HUD Menü
Also ich hab ein gutes HUD menü gefunden und wollte fragen ob das jemand umändern kann das es auf mein Hud Menü grafik angepasst wird?
Also die Balken sind Oben weil ich die Größe des HUDs geänder habe aber ich möchte das sie in ihrem Balken sein sollen
Ich lad im Anhang das Normale und meine Version hoch
Bild 1 (meins) Bild 2 (Orginal)
Das Script
[/i]
Also die Balken sind Oben weil ich die Größe des HUDs geänder habe aber ich möchte das sie in ihrem Balken sein sollen
Ich lad im Anhang das Normale und meine Version hoch
Bild 1 (meins) Bild 2 (Orginal)
Das Script
#===============================================================================
# MOG - C Hud 1.0 (Classic Hud)
#===============================================================================
# By Moghunter
# Atelier-RGSS
#===============================================================================
# Translated by Calvin624
# XAS Tutorials
#===============================================================================
###############################-DESCRIPTION-####################################
#===============================================================================
# Classic HUD System that's easy to configure.
#===============================================================================
#
# Graphics required:
#
# C_Layout
# C_Exp_Meter
# C_Layout
# C_HP_Meter
# C_SP_Meter
# Hud_HP_Number
# Hud_SP_Number
# Hud_Exp_Number
#
# All images must be in the Windowskin folder.
#===============================================================================
module MOG
# General position of the HUD
CHUD_X = 0
CHUD_Y = 0
# Position of the layout
C_LAYOUT_X = 0
C_LAYOUT_Y = 0
# Position of the numerical value for HP
C_HP_NUMBER_X = 120
C_HP_NUMBER_Y = 5
# Position of the HP meter
C_HP_METER_X = 140
C_HP_METER_Y = 6
# Position of the numerical value for SP
C_SP_NUMBER_X = 80
C_SP_NUMBER_Y = 25
# Position of the SP meter
C_SP_METER_X = 100
C_SP_METER_Y = 25
# Position of the Level
C_LEVEL_X = 55
C_LEVEL_Y = 0
# Position of the EXP meter
C_LEVEL_METER_X = 72
C_LEVEL_METER_Y = 47
# Position of the Status icons
C_STATES_X = 460
C_STATES_Y = 0
#Deixar a HUD opaco caso o herói estiver em cima da HUD.
C_FADE = true
#Tamanho planejado da hud, isso influência no sensor do FADE.
C_HUD_SIZE_X = 420
C_HUD_SIZE_Y = 64
# Switch to disable the HUD
DISABLE_C_HUD_SWITCH = 5
end
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# Now Exp
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# Next Exp
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# C_Hud
#==============================================================================
class C_Hud < Sprite
include MOG
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
@actor = $game_party.actors[0]
return if @actor == nil
@low_sp = 30
@low_hp = 30
@hp = @actor.hp
@sp = @actor.sp
@exp = @actor.exp
@level = @actor.level
@hp_old = @actor.hp
@hp_ref = @hp_old
@hp_refresh = false
@sp_old = @actor.sp
@sp_ref = @sp_old
@sp_refresh = false
hud_size_x = C_HUD_SIZE_X
hud_size_y = C_HUD_SIZE_Y
@oc_range_x = hud_size_x + CHUD_X
@oc_range_y = hud_size_y + CHUD_Y
# Layout -------------------------------------------------------------------
@layout_image = RPG::Cache.windowskin("C_Layout")
@layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
@layout_sprite = Sprite.new
@layout_sprite.bitmap = @layout_bitmap
@layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
@layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
@layout_sprite.z = 5001
@layout_sprite.x = CHUD_X + C_LAYOUT_X
@layout_sprite.y = CHUD_Y + C_LAYOUT_Y
# HP NUMBER ---------------------------------------------------------------------
@hp_number_image = RPG::Cache.windowskin("Hud_HP_Number")
@hp_number_bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height)
@hp_number_sprite = Sprite.new
@hp_number_sprite.bitmap = @hp_number_bitmap
@hp_number_sprite.z = 5003
@hp_number_sprite.x = CHUD_X + C_HP_NUMBER_X
@hp_number_sprite.y = CHUD_Y + C_HP_NUMBER_Y
@im_cw = @hp_number_image.width / 10
@im_ch = @hp_number_image.height / 2
@hp_src_rect = Rect.new(@im_cw,0, @im_cw, @im_ch)
@hp_number_text = @actor.hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * 30 / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in 0..@hp_number_text.size - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
#HP Meter
@hp_flow = 0
@hp_damage_flow = 0
@hp_image = RPG::Cache.windowskin("C_HP_Meter")
@hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
@hp_range = @hp_image.width
@hp_width = @hp_range * @actor.hp / @actor.maxhp
@hp_height = @hp_image.height
@hp_width_old = @hp_width
@hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
@hp_sprite = Sprite.new
@hp_sprite.bitmap = @hp_bitmap
@hp_sprite.z = 5002
@hp_sprite.x = CHUD_X + C_HP_METER_X
@hp_sprite.y = CHUD_Y + C_HP_METER_Y
# SP Number ---------------------------------------------------------------------
@sp_number_image = RPG::Cache.windowskin("Hud_SP_Number")
@sp_number_bitmap = Bitmap.new(@sp_number_image.width,@sp_number_image.height)
@sp_number_sprite = Sprite.new
@sp_number_sprite.bitmap = @sp_number_bitmap
@sp_number_sprite.z = 5003
@sp_number_sprite.x = CHUD_X + C_SP_NUMBER_X
@sp_number_sprite.y = CHUD_Y + C_SP_NUMBER_Y
@sp_im_cw = @sp_number_image.width / 10
@sp_im_ch = @sp_number_image.height / 2
@sp_src_rect = Rect.new(@sp_im_cw,0, @sp_im_cw, @sp_im_ch)
@sp_number_text = @actor.sp.abs.to_s.split(//)
for r in 0..@sp_number_text.size - 1
@sp_number_abs = @sp_number_text[r].to_i
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
@sp_flow = 0
@sp_damage_flow = 0
@sp_image = RPG::Cache.windowskin("C_SP_Meter")
@sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
@sp_range = @sp_image.width
@sp_width = @sp_range * @actor.sp / @actor.maxsp
@sp_height = @sp_image.height
@sp_width_old = @sp_width
@sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
@sp_sprite = Sprite.new
@sp_sprite.bitmap = @sp_bitmap
@sp_sprite.z = 5002
@sp_sprite.x = CHUD_X + C_SP_METER_X
@sp_sprite.y = CHUD_Y + C_SP_METER_Y
# Level Number ---------------------------------------------------------------------
@level_number_image = RPG::Cache.windowskin("Hud_Exp_Number")
@level_number_bitmap = Bitmap.new(@level_number_image.width,@level_number_image.height)
@level_number_sprite = Sprite.new
@level_number_sprite.bitmap = @level_number_bitmap
@level_number_sprite.z = 5003
@level_number_sprite.x = CHUD_X + C_LEVEL_X
@level_number_sprite.y = CHUD_Y + C_LEVEL_Y
@level_im_cw = @level_number_image.width / 10
@level_im_ch = @level_number_image.height
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
# Level Meter ---------------------------------------------------------------------
@level_image = RPG::Cache.windowskin("C_Exp_Meter")
@level_bitmap = Bitmap.new(@level_image.width,@level_image.height)
@level_sprite = Sprite.new
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@level_sprite.bitmap = @level_bitmap
@level_sprite.z = 5007
@level_sprite.x = CHUD_X + C_LEVEL_METER_X
@level_sprite.y = CHUD_Y + C_LEVEL_METER_Y
# States -------------------------------------------------------------------
@states_max = 0
@states = Sprite.new
@states.bitmap = Bitmap.new(156,24)
@states_x = @actor.states.size
@states_y = 0
@states_f = false
sta = []
for i in @actor.states
unless @states_max > 5
sta.push($data_states.name)
image = RPG::Cache.icon(sta[@states_max])
cw = image.width
ch = image.height
@states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch))
@states_max += 1
end
end
@states.x = CHUD_X + C_STATES_X
@states.y = CHUD_Y + C_STATES_Y
@states.z = 5003
hud_visible_update
sp_flow_update
sp_number_refresh
hp_flow_update
hp_number_refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
return if @actor == nil
#Layout Dispose
@layout_sprite.bitmap.dispose
@layout_sprite.bitmap = nil
@layout_sprite.dispose
@layout_sprite = nil
@layout_bitmap.dispose
@layout_bitmap = nil
#Hp Number Dispose
@hp_number_sprite.bitmap.dispose
@hp_number_sprite.bitmap = nil
@hp_number_sprite.dispose
@hp_number_sprite = nil
@hp_number_bitmap.dispose
@hp_number_bitmap = nil
#HP Meter Dispose
@hp_sprite.bitmap.dispose
@hp_sprite.bitmap = nil
@hp_sprite.dispose
@hp_sprite = nil
@hp_bitmap.dispose
@hp_bitmap = nil
#SP Number Dispose
@sp_number_sprite.bitmap.dispose
@sp_number_sprite.bitmap = nil
@sp_number_sprite.dispose
@sp_number_sprite = nil
@sp_number_bitmap.dispose
@sp_number_bitmap = nil
#SP Meter Dispose
@sp_sprite.bitmap.dispose
@sp_sprite.bitmap = nil
@sp_sprite.dispose
@sp_sprite = nil
@sp_bitmap.dispose
@sp_bitmap = nil
#Level Number Dispose
@level_number_sprite.bitmap.dispose
@level_number_sprite.bitmap = nil
@level_number_sprite.dispose
@level_number_sprite = nil
@level_number_bitmap.dispose
@level_number_bitmap = nil
#Level Meter Dispose
@level_sprite.bitmap.dispose
@level_sprite.bitmap = nil
@level_sprite.dispose
@level_sprite = nil
@level_bitmap.dispose
@level_bitmap = nil
#States Dispose
@states.bitmap.dispose
@states.bitmap = nil
@states.dispose
@states = nil
end
#--------------------------------------------------------------------------
# * Updade
#--------------------------------------------------------------------------
def update
return if @actor == nil
hud_visible_update
hp_number_update if @hp_old != @actor.hp
hp_number_refresh if @hp_refresh == true or @actor.hp == 0
sp_number_update if @sp_old != @actor.sp
sp_number_refresh if @sp_refresh == true
level_update if @level != @actor.level
exp_update if @exp != @actor.exp
hp_flow_update
sp_flow_update
fade_update if C_FADE == true
states_update
end
#--------------------------------------------------------------------------
# fade_update
#--------------------------------------------------------------------------
def fade_update
x = ($game_player.real_x - $game_map.display_x) / 4
y = ($game_player.real_y - $game_map.display_y) / 4
if x < @oc_range_x and x > CHUD_X - 5 and
y > CHUD_Y - 5 and y < @oc_range_y and
@hp_number_sprite.opacity > 120
@hp_number_sprite.opacity -= 10
@hp_sprite.opacity -= 10
@sp_number_sprite.opacity -= 10
@sp_sprite.opacity -= 10
@states.opacity -= 10
@level_sprite.opacity -= 10
@level_number_sprite.opacity -= 10
@layout_sprite.opacity -= 10
elsif @hp_number_sprite.opacity < 255
@hp_number_sprite.opacity += 10
@hp_sprite.opacity += 10
@sp_number_sprite.opacity += 10
@sp_sprite.opacity += 10
@states.opacity += 10
@level_sprite.opacity += 10
@level_number_sprite.opacity += 10
@layout_sprite.opacity += 10
end
end
#--------------------------------------------------------------------------
# * States_Update
#--------------------------------------------------------------------------
def states_update
@states.x = CHUD_X + C_STATES_X
@states.y = CHUD_Y + C_STATES_Y
if @states_x != @actor.states.size
@states_x = @actor.states.size
@states.bitmap.clear
@states_max = 0
sta = []
for i in @actor.states
unless @states_max > 5
sta.push($data_states[i].name)
image = RPG::Cache.icon(sta[@states_max])
cw = image.width
ch = image.height
@states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch))
@states_max += 1
end
end
sta = nil
end
end
#--------------------------------------------------------------------------
# * hud_visible_update
#--------------------------------------------------------------------------
def hud_visible_update
if $game_switches[MOG:
ISABLE_C_HUD_SWITCH] == true
@layout_sprite.visible = false
@hp_number_sprite.visible = false
@hp_sprite.visible = false
@sp_number_sprite.visible = false
@sp_sprite.visible = false
@level_number_sprite.visible = false
@states.visible = false
else
@layout_sprite.visible = true
@hp_number_sprite.visible = true
@hp_sprite.visible = true
@sp_number_sprite.visible = true
@sp_sprite.visible = true
@level_number_sprite.visible = true
@states.visible = true
end
end
#--------------------------------------------------------------------------
# * hp_number_update
#--------------------------------------------------------------------------
def hp_number_update
@hp_refresh = true
if @hp_old < @actor.hp
@hp_ref = 5 * (@actor.hp - @hp_old) / 100
@hp_ref = 1 if @hp_ref < 1
@hp += @hp_ref
if @hp >= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
end
elsif @hp_old > @actor.hp
@hp_refresh = true
@hp_ref = 5 * (@hp_old - @actor.hp) / 100
@hp_ref = 1 if @hp_ref < 1
@hp -= @hp_ref
if @hp <= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
end
end
end
#--------------------------------------------------------------------------
# * hp_number_refresh
#--------------------------------------------------------------------------
def hp_number_refresh
@hp_number_sprite.bitmap.clear
@hp = 0 if @actor.hp == 0
@hp_number_text = @hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * @low_hp / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in 0..@hp_number_text.size - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
@hp_refresh = false if @hp == @actor.hp
end
#--------------------------------------------------------------------------
# * Hp Flow Update
#--------------------------------------------------------------------------
def hp_flow_update
@hp_sprite.bitmap.clear
@hp_width = @hp_range * @actor.hp / @actor.maxhp
#HP Damage---------------------------------
valor = (@hp_width_old - @hp_width) * 3 / 100
valor = 0.5 if valor < 1
if @hp_width_old != @hp_width
@hp_width_old -= valor if @hp_width_old > @hp_width
@hp_width_old = 0 if @actor.hp == 0
if @hp_width_old < @hp_width
@hp_width_old = @hp_width
end
@hp_src_rect_old = Rect.new(@hp_flow, 0,@hp_width_old, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
end
#HP Real------------------------------------
@hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
end
#--------------------------------------------------------------------------
# * Sp_number_update
#--------------------------------------------------------------------------
def sp_number_update
@sp_refresh = true
if @sp_old < @actor.sp
@sp_refresh = true
@sp_ref = 5 * (@actor.sp - @sp_old) / 100
@sp_ref = 1 if @sp_ref < 1
@sp += @sp_ref
if @sp >= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
end
elsif @sp_old >= @actor.sp
@sp_ref = 5 * (@sp_old - @actor.sp) / 100
@sp_ref = 1 if @sp_ref < 1
@sp -= @sp_ref
if @sp <= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
end
end
end
#--------------------------------------------------------------------------
# * sp_number_refresh
#--------------------------------------------------------------------------
def sp_number_refresh
@sp_number_sprite.bitmap.clear
@s = @actor.sp * 100 / @actor.maxsp
@sp_number_text = @sp.abs.to_s.split(//)
for r in 0..@sp_number_text.size - 1
@sp_number_abs = @sp_number_text[r].to_i
if @actor.sp <= @actor.maxsp * @low_sp / 100
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, @sp_im_ch, @sp_im_cw, @sp_im_ch)
else
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
end
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
@sp_refresh = false if @sp == @actor.sp
end
#--------------------------------------------------------------------------
# * Sp Flow Update
#--------------------------------------------------------------------------
def sp_flow_update
@sp_sprite.bitmap.clear
@sp_width = @sp_range * @actor.sp / @actor.maxsp
#SP Damage---------------------------------
if @sp_width_old != @sp_width
valor = (@sp_width_old - @sp_width) * 3 / 100
valor = 0.5 if valor < 1
@sp_width_old -= valor if @sp_width_old > @sp_width
if @sp_width_old < @sp_width
@sp_width_old = @sp_width
end
@sp_src_rect_old = Rect.new(@sp_flow, 0,@sp_width_old, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
end
#SP Real------------------------------------
@sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
end
#--------------------------------------------------------------------------
# * level_update
#--------------------------------------------------------------------------
def level_update
@level_number_sprite.bitmap.clear
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
@level = @actor.level
end
#--------------------------------------------------------------------------
# * exp_update
#--------------------------------------------------------------------------
def exp_update
@level_sprite.bitmap.clear
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@exp = @actor.exp
end
end
#===============================================================================
# Scene_Map
#===============================================================================
class Scene_Map
alias chud_main main
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
@c_viewport = Viewport.new(0, 0, 640, 480)
@c_viewport.z = 9999
@chud = C_Hud.new(@c_viewport)
chud_main
@chud.dispose
@chud = nil
@c_viewport.dispose
@c_viewport = nil
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
alias chud_update update
def update
chud_update
@chud.update
end
end
$mog_rgss_c_hud = true
# MOG - C Hud 1.0 (Classic Hud)
#===============================================================================
# By Moghunter
# Atelier-RGSS
#===============================================================================
# Translated by Calvin624
# XAS Tutorials
#===============================================================================
###############################-DESCRIPTION-####################################
#===============================================================================
# Classic HUD System that's easy to configure.
#===============================================================================
#
# Graphics required:
#
# C_Layout
# C_Exp_Meter
# C_Layout
# C_HP_Meter
# C_SP_Meter
# Hud_HP_Number
# Hud_SP_Number
# Hud_Exp_Number
#
# All images must be in the Windowskin folder.
#===============================================================================
module MOG
# General position of the HUD
CHUD_X = 0
CHUD_Y = 0
# Position of the layout
C_LAYOUT_X = 0
C_LAYOUT_Y = 0
# Position of the numerical value for HP
C_HP_NUMBER_X = 120
C_HP_NUMBER_Y = 5
# Position of the HP meter
C_HP_METER_X = 140
C_HP_METER_Y = 6
# Position of the numerical value for SP
C_SP_NUMBER_X = 80
C_SP_NUMBER_Y = 25
# Position of the SP meter
C_SP_METER_X = 100
C_SP_METER_Y = 25
# Position of the Level
C_LEVEL_X = 55
C_LEVEL_Y = 0
# Position of the EXP meter
C_LEVEL_METER_X = 72
C_LEVEL_METER_Y = 47
# Position of the Status icons
C_STATES_X = 460
C_STATES_Y = 0
#Deixar a HUD opaco caso o herói estiver em cima da HUD.
C_FADE = true
#Tamanho planejado da hud, isso influência no sensor do FADE.
C_HUD_SIZE_X = 420
C_HUD_SIZE_Y = 64
# Switch to disable the HUD
DISABLE_C_HUD_SWITCH = 5
end
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# Now Exp
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# Next Exp
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# C_Hud
#==============================================================================
class C_Hud < Sprite
include MOG
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
@actor = $game_party.actors[0]
return if @actor == nil
@low_sp = 30
@low_hp = 30
@hp = @actor.hp
@sp = @actor.sp
@exp = @actor.exp
@level = @actor.level
@hp_old = @actor.hp
@hp_ref = @hp_old
@hp_refresh = false
@sp_old = @actor.sp
@sp_ref = @sp_old
@sp_refresh = false
hud_size_x = C_HUD_SIZE_X
hud_size_y = C_HUD_SIZE_Y
@oc_range_x = hud_size_x + CHUD_X
@oc_range_y = hud_size_y + CHUD_Y
# Layout -------------------------------------------------------------------
@layout_image = RPG::Cache.windowskin("C_Layout")
@layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
@layout_sprite = Sprite.new
@layout_sprite.bitmap = @layout_bitmap
@layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
@layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
@layout_sprite.z = 5001
@layout_sprite.x = CHUD_X + C_LAYOUT_X
@layout_sprite.y = CHUD_Y + C_LAYOUT_Y
# HP NUMBER ---------------------------------------------------------------------
@hp_number_image = RPG::Cache.windowskin("Hud_HP_Number")
@hp_number_bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height)
@hp_number_sprite = Sprite.new
@hp_number_sprite.bitmap = @hp_number_bitmap
@hp_number_sprite.z = 5003
@hp_number_sprite.x = CHUD_X + C_HP_NUMBER_X
@hp_number_sprite.y = CHUD_Y + C_HP_NUMBER_Y
@im_cw = @hp_number_image.width / 10
@im_ch = @hp_number_image.height / 2
@hp_src_rect = Rect.new(@im_cw,0, @im_cw, @im_ch)
@hp_number_text = @actor.hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * 30 / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in 0..@hp_number_text.size - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
#HP Meter
@hp_flow = 0
@hp_damage_flow = 0
@hp_image = RPG::Cache.windowskin("C_HP_Meter")
@hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
@hp_range = @hp_image.width
@hp_width = @hp_range * @actor.hp / @actor.maxhp
@hp_height = @hp_image.height
@hp_width_old = @hp_width
@hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
@hp_sprite = Sprite.new
@hp_sprite.bitmap = @hp_bitmap
@hp_sprite.z = 5002
@hp_sprite.x = CHUD_X + C_HP_METER_X
@hp_sprite.y = CHUD_Y + C_HP_METER_Y
# SP Number ---------------------------------------------------------------------
@sp_number_image = RPG::Cache.windowskin("Hud_SP_Number")
@sp_number_bitmap = Bitmap.new(@sp_number_image.width,@sp_number_image.height)
@sp_number_sprite = Sprite.new
@sp_number_sprite.bitmap = @sp_number_bitmap
@sp_number_sprite.z = 5003
@sp_number_sprite.x = CHUD_X + C_SP_NUMBER_X
@sp_number_sprite.y = CHUD_Y + C_SP_NUMBER_Y
@sp_im_cw = @sp_number_image.width / 10
@sp_im_ch = @sp_number_image.height / 2
@sp_src_rect = Rect.new(@sp_im_cw,0, @sp_im_cw, @sp_im_ch)
@sp_number_text = @actor.sp.abs.to_s.split(//)
for r in 0..@sp_number_text.size - 1
@sp_number_abs = @sp_number_text[r].to_i
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
@sp_flow = 0
@sp_damage_flow = 0
@sp_image = RPG::Cache.windowskin("C_SP_Meter")
@sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
@sp_range = @sp_image.width
@sp_width = @sp_range * @actor.sp / @actor.maxsp
@sp_height = @sp_image.height
@sp_width_old = @sp_width
@sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
@sp_sprite = Sprite.new
@sp_sprite.bitmap = @sp_bitmap
@sp_sprite.z = 5002
@sp_sprite.x = CHUD_X + C_SP_METER_X
@sp_sprite.y = CHUD_Y + C_SP_METER_Y
# Level Number ---------------------------------------------------------------------
@level_number_image = RPG::Cache.windowskin("Hud_Exp_Number")
@level_number_bitmap = Bitmap.new(@level_number_image.width,@level_number_image.height)
@level_number_sprite = Sprite.new
@level_number_sprite.bitmap = @level_number_bitmap
@level_number_sprite.z = 5003
@level_number_sprite.x = CHUD_X + C_LEVEL_X
@level_number_sprite.y = CHUD_Y + C_LEVEL_Y
@level_im_cw = @level_number_image.width / 10
@level_im_ch = @level_number_image.height
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
# Level Meter ---------------------------------------------------------------------
@level_image = RPG::Cache.windowskin("C_Exp_Meter")
@level_bitmap = Bitmap.new(@level_image.width,@level_image.height)
@level_sprite = Sprite.new
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@level_sprite.bitmap = @level_bitmap
@level_sprite.z = 5007
@level_sprite.x = CHUD_X + C_LEVEL_METER_X
@level_sprite.y = CHUD_Y + C_LEVEL_METER_Y
# States -------------------------------------------------------------------
@states_max = 0
@states = Sprite.new
@states.bitmap = Bitmap.new(156,24)
@states_x = @actor.states.size
@states_y = 0
@states_f = false
sta = []
for i in @actor.states
unless @states_max > 5
sta.push($data_states.name)
image = RPG::Cache.icon(sta[@states_max])
cw = image.width
ch = image.height
@states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch))
@states_max += 1
end
end
@states.x = CHUD_X + C_STATES_X
@states.y = CHUD_Y + C_STATES_Y
@states.z = 5003
hud_visible_update
sp_flow_update
sp_number_refresh
hp_flow_update
hp_number_refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
return if @actor == nil
#Layout Dispose
@layout_sprite.bitmap.dispose
@layout_sprite.bitmap = nil
@layout_sprite.dispose
@layout_sprite = nil
@layout_bitmap.dispose
@layout_bitmap = nil
#Hp Number Dispose
@hp_number_sprite.bitmap.dispose
@hp_number_sprite.bitmap = nil
@hp_number_sprite.dispose
@hp_number_sprite = nil
@hp_number_bitmap.dispose
@hp_number_bitmap = nil
#HP Meter Dispose
@hp_sprite.bitmap.dispose
@hp_sprite.bitmap = nil
@hp_sprite.dispose
@hp_sprite = nil
@hp_bitmap.dispose
@hp_bitmap = nil
#SP Number Dispose
@sp_number_sprite.bitmap.dispose
@sp_number_sprite.bitmap = nil
@sp_number_sprite.dispose
@sp_number_sprite = nil
@sp_number_bitmap.dispose
@sp_number_bitmap = nil
#SP Meter Dispose
@sp_sprite.bitmap.dispose
@sp_sprite.bitmap = nil
@sp_sprite.dispose
@sp_sprite = nil
@sp_bitmap.dispose
@sp_bitmap = nil
#Level Number Dispose
@level_number_sprite.bitmap.dispose
@level_number_sprite.bitmap = nil
@level_number_sprite.dispose
@level_number_sprite = nil
@level_number_bitmap.dispose
@level_number_bitmap = nil
#Level Meter Dispose
@level_sprite.bitmap.dispose
@level_sprite.bitmap = nil
@level_sprite.dispose
@level_sprite = nil
@level_bitmap.dispose
@level_bitmap = nil
#States Dispose
@states.bitmap.dispose
@states.bitmap = nil
@states.dispose
@states = nil
end
#--------------------------------------------------------------------------
# * Updade
#--------------------------------------------------------------------------
def update
return if @actor == nil
hud_visible_update
hp_number_update if @hp_old != @actor.hp
hp_number_refresh if @hp_refresh == true or @actor.hp == 0
sp_number_update if @sp_old != @actor.sp
sp_number_refresh if @sp_refresh == true
level_update if @level != @actor.level
exp_update if @exp != @actor.exp
hp_flow_update
sp_flow_update
fade_update if C_FADE == true
states_update
end
#--------------------------------------------------------------------------
# fade_update
#--------------------------------------------------------------------------
def fade_update
x = ($game_player.real_x - $game_map.display_x) / 4
y = ($game_player.real_y - $game_map.display_y) / 4
if x < @oc_range_x and x > CHUD_X - 5 and
y > CHUD_Y - 5 and y < @oc_range_y and
@hp_number_sprite.opacity > 120
@hp_number_sprite.opacity -= 10
@hp_sprite.opacity -= 10
@sp_number_sprite.opacity -= 10
@sp_sprite.opacity -= 10
@states.opacity -= 10
@level_sprite.opacity -= 10
@level_number_sprite.opacity -= 10
@layout_sprite.opacity -= 10
elsif @hp_number_sprite.opacity < 255
@hp_number_sprite.opacity += 10
@hp_sprite.opacity += 10
@sp_number_sprite.opacity += 10
@sp_sprite.opacity += 10
@states.opacity += 10
@level_sprite.opacity += 10
@level_number_sprite.opacity += 10
@layout_sprite.opacity += 10
end
end
#--------------------------------------------------------------------------
# * States_Update
#--------------------------------------------------------------------------
def states_update
@states.x = CHUD_X + C_STATES_X
@states.y = CHUD_Y + C_STATES_Y
if @states_x != @actor.states.size
@states_x = @actor.states.size
@states.bitmap.clear
@states_max = 0
sta = []
for i in @actor.states
unless @states_max > 5
sta.push($data_states[i].name)
image = RPG::Cache.icon(sta[@states_max])
cw = image.width
ch = image.height
@states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch))
@states_max += 1
end
end
sta = nil
end
end
#--------------------------------------------------------------------------
# * hud_visible_update
#--------------------------------------------------------------------------
def hud_visible_update
if $game_switches[MOG:
ISABLE_C_HUD_SWITCH] == true@layout_sprite.visible = false
@hp_number_sprite.visible = false
@hp_sprite.visible = false
@sp_number_sprite.visible = false
@sp_sprite.visible = false
@level_number_sprite.visible = false
@states.visible = false
else
@layout_sprite.visible = true
@hp_number_sprite.visible = true
@hp_sprite.visible = true
@sp_number_sprite.visible = true
@sp_sprite.visible = true
@level_number_sprite.visible = true
@states.visible = true
end
end
#--------------------------------------------------------------------------
# * hp_number_update
#--------------------------------------------------------------------------
def hp_number_update
@hp_refresh = true
if @hp_old < @actor.hp
@hp_ref = 5 * (@actor.hp - @hp_old) / 100
@hp_ref = 1 if @hp_ref < 1
@hp += @hp_ref
if @hp >= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
end
elsif @hp_old > @actor.hp
@hp_refresh = true
@hp_ref = 5 * (@hp_old - @actor.hp) / 100
@hp_ref = 1 if @hp_ref < 1
@hp -= @hp_ref
if @hp <= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
end
end
end
#--------------------------------------------------------------------------
# * hp_number_refresh
#--------------------------------------------------------------------------
def hp_number_refresh
@hp_number_sprite.bitmap.clear
@hp = 0 if @actor.hp == 0
@hp_number_text = @hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * @low_hp / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in 0..@hp_number_text.size - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
@hp_refresh = false if @hp == @actor.hp
end
#--------------------------------------------------------------------------
# * Hp Flow Update
#--------------------------------------------------------------------------
def hp_flow_update
@hp_sprite.bitmap.clear
@hp_width = @hp_range * @actor.hp / @actor.maxhp
#HP Damage---------------------------------
valor = (@hp_width_old - @hp_width) * 3 / 100
valor = 0.5 if valor < 1
if @hp_width_old != @hp_width
@hp_width_old -= valor if @hp_width_old > @hp_width
@hp_width_old = 0 if @actor.hp == 0
if @hp_width_old < @hp_width
@hp_width_old = @hp_width
end
@hp_src_rect_old = Rect.new(@hp_flow, 0,@hp_width_old, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
end
#HP Real------------------------------------
@hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
end
#--------------------------------------------------------------------------
# * Sp_number_update
#--------------------------------------------------------------------------
def sp_number_update
@sp_refresh = true
if @sp_old < @actor.sp
@sp_refresh = true
@sp_ref = 5 * (@actor.sp - @sp_old) / 100
@sp_ref = 1 if @sp_ref < 1
@sp += @sp_ref
if @sp >= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
end
elsif @sp_old >= @actor.sp
@sp_ref = 5 * (@sp_old - @actor.sp) / 100
@sp_ref = 1 if @sp_ref < 1
@sp -= @sp_ref
if @sp <= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
end
end
end
#--------------------------------------------------------------------------
# * sp_number_refresh
#--------------------------------------------------------------------------
def sp_number_refresh
@sp_number_sprite.bitmap.clear
@s = @actor.sp * 100 / @actor.maxsp
@sp_number_text = @sp.abs.to_s.split(//)
for r in 0..@sp_number_text.size - 1
@sp_number_abs = @sp_number_text[r].to_i
if @actor.sp <= @actor.maxsp * @low_sp / 100
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, @sp_im_ch, @sp_im_cw, @sp_im_ch)
else
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
end
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
@sp_refresh = false if @sp == @actor.sp
end
#--------------------------------------------------------------------------
# * Sp Flow Update
#--------------------------------------------------------------------------
def sp_flow_update
@sp_sprite.bitmap.clear
@sp_width = @sp_range * @actor.sp / @actor.maxsp
#SP Damage---------------------------------
if @sp_width_old != @sp_width
valor = (@sp_width_old - @sp_width) * 3 / 100
valor = 0.5 if valor < 1
@sp_width_old -= valor if @sp_width_old > @sp_width
if @sp_width_old < @sp_width
@sp_width_old = @sp_width
end
@sp_src_rect_old = Rect.new(@sp_flow, 0,@sp_width_old, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
end
#SP Real------------------------------------
@sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
end
#--------------------------------------------------------------------------
# * level_update
#--------------------------------------------------------------------------
def level_update
@level_number_sprite.bitmap.clear
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
@level = @actor.level
end
#--------------------------------------------------------------------------
# * exp_update
#--------------------------------------------------------------------------
def exp_update
@level_sprite.bitmap.clear
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@exp = @actor.exp
end
end
#===============================================================================
# Scene_Map
#===============================================================================
class Scene_Map
alias chud_main main
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
@c_viewport = Viewport.new(0, 0, 640, 480)
@c_viewport.z = 9999
@chud = C_Hud.new(@c_viewport)
chud_main
@chud.dispose
@chud = nil
@c_viewport.dispose
@c_viewport = nil
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
alias chud_update update
def update
chud_update
@chud.update
end
end
$mog_rgss_c_hud = true
zum Lesen den Text mit der Maus markieren
Benutzerinformationen überspringen
Motto: Ein gesunder Mensch hat 1000 Wünsche, doch ein kranker nur einen!
Also..ich versteh nicht ganz was du meinst.
Willst du jetzt das es so aussieht wie auf den von dir hochgeladenen Bild?
Dann wäre es cool, wenn du mal dieses Faceset hochladen könntest.
Mfg
Willst du jetzt das es so aussieht wie auf den von dir hochgeladenen Bild?
Dann wäre es cool, wenn du mal dieses Faceset hochladen könntest.
Mfg
-
Bushido
-
Lustige Zitate-
Zitat 1<Noone> Kann mir vielleicht jemand bei ner Deutschhausaufgabe helfen? Komm damit nicht zurecht :/
<Siegertyp> Ja aber beeil dich, ich muss gleich los. Ich kann dir nur eine Frage beantworten.
<Noone> Nur eine?
<Siegertyp> Ja
* Siegertyp has quit IRC (quit) -
Zitat 2<fusion> Hast du ein paar Nacktfotos deiner Freundin?
<chrzan> nö :/
<fusion> Willst du welche haben? :> -
Zitat 3<MMM> Ich glaub ich lache nie wieder so laut...göttlich heute morgen in Bio. wir haben jeweils unseren eigenen speichel mikroskopiert. Auf einmal die eine ganz aufgeregt "Hier bewegt sich was!!" Alle werden still, Prof guckt sich das kurz an, guckt nochmal hin "Oh, ja das ist definitv eine lebende Spermazelle" Ich glaub das Mädchen wäre am liebsten gestorben
-
Zitat 4<Wretched> Religionskriege sind Konflikte zwischen erwachsenen Menschen, bei denen es darum geht, wer den cooleren, imaginaeren Freund hat
<D3nY0> looool
wie geil -
Zitat 5<HDStyle> Ist dir schonmal aufgefallen, dass irgendwie nie Amokläufe an Hauptschulen stattfinden? o.o
<Crytek> Ja ist klar. Da schießen ja auch alle zurück. -
Zitat 6<RAP|TaliFecT> Meine Freundin meint ich wäre neugierig ... zumindestens steht das in ihrem Tagebuch
-
Benutzerinformationen überspringen
Motto: Ein gesunder Mensch hat 1000 Wünsche, doch ein kranker nur einen!
Viel schicken musst du mir da nicht, das kannst du alles ganz leicht selbst einstellen.
Siehe dazu einfach am Anfang des Scriptes module MOG, dadrunter kannst du alles einstellen.
Einfach ein wenig X und Y ändern, bis es in dein HUD reinpasst.
Bisschen Erklärung:
Siehe dazu einfach am Anfang des Scriptes module MOG, dadrunter kannst du alles einstellen.
Einfach ein wenig X und Y ändern, bis es in dein HUD reinpasst.
Bisschen Erklärung:
module MOG
# General position of the HUD Position des HUDs allgemein
CHUD_X = 0
CHUD_Y = 0
# Position of the layout
C_LAYOUT_X = 0
C_LAYOUT_Y = 0
# Position of the numerical value for HP Position der HP ZAHLEN
C_HP_NUMBER_X = 120
C_HP_NUMBER_Y = 5
# Position of the HP meter Position des HP BALKEN
C_HP_METER_X = 140
C_HP_METER_Y = 6
# Position of the numerical value for SP Position der SP ZAHLEN
C_SP_NUMBER_X = 80
C_SP_NUMBER_Y = 25
# Position of the SP meter Position des SP BALKEN
C_SP_METER_X = 100
C_SP_METER_Y = 25
# Position of the Level Position des LEVELs
C_LEVEL_X = 55
C_LEVEL_Y = 0
# Position of the EXP meter Position des EXP BALKEN
C_LEVEL_METER_X = 72
C_LEVEL_METER_Y = 47
# Position of the Status icons Position der STATUS ICONs
C_STATES_X = 460
C_STATES_Y = 0
#Deixar a HUD opaco caso o herói estiver em cima da HUD.
C_FADE = true
#Tamanho planejado da hud, isso influência no sensor do FADE.
C_HUD_SIZE_X = 420
C_HUD_SIZE_Y = 64
# Switch to disable the HUD
DISABLE_C_HUD_SWITCH = 5
end
# General position of the HUD Position des HUDs allgemein
CHUD_X = 0
CHUD_Y = 0
# Position of the layout
C_LAYOUT_X = 0
C_LAYOUT_Y = 0
# Position of the numerical value for HP Position der HP ZAHLEN
C_HP_NUMBER_X = 120
C_HP_NUMBER_Y = 5
# Position of the HP meter Position des HP BALKEN
C_HP_METER_X = 140
C_HP_METER_Y = 6
# Position of the numerical value for SP Position der SP ZAHLEN
C_SP_NUMBER_X = 80
C_SP_NUMBER_Y = 25
# Position of the SP meter Position des SP BALKEN
C_SP_METER_X = 100
C_SP_METER_Y = 25
# Position of the Level Position des LEVELs
C_LEVEL_X = 55
C_LEVEL_Y = 0
# Position of the EXP meter Position des EXP BALKEN
C_LEVEL_METER_X = 72
C_LEVEL_METER_Y = 47
# Position of the Status icons Position der STATUS ICONs
C_STATES_X = 460
C_STATES_Y = 0
#Deixar a HUD opaco caso o herói estiver em cima da HUD.
C_FADE = true
#Tamanho planejado da hud, isso influência no sensor do FADE.
C_HUD_SIZE_X = 420
C_HUD_SIZE_Y = 64
# Switch to disable the HUD
DISABLE_C_HUD_SWITCH = 5
end
zum Lesen den Text mit der Maus markieren
-
Bushido
-
Lustige Zitate-
Zitat 1<Noone> Kann mir vielleicht jemand bei ner Deutschhausaufgabe helfen? Komm damit nicht zurecht :/
<Siegertyp> Ja aber beeil dich, ich muss gleich los. Ich kann dir nur eine Frage beantworten.
<Noone> Nur eine?
<Siegertyp> Ja
* Siegertyp has quit IRC (quit) -
Zitat 2<fusion> Hast du ein paar Nacktfotos deiner Freundin?
<chrzan> nö :/
<fusion> Willst du welche haben? :> -
Zitat 3<MMM> Ich glaub ich lache nie wieder so laut...göttlich heute morgen in Bio. wir haben jeweils unseren eigenen speichel mikroskopiert. Auf einmal die eine ganz aufgeregt "Hier bewegt sich was!!" Alle werden still, Prof guckt sich das kurz an, guckt nochmal hin "Oh, ja das ist definitv eine lebende Spermazelle" Ich glaub das Mädchen wäre am liebsten gestorben
-
Zitat 4<Wretched> Religionskriege sind Konflikte zwischen erwachsenen Menschen, bei denen es darum geht, wer den cooleren, imaginaeren Freund hat
<D3nY0> looool
wie geil -
Zitat 5<HDStyle> Ist dir schonmal aufgefallen, dass irgendwie nie Amokläufe an Hauptschulen stattfinden? o.o
<Crytek> Ja ist klar. Da schießen ja auch alle zurück. -
Zitat 6<RAP|TaliFecT> Meine Freundin meint ich wäre neugierig ... zumindestens steht das in ihrem Tagebuch
-
Rot ist die X Achse
Blau ist die Y Achse
X2, Y1 heisst also das sich die Position 2Felder Rechts und 1 Feldunter der Linken oberen Ecke befinden.
Mapkoordinaten werden im Maker von der Linken oberen Ecke aus gezählt.
Das Makerfenster hat eine grösse von X= 640 und Y=480 Pixeln
Die Koordinaten die du einstellst sind die Koordinaten der Linken oberen Ecke des Energiebalkens.
Das Prinzip hast du nach 2 oder 3 versuchen raus, dann solltest du es einstellen können.
Gruß Bex
Benutzerinformationen überspringen
Motto: Ein gesunder Mensch hat 1000 Wünsche, doch ein kranker nur einen!
Trotz das du es dir selbst recht schnell einstellen kannst, hab ichs dir mal genau angepasst.
Das einzige was du noch machen musst, ist die Bilddatei von den Balken auf die passende Länge kürzen.
Mfg
Das einzige was du noch machen musst, ist die Bilddatei von den Balken auf die passende Länge kürzen.
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#===============================================================================
# MOG - C Hud 1.0 (Classic Hud)
#===============================================================================
# By Moghunter
# Atelier-RGSS
#===============================================================================
# Translated by Calvin624
# XAS Tutorials
#===============================================================================
###############################-DESCRIPTION-####################################
#===============================================================================
# Classic HUD System that's easy to configure.
#===============================================================================
#
# Graphics required:
#
# C_Layout
# C_Exp_Meter
# C_Layout
# C_HP_Meter
# C_SP_Meter
# Hud_HP_Number
# Hud_SP_Number
# Hud_Exp_Number
#
# All images must be in the Windowskin folder.
#===============================================================================
module MOG
# General position of the HUD
CHUD_X = 0
CHUD_Y = 0
# Position of the layout
C_LAYOUT_X = 0
C_LAYOUT_Y = 0
# Position of the numerical value for HP
C_HP_NUMBER_X = 170
C_HP_NUMBER_Y = 32
# Position of the HP meter
C_HP_METER_X = 146
C_HP_METER_Y = 32
# Position of the numerical value for SP
C_SP_NUMBER_X = 166
C_SP_NUMBER_Y = 52
# Position of the SP meter
C_SP_METER_X = 142
C_SP_METER_Y = 52
# Position of the Level
C_LEVEL_X = 30
C_LEVEL_Y = 22
# Position of the EXP meter
C_LEVEL_METER_X = 150
C_LEVEL_METER_Y = 82
# Position of the Status icons
C_STATES_X = 460
C_STATES_Y = 0
#Deixar a HUD opaco caso o herói estiver em cima da HUD.
C_FADE = true
#Tamanho planejado da hud, isso influência no sensor do FADE.
C_HUD_SIZE_X = 420
C_HUD_SIZE_Y = 64
# Switch to disable the HUD
DISABLE_C_HUD_SWITCH = 5
end
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# Now Exp
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# Next Exp
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# C_Hud
#==============================================================================
class C_Hud < Sprite
include MOG
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
@actor = $game_party.actors[0]
return if @actor == nil
@low_sp = 30
@low_hp = 30
@hp = @actor.hp
@sp = @actor.sp
@exp = @actor.exp
@level = @actor.level
@hp_old = @actor.hp
@hp_ref = @hp_old
@hp_refresh = false
@sp_old = @actor.sp
@sp_ref = @sp_old
@sp_refresh = false
hud_size_x = C_HUD_SIZE_X
hud_size_y = C_HUD_SIZE_Y
@oc_range_x = hud_size_x + CHUD_X
@oc_range_y = hud_size_y + CHUD_Y
# Layout -------------------------------------------------------------------
@layout_image = RPG::Cache.windowskin("C_Layout")
@layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
@layout_sprite = Sprite.new
@layout_sprite.bitmap = @layout_bitmap
@layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
@layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
@layout_sprite.z = 5001
@layout_sprite.x = CHUD_X + C_LAYOUT_X
@layout_sprite.y = CHUD_Y + C_LAYOUT_Y
# HP NUMBER ---------------------------------------------------------------------
@hp_number_image = RPG::Cache.windowskin("Hud_HP_Number")
@hp_number_bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height)
@hp_number_sprite = Sprite.new
@hp_number_sprite.bitmap = @hp_number_bitmap
@hp_number_sprite.z = 5003
@hp_number_sprite.x = CHUD_X + C_HP_NUMBER_X
@hp_number_sprite.y = CHUD_Y + C_HP_NUMBER_Y
@im_cw = @hp_number_image.width / 10
@im_ch = @hp_number_image.height / 2
@hp_src_rect = Rect.new(@im_cw,0, @im_cw, @im_ch)
@hp_number_text = @actor.hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * 30 / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in 0..@hp_number_text.size - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
#HP Meter
@hp_flow = 0
@hp_damage_flow = 0
@hp_image = RPG::Cache.windowskin("C_HP_Meter")
@hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
@hp_range = @hp_image.width
@hp_width = @hp_range * @actor.hp / @actor.maxhp
@hp_height = @hp_image.height
@hp_width_old = @hp_width
@hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
@hp_sprite = Sprite.new
@hp_sprite.bitmap = @hp_bitmap
@hp_sprite.z = 5002
@hp_sprite.x = CHUD_X + C_HP_METER_X
@hp_sprite.y = CHUD_Y + C_HP_METER_Y
# SP Number ---------------------------------------------------------------------
@sp_number_image = RPG::Cache.windowskin("Hud_SP_Number")
@sp_number_bitmap = Bitmap.new(@sp_number_image.width,@sp_number_image.height)
@sp_number_sprite = Sprite.new
@sp_number_sprite.bitmap = @sp_number_bitmap
@sp_number_sprite.z = 5003
@sp_number_sprite.x = CHUD_X + C_SP_NUMBER_X
@sp_number_sprite.y = CHUD_Y + C_SP_NUMBER_Y
@sp_im_cw = @sp_number_image.width / 10
@sp_im_ch = @sp_number_image.height / 2
@sp_src_rect = Rect.new(@sp_im_cw,0, @sp_im_cw, @sp_im_ch)
@sp_number_text = @actor.sp.abs.to_s.split(//)
for r in 0..@sp_number_text.size - 1
@sp_number_abs = @sp_number_text[r].to_i
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
@sp_flow = 0
@sp_damage_flow = 0
@sp_image = RPG::Cache.windowskin("C_SP_Meter")
@sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
@sp_range = @sp_image.width
@sp_width = @sp_range * @actor.sp / @actor.maxsp
@sp_height = @sp_image.height
@sp_width_old = @sp_width
@sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
@sp_sprite = Sprite.new
@sp_sprite.bitmap = @sp_bitmap
@sp_sprite.z = 5002
@sp_sprite.x = CHUD_X + C_SP_METER_X
@sp_sprite.y = CHUD_Y + C_SP_METER_Y
# Level Number ---------------------------------------------------------------------
@level_number_image = RPG::Cache.windowskin("Hud_Exp_Number")
@level_number_bitmap = Bitmap.new(@level_number_image.width,@level_number_image.height)
@level_number_sprite = Sprite.new
@level_number_sprite.bitmap = @level_number_bitmap
@level_number_sprite.z = 5003
@level_number_sprite.x = CHUD_X + C_LEVEL_X
@level_number_sprite.y = CHUD_Y + C_LEVEL_Y
@level_im_cw = @level_number_image.width / 10
@level_im_ch = @level_number_image.height
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
# Level Meter ---------------------------------------------------------------------
@level_image = RPG::Cache.windowskin("C_Exp_Meter")
@level_bitmap = Bitmap.new(@level_image.width,@level_image.height)
@level_sprite = Sprite.new
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@level_sprite.bitmap = @level_bitmap
@level_sprite.z = 5007
@level_sprite.x = CHUD_X + C_LEVEL_METER_X
@level_sprite.y = CHUD_Y + C_LEVEL_METER_Y
# States -------------------------------------------------------------------
@states_max = 0
@states = Sprite.new
@states.bitmap = Bitmap.new(156,24)
@states_x = @actor.states.size
@states_y = 0
@states_f = false
sta = []
for i in @actor.states
unless @states_max > 5
sta.push($data_states.name)
image = RPG::Cache.icon(sta[@states_max])
cw = image.width
ch = image.height
@states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch))
@states_max += 1
end
end
@states.x = CHUD_X + C_STATES_X
@states.y = CHUD_Y + C_STATES_Y
@states.z = 5003
hud_visible_update
sp_flow_update
sp_number_refresh
hp_flow_update
hp_number_refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
return if @actor == nil
#Layout Dispose
@layout_sprite.bitmap.dispose
@layout_sprite.bitmap = nil
@layout_sprite.dispose
@layout_sprite = nil
@layout_bitmap.dispose
@layout_bitmap = nil
#Hp Number Dispose
@hp_number_sprite.bitmap.dispose
@hp_number_sprite.bitmap = nil
@hp_number_sprite.dispose
@hp_number_sprite = nil
@hp_number_bitmap.dispose
@hp_number_bitmap = nil
#HP Meter Dispose
@hp_sprite.bitmap.dispose
@hp_sprite.bitmap = nil
@hp_sprite.dispose
@hp_sprite = nil
@hp_bitmap.dispose
@hp_bitmap = nil
#SP Number Dispose
@sp_number_sprite.bitmap.dispose
@sp_number_sprite.bitmap = nil
@sp_number_sprite.dispose
@sp_number_sprite = nil
@sp_number_bitmap.dispose
@sp_number_bitmap = nil
#SP Meter Dispose
@sp_sprite.bitmap.dispose
@sp_sprite.bitmap = nil
@sp_sprite.dispose
@sp_sprite = nil
@sp_bitmap.dispose
@sp_bitmap = nil
#Level Number Dispose
@level_number_sprite.bitmap.dispose
@level_number_sprite.bitmap = nil
@level_number_sprite.dispose
@level_number_sprite = nil
@level_number_bitmap.dispose
@level_number_bitmap = nil
#Level Meter Dispose
@level_sprite.bitmap.dispose
@level_sprite.bitmap = nil
@level_sprite.dispose
@level_sprite = nil
@level_bitmap.dispose
@level_bitmap = nil
#States Dispose
@states.bitmap.dispose
@states.bitmap = nil
@states.dispose
@states = nil
end
#--------------------------------------------------------------------------
# * Updade
#--------------------------------------------------------------------------
def update
return if @actor == nil
hud_visible_update
hp_number_update if @hp_old != @actor.hp
hp_number_refresh if @hp_refresh == true or @actor.hp == 0
sp_number_update if @sp_old != @actor.sp
sp_number_refresh if @sp_refresh == true
level_update if @level != @actor.level
exp_update if @exp != @actor.exp
hp_flow_update
sp_flow_update
fade_update if C_FADE == true
states_update
end
#--------------------------------------------------------------------------
# fade_update
#--------------------------------------------------------------------------
def fade_update
x = ($game_player.real_x - $game_map.display_x) / 4
y = ($game_player.real_y - $game_map.display_y) / 4
if x < @oc_range_x and x > CHUD_X - 5 and
y > CHUD_Y - 5 and y < @oc_range_y and
@hp_number_sprite.opacity > 120
@hp_number_sprite.opacity -= 10
@hp_sprite.opacity -= 10
@sp_number_sprite.opacity -= 10
@sp_sprite.opacity -= 10
@states.opacity -= 10
@level_sprite.opacity -= 10
@level_number_sprite.opacity -= 10
@layout_sprite.opacity -= 10
elsif @hp_number_sprite.opacity < 255
@hp_number_sprite.opacity += 10
@hp_sprite.opacity += 10
@sp_number_sprite.opacity += 10
@sp_sprite.opacity += 10
@states.opacity += 10
@level_sprite.opacity += 10
@level_number_sprite.opacity += 10
@layout_sprite.opacity += 10
end
end
#--------------------------------------------------------------------------
# * States_Update
#--------------------------------------------------------------------------
def states_update
@states.x = CHUD_X + C_STATES_X
@states.y = CHUD_Y + C_STATES_Y
if @states_x != @actor.states.size
@states_x = @actor.states.size
@states.bitmap.clear
@states_max = 0
sta = []
for i in @actor.states
unless @states_max > 5
sta.push($data_states[i].name)
image = RPG::Cache.icon(sta[@states_max])
cw = image.width
ch = image.height
@states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch))
@states_max += 1
end
end
sta = nil
end
end
#--------------------------------------------------------------------------
# * hud_visible_update
#--------------------------------------------------------------------------
def hud_visible_update
if $game_switches[MOG::DISABLE_C_HUD_SWITCH] == true
@layout_sprite.visible = false
@hp_number_sprite.visible = false
@hp_sprite.visible = false
@sp_number_sprite.visible = false
@sp_sprite.visible = false
@level_number_sprite.visible = false
@states.visible = false
else
@layout_sprite.visible = true
@hp_number_sprite.visible = true
@hp_sprite.visible = true
@sp_number_sprite.visible = true
@sp_sprite.visible = true
@level_number_sprite.visible = true
@states.visible = true
end
end
#--------------------------------------------------------------------------
# * hp_number_update
#--------------------------------------------------------------------------
def hp_number_update
@hp_refresh = true
if @hp_old < @actor.hp
@hp_ref = 5 * (@actor.hp - @hp_old) / 100
@hp_ref = 1 if @hp_ref < 1
@hp += @hp_ref
if @hp >= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
end
elsif @hp_old > @actor.hp
@hp_refresh = true
@hp_ref = 5 * (@hp_old - @actor.hp) / 100
@hp_ref = 1 if @hp_ref < 1
@hp -= @hp_ref
if @hp <= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
end
end
end
#--------------------------------------------------------------------------
# * hp_number_refresh
#--------------------------------------------------------------------------
def hp_number_refresh
@hp_number_sprite.bitmap.clear
@hp = 0 if @actor.hp == 0
@hp_number_text = @hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * @low_hp / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in 0..@hp_number_text.size - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
@hp_refresh = false if @hp == @actor.hp
end
#--------------------------------------------------------------------------
# * Hp Flow Update
#--------------------------------------------------------------------------
def hp_flow_update
@hp_sprite.bitmap.clear
@hp_width = @hp_range * @actor.hp / @actor.maxhp
#HP Damage---------------------------------
valor = (@hp_width_old - @hp_width) * 3 / 100
valor = 0.5 if valor < 1
if @hp_width_old != @hp_width
@hp_width_old -= valor if @hp_width_old > @hp_width
@hp_width_old = 0 if @actor.hp == 0
if @hp_width_old < @hp_width
@hp_width_old = @hp_width
end
@hp_src_rect_old = Rect.new(@hp_flow, 0,@hp_width_old, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
end
#HP Real------------------------------------
@hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
end
#--------------------------------------------------------------------------
# * Sp_number_update
#--------------------------------------------------------------------------
def sp_number_update
@sp_refresh = true
if @sp_old < @actor.sp
@sp_refresh = true
@sp_ref = 5 * (@actor.sp - @sp_old) / 100
@sp_ref = 1 if @sp_ref < 1
@sp += @sp_ref
if @sp >= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
end
elsif @sp_old >= @actor.sp
@sp_ref = 5 * (@sp_old - @actor.sp) / 100
@sp_ref = 1 if @sp_ref < 1
@sp -= @sp_ref
if @sp <= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
end
end
end
#--------------------------------------------------------------------------
# * sp_number_refresh
#--------------------------------------------------------------------------
def sp_number_refresh
@sp_number_sprite.bitmap.clear
@s = @actor.sp * 100 / @actor.maxsp
@sp_number_text = @sp.abs.to_s.split(//)
for r in 0..@sp_number_text.size - 1
@sp_number_abs = @sp_number_text[r].to_i
if @actor.sp <= @actor.maxsp * @low_sp / 100
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, @sp_im_ch, @sp_im_cw, @sp_im_ch)
else
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
end
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
@sp_refresh = false if @sp == @actor.sp
end
#--------------------------------------------------------------------------
# * Sp Flow Update
#--------------------------------------------------------------------------
def sp_flow_update
@sp_sprite.bitmap.clear
@sp_width = @sp_range * @actor.sp / @actor.maxsp
#SP Damage---------------------------------
if @sp_width_old != @sp_width
valor = (@sp_width_old - @sp_width) * 3 / 100
valor = 0.5 if valor < 1
@sp_width_old -= valor if @sp_width_old > @sp_width
if @sp_width_old < @sp_width
@sp_width_old = @sp_width
end
@sp_src_rect_old = Rect.new(@sp_flow, 0,@sp_width_old, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
end
#SP Real------------------------------------
@sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
end
#--------------------------------------------------------------------------
# * level_update
#--------------------------------------------------------------------------
def level_update
@level_number_sprite.bitmap.clear
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
@level = @actor.level
end
#--------------------------------------------------------------------------
# * exp_update
#--------------------------------------------------------------------------
def exp_update
@level_sprite.bitmap.clear
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@exp = @actor.exp
end
end
#===============================================================================
# Scene_Map
#===============================================================================
class Scene_Map
alias chud_main main
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
@c_viewport = Viewport.new(0, 0, 640, 480)
@c_viewport.z = 9999
@chud = C_Hud.new(@c_viewport)
chud_main
@chud.dispose
@chud = nil
@c_viewport.dispose
@c_viewport = nil
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
alias chud_update update
def update
chud_update
@chud.update
end
end
$mog_rgss_c_hud = true |
Mfg
-
Bushido
-
Lustige Zitate-
Zitat 1<Noone> Kann mir vielleicht jemand bei ner Deutschhausaufgabe helfen? Komm damit nicht zurecht :/
<Siegertyp> Ja aber beeil dich, ich muss gleich los. Ich kann dir nur eine Frage beantworten.
<Noone> Nur eine?
<Siegertyp> Ja
* Siegertyp has quit IRC (quit) -
Zitat 2<fusion> Hast du ein paar Nacktfotos deiner Freundin?
<chrzan> nö :/
<fusion> Willst du welche haben? :> -
Zitat 3<MMM> Ich glaub ich lache nie wieder so laut...göttlich heute morgen in Bio. wir haben jeweils unseren eigenen speichel mikroskopiert. Auf einmal die eine ganz aufgeregt "Hier bewegt sich was!!" Alle werden still, Prof guckt sich das kurz an, guckt nochmal hin "Oh, ja das ist definitv eine lebende Spermazelle" Ich glaub das Mädchen wäre am liebsten gestorben
-
Zitat 4<Wretched> Religionskriege sind Konflikte zwischen erwachsenen Menschen, bei denen es darum geht, wer den cooleren, imaginaeren Freund hat
<D3nY0> looool
wie geil -
Zitat 5<HDStyle> Ist dir schonmal aufgefallen, dass irgendwie nie Amokläufe an Hauptschulen stattfinden? o.o
<Crytek> Ja ist klar. Da schießen ja auch alle zurück. -
Zitat 6<RAP|TaliFecT> Meine Freundin meint ich wäre neugierig ... zumindestens steht das in ihrem Tagebuch
-
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