001 Action / RPG Maker


Interface

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Interfaces are everything that is shown on the screen related to the player. They're used to orient the player about whatever they should be aware of, like a health bar, the speedometer of the car their driving, the weapon their using, etc. In the 1.5 update, interfaces were given the ability to be interactive. Now they can also act like menus, where the player can navigate using the arrow keys.

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Specific Notes

Since interfaces share some features from maps, the following outlines specifics when they are used in interfaces instead.

Dynamic Object

Dynamic objects are used to give the custom characteristic to the HUD. Also, they're often used along with fields to orient the player of what the field is determining. For example, a simple rotating dial doesn't mean anything to the player, but if a speedometer picture is added along with, then the player will see what it means.

Timer/Spawn

Timers, on interfaces, are used mostly to add and remove the dynamic objects and fields on the screen. For example, if you're not in a car, there's no reason to keep seeing a gas meter all the time, so an event is added on the HUD timer to check if you're inside a car. If you are, show the gas meter, if you're not, hide it.

Also, you can use HUD timers as global timers. Since the interface is activated during the whole game (if not deactivated), these timers will keep running everywhere you go, anytime of the game. So for example, if you wanted to add a hunger bar, you could use a variable (hunger) being subtracted through the timer and also adding the hunger effects via the same timer.

IMPORTANT: Timers can be dangerous. Since they're being run all the time, they might lag the game if they have a too little interval along with a huge script. So be careful when using them.

Scripting

Events

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