently, it failed to load, then I had to select a template, I didn't know how. Just summarize, what wizard magic is required to change the game's default battle hud to something more ''flashy?'' I mean, I searched my entire image folder, I didn't find any ''battle HUD'' folder.
Is there a way to add bust pictures like moghunter? Also is there a way to animate the actor action command window? Can you make another tutorial please?
Hey, they may be a plugin out there that does this but I thought that this would be cool. In depth descriptions plugin. Any item, weapon or skill can be clicked on (examine lets say) to open a separate screen with a large image of the sprite to the left or right and lots of space for information. Maybe even column's you can make yourself. This can include things like what its made out of, an in depth description on what it does, rarity. It would also be cool if you could have animated icons (So you can make skyrim like little animated balls of magic! All things like that. What do you think SR? Possible?
Official Me I saw a plugin that does that in rpg maker forums.
Awesome! Link please?
Official Me
Here:
forums.rpgmakerweb.com/index.php?threads/full-item-and-skill-descriptions.59379/#post-689215
Thanks!
Very cool, thank you for making this!
how do i make these changes stay when not in the editing menu??
I can't get this to work at all on battles. Whenever I try to remove something like you did with the menu maker thing on a battle the HUD just gets stuck and I have to close the game. Also some parts of the menu don't disappear when they should like the status window to select which actor and stuff like that.
This would be very hard to make with my kind of game
I have more than 4 party members and you can swap them at any time
actually, it set the members at the moment, not specific heroes, so you shouldn't have too much trouble.
If I am not using side view, how would I signal that it's that character's turn to choose an action?
Is there a way to only show a HUD element only when are particular battle window is open? I want to make the battle action window (the fight, magic, skill, etc) appear like a speech bubble in a comic
So does this have options for other windows such as Actor/Party_Command or will that be a future feature?
Is there a way to make the hud a square instead of a circle? Also, can you make a plugin where I can include enemy health along with enemy name in battle?
hey man this is a Godsend tutorial! thankyou, can you help out with the coding for adding an MP bar as well it would be a big help ! javascript is still very new to me
how do you install
How would you call the busts of characters as opposed to just their face icons?
I'm having a little problem. When configuring my own HUD, when I try for example to heal an ally, another Window_BattleActor appears. How can I customize that one too?
I'm worried about compatibility with other HUD-changing plugins
Very specific question, can I make the image of the character change every time the character changes jobs
I'm having some trouble here with the HUD Maker, I just put in each actor face, and set up the conditioning, but when I swap them out with other party members in battle, everything just dissappears!
can you do this for MZ?
I was wondering why when I put mana during the battle it caused my game to error and crash. I was wondering how to fix?
I've noticed the "escape" window always moves back to its original position after refreshing, saving and reloading. I suppose this is more of an issue with the Super Tools Engine than the HUD Maker itself, but any ideas how to fix this? My escape window clashes with my new HUD (which works great btw) and I can't manage to find a way to move that window.
can i add a simple go back button like if i open skills then i wanna go back ?
Is there a way to use images as gauge?
Is it possible to make each hud appear after a switch is activated?
when i try to export it into a game the folder where the files are it does not export
Okay, an error I noticed that happens for me- but doesn't appear in the video. Whenever I click refresh or add new element or things like those in the HUD Maker, I have to actually click back on my game window for it to register the refresh or new element. My game is NOT being displayed at default resolution, so maybe that's why.
It's not resolution. This sounds like a setting in the OS that doesn't render background processes maybe?
Whenever I try to do what he does with the party leader health with the text it keeps coming out to an error and idk what I'm doing wrong. I'm copying what he does but it still doesnt work.
Edit: Nvm I got it.
Hello, how to do the same to the enemy?
Is there a way to make the HUD disappear when you open another in game window?
I have both the supertoolsengine and Hudmaker but when I press F12 the HUD maker option is missing. What??
For some reason for me if I open the game from troops ot doesn't work but If I enter a battle normally it works fine.
Sombody can tell me wich plugin is he using for the sideview battle pls :c
You mean the one that makes the characters looks like their overworld sprites? That is "Walk Character Battler Plugin ".
Sorry SRDude, I want to ask if my actor battler is not participating in the battle why the image and text not disappear? it only says Error on text actor and all image still there.
Once I implement Hud Maker changes, where is that data saved?
Hey, I love this but I do have two questions.
1) Is there any way to have a little indicator as to who you are choosing the attacks of?
2) For the normal HUD, is there any way to make it completely disappear during cutscenes?
Never mind about question 2, I figured it out.
Did anybody know how to dim the battle hud when the attack animation is start? My hud kind of block the animation
SRD, do you know what CREATION YOU CAN MAKE USING THIS?
Nice as always!
Is there a function for Yanflys Absorb Barriere and some stat icons or something?
For the Absorbtion barrier you can do $gameParty.members()[0].barrierPoints()
and if your using a guage just make the maximum whatever(I personally user $gameParty.members()[0].mhp)
Unfortunatley I cant help you with the state Icons; I'm thinking it cant really be done without some serious inefficiency happening
Like; add a TextEx for each state you have, then add a condition $gameParty.members[0].States()[0].contains(x)
Where x is the ID of the State
Considering my game currently to date has 194 states, this wouldn't be feasable without tanking my games framerate
If TextEx could use Eval's, then I could say you could use \i[$gameParty.members[0].States()[0].iconIndex]
But alas, it does not
Thanks for the absorb barrier functions *.* and yeah for the states i need something like state index. Mabye there will be a tutorial with this.
you could do it for the names of each state like so $gameParty.members()[0].states()[0].name
But unfortunately for icons Im like 85% sure you cannot display them with evals, so you'd have to use textEx, which the only way to do add evals to textEx is through conditions, which are set to either true or false. So for Icons you cannot really add them unless you have a tiny amount of states.
there are a few other options you could use though, like for instance if your willing to put in the time, Moghunters BattleHud plugin could work to add the states for each actor in a certain spot, but that would take time and would have a lower layer than anything from hudmaker.
you could also use something like Victor Engines Loop animations to add animations to all your states to be able to see them on battlefield(Yanfly also has VisualStateFX that does a similar thing)
Or I think one of Yanfly's plugins lets you have state icons hover over top of the heads of the actors who are afflicted with it, but I personally find that to not look very good
I'm sure there are a bunch of other options but I don't' really know them but im sure there's other options
or maybe if we bug SRDude enough he would make a addon to the plugin to be able to add a State Thingy
I am at my wits end so I am gonna ask, love your HUD plugin, gonna make the ability to not code my own hud not hurt me so much, but, I wanna at least make my own victory reward drop screen, I got exp and gold to work so right after the battle they show what the enemy dropped. however, loot doesn't, it will just display [object Object] I understand Yanfly has a plugin, and so many others do, but I have a stupid sense of pride and wanna do it on my own, any advice?
quick edit: WITH your hud maker I wanna do this.
help me , i cannot create an actor face using this hud maker
can you use images as all of the battle hud? like a custom battle hud plugin and do the same with menu?
I'd probably suggest using Moghunter's battle command plugin for that. although it's a bit harder to customize
atelierrgss.wordpress.com/rmv-battle-commands/
I love this plug in, and would love to use it, however I'm having a TypeError when I try to add an Actor's Face. It say's 'Cannot read property '0' of undefined. Any ideas as to why this occurs? I have no issues with the gauges or the scripting to link hp/mp/tp values, as well as displaying leader/member names... so with this last element figured out, I will have a shiny new hud, thanks to SRD! Any help here would be great, thanks!
Are you making sure your adding the .actorId() to $gameParty.members()[x].actorId()
Actually, it gives me the error before I am able to edit the Actor ID: input. I'm thinking though, as a sort of work-around, maybe I could just input images of my party members into the hud folder and do it that way instead, kinda like how he was doing in the video? Too bad I can't do the actor face element, but it should still achieve the same end result. Thank you for your feedback though, pivotcrave!
Sorry I couldn't be more help; the only other thing I can suggest is maybe try updating your hudmaker sice I believe SRDude released a update fixing a few things already
I was wondering if there was a way to turn off the opacity of the HUD during text? This probably isn't the right video to ask, but I'm wanting it to appear normally during text.
You can change the options in the Parameters! ^^
I tried deploying an Android/iOS build of a game with this plugin, but when I build and install the APK then run the app the HUD doesn't seem to want to show. I wanted to make sure it wasn't just showing on test play, so I deployed a Windows build and ran the game, and the HUD shows just fine. Is there something special I need to do to make this plugin compatible with Android devices and have it show while playing?
For the record, yes I have made sure all the needed images are there, no there are no conditions to hide the HUD elements, and yes it shows on play test and in the windows version of the game, just not mobile.
Thank you!
I found a solution to my own problem 🤦♂️
In the SRD_HUDMaker.js file, edit line 443 to be the following, and it will start working on mobile:
if (Utils.isNwjs()) { DataManager._testExceptions.push(_.mapFile, _.battleFile); }
but what if you want to make a hud for the enemies...so far i get there name to show...
Great Plug in.
I need help, how would I use element animations to have variable postions and offsets for enemy gauges. I know how to make them, but I need help postioning them.
Also what is the eval I need to make it for the hud to disapper when I'm selecting skills or items?
Currently evals are not implemented for element positions. You can't have variable positions at this moment.
For your second question: !SceneManager._scene._skillWindow.active && !SceneManager._scene._itemWindow.active
If either the skill or item windows are open the piece will disappear with this condition. (You can take off both ! and change the && to || if you want something to show up only when item or skill windows are open.)
Thanx. And rats, with how SRD does his makers it would seem like a likely choice to enable variable postioning or animation based on a character's x and y.
How do make an element disappear during the combat phase? basically, I just want the element to appear when the actor command window is up and only then.
I am unable to access the Menu Editor tab during battle? Can anyone help?
So is there any ways to make parts or the entire HUD refresh? I have a few things that aren't working (such as actors transforming) that I can't get working fully because the Actor Faces isn't updating.
pivotcrave hey did you ever figure out how to do this? I need to change an actor face mid battle but can't figure it out.
Lonewulf321 I talked with Srdude about it. he can't remember if he did
pivotcrave I asked around at rpgmaker web. Might have a fix, but I'll keep you and SRD updated.
actually, I just asked around SRDudes Discord and found something, I'm just testing it out and I'll post it if it works
Found it,
SceneManager._scene._hud.children.forEach(function(baby) {
if(baby.refresh) {
baby.refresh(true);
}
});
Hey !!! This is awsome, just a question about condition : How to do multiple condition like : Switch 1 on and switch 2 on, How can we do a condition with variable : varibable1 > 10 ? thanks !!!!
For the first question simply do $gameSwitches.value(x) && $gameSwitches.value(y);
for the Second Question do $gameVariables.value(x) > 10; you can also do it like >= for greater than or equals
Why does HUD NOT appear when playing in android?? Please helpp
Is there a way to change a battle background right before an attack and change it back at the end of the attack ? for a special attack for example.
Off the top of my head, I could imagine a combination of Yanfly's Battle Action Sequences with HimeWorks' Change Battleback command.
Yoooo where can I get those FES resources
I do not have the option: Actor face "please help"
I Know this videos is old and i probably won't get a reply but is there any wat to make the the condition for certain items based on a switch
I have it so you can change classes and some Classes don't use mp so I have a tp bar but I want to switch between them depending on the current class.
I'd overlay to meters and set there show conditions to require a certain class
I have a question about the Battle HUD. Are the battle animations played behind, in front of the custom HUD or does they play on some layer (if yes, which one? pretty much expecting 1 or something but it's to be sure)?
Thanks for your works! I wish you the best! ;)
So, I ended figuring it out by myself.
For information, the custom hud goes behind windows and in front animations. It isn't layer dependent.
How to hide it on the cutscenes please
For some reason, create new element only displays Text, TextEx, Shape, and Picture. Does anyone know how to make Actor Face appear? Am I doing anything wrong?
same. Any solution?
Make sure you have all the hud maker assets in the hud maker folder
Excellent as always
Not currently! Hope he adds that in the future.
Totally would be ace! Thanks though :)
Have 2 text boxes overlayed exactly on each other, with the above % one having the condition $gameParty.members()[x].hp > $gameParty.members()[x].mhp / 4 and the below % one having $gameParty.members()[x].hp < $gameParty.members()[x].mhp / 4
Yeah, it works. But it get messy and hard to manage the 100+ objects on the screen. Simple addition of evals will make everything much more smooth.
While I think it's super helpful and appreciate you going through the trouble of replying to the thread with how to ninja it in there, I agree on that method being a little cumbersome when you're factoring in all of the other players with all of the extra windows.
But to be fair, it can work as a substitute in the meantime while I'm working! :)
Thanks again!
when i use this plugin
Can I sell games created using this plugin
like selling this game on steam
good question.
I haven't checked in awhile so maybe I'm miss remembering but I think we're allowed to use srds plugins commercially as long as we give proper credit.
can you edit all of the battle menu? and what if you want 4 in battle but have more then 4 in your party?
Kinda, if you want to edit the windows then use the window editor... for the hud... yes it works with more than 4 members.
i mean like fully and k.