#===============================================#
#============ Koniec konfiguracji =====================#
#===============================================#
class Scene_Map < Scene_Base
alias hud_start start
alias hud_update update
alias hud_terminate terminate
def start
active_hud
hud_start
end
def active_hud
$game_switches[Switch_Control] = true
@animation_hud1 = Using_transparency_in_the_entrance
@animation_hud2 = Using_transparency_in_the_entrance
@animation_hud_1 = Using_transparency_in_the_exit
@animation_hud_2 = Using_transparency_in_the_exit
@back = Sprite.new
@back.bitmap = Cache.load_bitmap(Images_folder_of_the_HUD, Bottom_of_the_HUD)
@back.opacity = 0 if @animation_hud1 == true
x = Position_X
y = Position_Y
w = @back.width
h = @back.height
x = ( x == nil ? ( 544 - w ) / 2 : ( x < 0 ? ( 544 + x - w ) : x ) )
y = ( y == nil ? ( 416 - h ) / 2 : ( y < 0 ? ( 416 + y - h ) : y ) )
@back.x = x
@back.y = y
@back.z = 190
@wind = Window_Base.new(x-16,y-16,w+32,h+32)
@wind.opacity = 0
@wind.contents_opacity = 0 if @animation_hud2 == true
@wind.z = 195
@wind.contents.font.shadow = false
@id = Number_Character-1
@info = []
@hp = Sprite.new
@hp.bitmap = Bitmap.new(32,32)
@mp = Sprite.new
@mp.bitmap = Bitmap.new(32,32)
@hp.x = HP_X + x
@hp.y = HP_Y + y
@hp.z = 192
@mp.z = 193
@hp.opacity = 0 if @animation_hud2 == true
@mp.opacity = 0 if @animation_hud2 == true
real_update if status_update
end
def terminate
if @animation_hud_1 == true
@back.bitmap.dispose
@back.dispose
end
if @animation_hud_2 == true
@hp.bitmap.dispose
@hp.dispose
@mp.bitmap.dispose
@mp.dispose
@wind.contents.dispose
@wind.dispose
end
hud_terminate
end
def update
if $game_switches[Switch_Control] == true
if @back != nil
if @back.opacity < Final_Opacity and @animation_hud1 == true
@back.opacity += Speed
else
@back.opacity = Final_Opacity
@animation_hud1 = false
end
if @wind.contents_opacity < Opacity_Final_Element and @animation_hud2 == true
@wind.contents_opacity += Speed
@hp.opacity += Speed
@mp.opacity += Speed
else
@wind.contents_opacity = Opacity_Final_Element
@hp.opacity = Opacity_Final_Element
@mp.opacity = Opacity_Final_Element
@animation_hud2 = false
end
else
active_hud
end
else
if @back != nil
if @back.opacity > Speed-1 and @animation_hud_1 == true
@back.opacity -= Speed
else
@back.bitmap.dispose
@back.dispose
@back = nil
@animation_hud_1 = false
end
if @wind.contents_opacity > Speed-1 and @animation_hud_2 == true
@wind.contents_opacity -= Speed
@hp.opacity -= Speed
@mp.opacity -= Speed
else
if @animation_hud_2 == true
@hp.bitmap.dispose
@hp.dispose
@hp = nil
@mp.bitmap.dispose
@mp.dispose
@mp = nil
@wind.contents.dispose
@wind.dispose
@wind = nil
@animation_hud_2 = false
end
end
end
end
if @back != nil
if $game_player.screen_x >= @back.x and $game_player.screen_x <= @back.x + @back.width and
$game_player.screen_y >= @back.y and $game_player.screen_y <= @back.y + @back.height
@back.opacity = Character_Opacity
@hp.opacity = Opacity_Character_Element
@mp.opacity = Opacity_Character_Element
@wind.contents_opacity = Opacity_Character_Element
end
end
real_update if status_update
hud_update
end
def real_update
a = $game_party.members[@id]
@wind.contents.clear
if Name_Show
@wind.contents.font.name = Name_Font if Name_Font != nil
@wind.contents.font.color = Name_Color
@wind.contents.font.size = Name_Size_of_Font
@wind.contents.draw_text(Name_X, Name_Y, Name_Width, Name_Size_of_Font, a.name, Name_Alignment)
end
if HP_Show
@hp.bitmap.dispose
@hp.bitmap = Cache.load_bitmap(Images_folder_of_the_HUD, Bar_HP)
@hp.bitmap.clear_rect(Rect.new((@hp.width*a.hp/a.maxhp),0,@hp.width,@hp.height))
end
if Values_HP_Show_Current
text = a.hp.to_s
end
if Values_HP_Show_Total
text = a.maxhp.to_s
end
if Values_HP_Show_Current and Values_HP_Show_Total
text = a.hp.to_s + "/" + a.maxhp.to_s
end
if text != nil
@wind.contents.font.name = Values_HP_Font if Values_HP_Font != nil
@wind.contents.font.color = Values_HP_Color
@wind.contents.font.size = Values_HP_Size_of_Font
@wind.contents.draw_text(Values_HP_X, Values_HP_Y, @hp.width, Values_HP_Size_of_Font, text, 2)
end
if LV_Show
@wind.contents.font.name = LV_Font if LV_Font != nil
@wind.contents.font.color = LV_Color
@wind.contents.font.size = LV_Size_of_Font
@wind.contents.draw_text(LV_X, LV_Y, LV_Width, LV_Size_of_Font, a.level, 1)
end
end
def status_update
return false if @wind == nil
a = $game_party.members[@id]
return update_infos if a.id != @info[0]
return update_infos if a.character_name != @info[1]
return update_infos if a.name != @info[2]
return update_infos if a.hp != @info[3]
return update_infos if a.maxhp != @info[4]
return update_infos if a.level != @info[5]
return false
end
def update_infos
a = $game_party.members[@id]
@info[0] = a.id
@info[1] = a.character_name
@info[2] = a.name
@info[3] = a.hp
@info[4] = a.maxhp
@info[5] = a.level
return true
end
end
Zawsze możesz dodać avatar do tego huda, zmiane koloru paska życia, np. jak się życie do 10% zmniejsza to zmienia się na kolor czerwony, itp. Pasek many i exp to nawet bardzo by się przydał
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