Alguém teria um sistema em que aparecesse os icones de Status em algum canto da tela?
Como nesta imagem:
See ya
Bender
Como nesta imagem:
See ya
Bender
#==============================================================================#
# MOG - Active Hud 2.0 #
#==============================================================================#
# By Moghunter #
# http://www.atelier-rgss.com #
#==============================================================================#
# Translated by Calvin624 #
# http://www.xasabs.wordpress.com #
#==============================================================================#
###############################-DESCRIPTION-####################################
#==============================================================================#
# HUD stands for Heads-Up Display. It is a method used in most games to #
# visually converse with the player. #
#==============================================================================#
# Animated HUD System, featuring faces that change according to the action #
# of the hero. #
#==============================================================================#
# #
# Graphics required: #
# #
# Hud_Exp_Meter.png #
# Hud_Exp_Number #
# Hud_Face #
# Hud_HP_Meter #
# Hud_HP_Number #
# Hud_Layout #
# Hud_SP_Meter #
# Hud_SP_Number #
# #
# All images must be in the Windowskin folder. #
# #
#==============================================================================#
# FACES ANIMATIONS INFO: #
# It takes a picture with the name "Hud_Face.png" and splits it into 5. #
# Displayed in the following order: #
# 1 - Normal 2 - Happy 3 - Sad 4 - Action 5 - Tired. #
#==============================================================================#
module MOG_ACTIVE_HUD
# Position of the HUD on the X and Y axis......................[HUD_POSITIONING]
HUD_POS = [5,410]
# Position of the HP meter on the X and Y axis.................[HUD_POSITIONING]
HP_METER_POS = [68,32]
# Position of the HP number on the X and Y axis................[HUD_POSITIONING]
HP_NUMBER_POS = [90,20]
# Position of the SP meter on the X and Y axis.................[HUD_POSITIONING]
SP_METER_POS = [28,54]
# Position of the SP number on the X and Y axis................[HUD_POSITIONING]
SP_NUMBER_POS = [50,43]
# Position of the EXP meter on the X and Y axis................[HUD_POSITIONING]
EXP_METER_POS = [55,16]
# Position of the LV number on the X and Y axis................[HUD_POSITIONING]
EXP_NUMBER_POS = [55,-5]
# Position of the Face Graphic on the X and Y axis............[HUD_POSITIONING]
FACE_POS = [0,0]
# Position of Conditions on the X and Y axis...................[HUD_POSITIONING]
STATES_POS = [145,40]
# Fade Effect.......................................................[TRUE/FALSE]
HUD_FADE = true
# Size of the Active HUD. This influences when the FADE mechanic is turned on.
HUD_SIZE = [180,100]
# Enable position of states in relation to character?...............[TRUE/FALSE]
STATES_POS_CHARACTER = false
# Display the states with the levitation effect?....................[TRUE/FALSE]
FLOAT_STATES = true
# Percentage at which your HP is deemed low.............................[DAMAGE]
LOWHP = 30
# Switch ID to disable the HUD..........................................[SWITCH]
DISABLE_HUD_SWITCH = 5
# Priority of Hud. (Z)
HUD_Z_PRIORITY = 5000
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
#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :hud_face_type
attr_accessor :hud_face_time
attr_accessor :hud_face_time2
attr_accessor :hud_face_refresh
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias active_hud_initialize initialize
def initialize
active_hud_initialize
@hud_face_type = 0
@hud_face_time = 0
@hud_face_time2 = 0
@hud_face_refresh = false
end
end
#==============================================================================
# ** Active_Hud
#==============================================================================
class Active_Hud < Sprite
include MOG_ACTIVE_HUD
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
@actor = $game_party.actors[0]
return if @actor == nil
setup
create_layout
create_face
create_state
create_hp_number
create_hp_meter
create_sp_number
create_sp_meter
create_level_number
create_level_meter
update_visible
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup
@low_sp = LOWHP
@low_hp = LOWHP
@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 = HUD_SIZE[0]
hud_size_y = HUD_SIZE[1]
@oc_range_x = hud_size_x + HUD_POS[0]
@oc_range_y = hud_size_y + HUD_POS[1]
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
@layout_sprite = Sprite.new
@layout_sprite.bitmap = RPG::Cache.windowskin("Hud_Layout")
@layout_sprite.z = HUD_Z_PRIORITY
@layout_sprite.x = HUD_POS[0]
@layout_sprite.y = HUD_POS[1]
end
#--------------------------------------------------------------------------
# * Create Face
#--------------------------------------------------------------------------
def create_face
@face_image = RPG::Cache.windowskin("Hud_Face")
@face_bitmap = Bitmap.new(@face_image.width,@face_image.height)
@face_sprite = Sprite.new
@face_sprite.bitmap = @face_bitmap
@face_cw = @face_bitmap.width / 5
@face_ch = @face_bitmap.height
@face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
@face_bitmap.blt(0,0, @face_image, @face_src_rect_back)
@face_sprite.z = 1 + HUD_Z_PRIORITY
@face_sprite.x = HUD_POS[0] + FACE_POS[0]
@face_sprite.y = HUD_POS[1] + FACE_POS[1]
if @actor.hp < @actor.maxhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
$game_temp.hud_face_time = 10
end
#--------------------------------------------------------------------------
# * Create State
#--------------------------------------------------------------------------
def create_state
@states_max = 0
@states = Sprite.new
@states.bitmap = Bitmap.new(104,24)
@states_x = @actor.states.size
@states_y = 0
@states_f = false
sta = []
for i in @actor.states
unless @states_max > 3
sta.push($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
if STATES_POS_CHARACTER == true
@states.x = 5 -(13 * @states_x) + $game_player.screen_x
@states.y = @states_y + $game_player.screen_y
else
@states.x = HUD_POS[0] + STATES_POS[0]
@states.y = @states_y + HUD_POS[1] + STATES_POS[1]
end
@states.z = 1 + HUD_Z_PRIORITY
end
#--------------------------------------------------------------------------
# * Create HP Number
#--------------------------------------------------------------------------
def create_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 = 2 + HUD_Z_PRIORITY
@hp_number_sprite.x = HUD_POS[0] + HP_NUMBER_POS[0]
@hp_number_sprite.y = HUD_POS[1] + HP_NUMBER_POS[1]
@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_number_refresh
end
#--------------------------------------------------------------------------
# * Create HP Meter
#--------------------------------------------------------------------------
def create_hp_meter
@hp_flow = 0
@hp_damage_flow = 0
@hp_image = RPG::Cache.windowskin("Hud_HP_Meter")
@hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
@hp_range = @hp_image.width / 3
@hp_width = @hp_range * @actor.hp / @actor.maxhp
@hp_height = @hp_image.height / 2
@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 = 1 + HUD_Z_PRIORITY
@hp_sprite.x = HUD_POS[0] + HP_METER_POS[0]
@hp_sprite.y = HUD_POS[1] + HP_METER_POS[1]
hp_flow_update
end
#--------------------------------------------------------------------------
# * Create SP Number
#--------------------------------------------------------------------------
def create_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 = 2 + HUD_Z_PRIORITY
@sp_number_sprite.x = HUD_POS[0] + SP_NUMBER_POS[0]
@sp_number_sprite.y = HUD_POS[1] + SP_NUMBER_POS[1]
@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_number_refresh
end
#--------------------------------------------------------------------------
# * Create SP Meter
#--------------------------------------------------------------------------
def create_sp_meter
@sp_flow = 0
@sp_damage_flow = 0
@sp_image = RPG::Cache.windowskin("Hud_SP_Meter")
@sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
@sp_range = @sp_image.width / 3
@sp_width = @sp_range * @actor.sp / @actor.maxsp
@sp_height = @sp_image.height / 2
@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 = 1 + HUD_Z_PRIORITY
@sp_sprite.x = HUD_POS[0] + SP_METER_POS[0]
@sp_sprite.y = HUD_POS[1] + SP_METER_POS[1]
sp_flow_update
end
#--------------------------------------------------------------------------
# * Create Level Number
#--------------------------------------------------------------------------
def create_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 = 2 + HUD_Z_PRIORITY
@level_number_sprite.x = HUD_POS[0] + EXP_NUMBER_POS[0]
@level_number_sprite.y = HUD_POS[1] + EXP_NUMBER_POS[1]
@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
end
#--------------------------------------------------------------------------
# * Create Level Meter
#--------------------------------------------------------------------------
def create_level_meter
@level_image = RPG::Cache.windowskin("Hud_Exp_Meter")
@level_bitmap = Bitmap.new(@level_image.width,@level_image.height)
@level_sprite = Sprite.new
rate = @actor.now_exp.to_f / @actor.next_exp
rate = 1 if @actor.next_exp == 0
@level_cw = @level_image.width * rate
@level_cw = @level_image.width if @actor.level == 99
@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 = 1 + HUD_Z_PRIORITY
@level_sprite.x = HUD_POS[0] + EXP_METER_POS[0]
@level_sprite.y = HUD_POS[1] + EXP_METER_POS[1]
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
return if @actor == nil
#Hp Number Dispose
@hp_number_sprite.bitmap.dispose
@hp_number_sprite.dispose
@hp_number_bitmap.dispose
#HP Meter Dispose
@hp_sprite.bitmap.dispose
@hp_sprite.dispose
@hp_bitmap.dispose
#SP Number Dispose
@sp_number_sprite.bitmap.dispose
@sp_number_sprite.dispose
@sp_number_bitmap.dispose
#SP Meter Dispose
@sp_sprite.bitmap.dispose
@sp_sprite.dispose
@sp_bitmap.dispose
#States Dispose
@states.bitmap.dispose
@states.dispose
#Level Meter Dispose
@level_sprite.bitmap.dispose
@level_sprite.dispose
@level_bitmap.dispose
#Level Number Dispose
@level_number_sprite.bitmap.dispose
@level_number_sprite.dispose
@level_number_bitmap.dispose
#Layout Dispose
@layout_sprite.bitmap.dispose
@layout_sprite.dispose
#Face Dispose
@face_sprite.bitmap.dispose
@face_sprite.dispose
@face_bitmap.dispose
super
end
#--------------------------------------------------------------------------
# * Update Visible
#--------------------------------------------------------------------------
def update_visible
if $game_switches[DISABLE_HUD_SWITCH] == true
hud_visible = false
else
hud_visible = true
end
@hp_number_sprite.visible = hud_visible
@hp_sprite.visible = hud_visible
@sp_number_sprite.visible = hud_visible
@sp_sprite.visible = hud_visible
@states.visible = hud_visible
@level_sprite.visible = hud_visible
@level_number_sprite.visible = hud_visible
@layout_sprite.visible = hud_visible
@face_sprite.visible = hud_visible
end
#--------------------------------------------------------------------------
# * Updade
#--------------------------------------------------------------------------
def update
super
return if @actor == nil
update_visible
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
level_up_effect if @level_number_sprite.zoom_x > 1.00
exp_update if @exp != @actor.exp
states_effect if @states.zoom_x > 1.00
face_refresh if $game_temp.hud_face_refresh == true or $game_temp.hud_face_time == 1
face_normal if $game_temp.hud_face_time2 == 1
face_effect
states_update
hp_flow_update
sp_flow_update
fade_update if HUD_FADE == true
$game_temp.hud_face_time -= 1 if $game_temp.hud_face_time > 0
$game_temp.hud_face_time2 -= 1 if $game_temp.hud_face_time2 > 0
end
#--------------------------------------------------------------------------
# fade_update
#--------------------------------------------------------------------------
def fade_update
x = ($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 > HUD_POS[0] - 5 and
y > HUD_POS[1] 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
@face_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
@face_sprite.opacity += 10
end
end
#--------------------------------------------------------------------------
# * face_normal
#--------------------------------------------------------------------------
def face_normal
$game_temp.hud_face_refresh = false
if @actor.hp < @actor.maxhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
$game_temp.hud_face_time2 = 0
@face_sprite.bitmap.clear
@face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
@face_bitmap.blt(0,0, @face_image, @face_src_rect_back)
@face_sprite.x = HUD_POS[0] + FACE_POS[0]
end
#--------------------------------------------------------------------------
# * Face Refresh
#--------------------------------------------------------------------------
def face_refresh
$game_temp.hud_face_refresh = false
@face_sprite.bitmap.clear
@face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
@face_bitmap.blt(0,0, @face_image, @face_src_rect_back)
@face_sprite.x = HUD_POS[0] + FACE_POS[0]
end
#--------------------------------------------------------------------------
# * Face Effect
#--------------------------------------------------------------------------
def face_effect
if $game_temp.hud_face_type == 2
@face_sprite.x = HUD_POS[0] + FACE_POS[0] + rand(10)
if $game_temp.hud_face_time == 2
if @actor.hp < @actor.maxhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
end
end
end
#--------------------------------------------------------------------------
# * States_Update
#--------------------------------------------------------------------------
def states_update
if STATES_POS_CHARACTER == true
@states.x = 5 -(13 * @states_x) + $game_player.screen_x
@states.y = @states_y + $game_player.screen_y
else
@states.x = HUD_POS[0] + STATES_POS[0]
@states.y = @states_y + HUD_POS[1] + STATES_POS[1]
end
if FLOAT_STATES == true
if @states_f == false
@states_y += 1
@states_f = true if @states_y > 10
else
@states_y -= 1
@states_f = false if @states_y < -10
end
end
@states.opacity = 155 + rand(100)
if @states_x != @actor.states.size
@states_x = @actor.states.size
@states.bitmap.clear
@states_max = 0
sta = []
for i in @actor.states
unless @states_max > 3
sta.push($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
@states.zoom_x = 2
@states.zoom_y = 2
end
end
#--------------------------------------------------------------------------
# * States_Effect
#--------------------------------------------------------------------------
def states_effect
@states.zoom_x -= 0.02
@states.zoom_y -= 0.02
if @states.zoom_x <= 1.00
@states.zoom_x = 1.00
@states.zoom_y = 1.00
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 $game_temp.hud_face_type != 1
$game_temp.hud_face_type = 1
$game_temp.hud_face_refresh = true
@face_sprite.x = HUD_POS[0] + FACE_POS[0]
end
if @hp >= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
if @actor.hp < @actor.maxhp * @low_hp / 100 and
$game_temp.hud_face_type != 4
$game_temp.hud_face_type = 4
$game_temp.hud_face_time = 30
elsif $game_temp.hud_face_type != 0
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 30
end
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 $game_temp.hud_face_type != 2
$game_temp.hud_face_type = 2
$game_temp.hud_face_refresh = true
end
if @hp <= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
if $game_temp.hud_face_type != 0
$game_temp.hud_face_time = 30
end
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
if @hp_width_old < @hp_width
@hp_width_old = @hp_width
end
@hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@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)
@hp_flow += 5
if @hp_flow >= @hp_image.width - @hp_range
@hp_flow = 0
end
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 $game_temp.hud_face_type != 1
$game_temp.hud_face_type = 1
$game_temp.hud_face_refresh = true
@face_sprite.x = HUD_POS[0] + FACE_POS[0]
end
if @sp >= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
if @actor.hp < @actor.maxhp * @low_hp / 100 and
$game_temp.hud_face_type != 4
$game_temp.hud_face_type = 4
$game_temp.hud_face_time = 30
elsif $game_temp.hud_face_type != 0
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 30
end
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 $game_temp.hud_face_type != 3
$game_temp.hud_face_type = 3
$game_temp.hud_face_refresh = true
end
if @sp <= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
if @actor.hp < @actor.maxhp * @low_hp / 100 and
$game_temp.hud_face_type != 4
$game_temp.hud_face_type = 4
$game_temp.hud_face_time = 35
elsif $game_temp.hud_face_type != 0
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 35
end
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, @sp_height,@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)
@sp_flow += 5
if @sp_flow >= @sp_image.width - @sp_range
@sp_flow = 0
end
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
@level_number_sprite.zoom_x = 2
@level_number_sprite.zoom_y = 2
end
#--------------------------------------------------------------------------
# * level_update
#--------------------------------------------------------------------------
def level_up_effect
@level_number_sprite.zoom_x -= 0.02
@level_number_sprite.zoom_y -= 0.02
if @level_number_sprite.zoom_x <= 1.00
@level_number_sprite.zoom_x = 1.00
@level_number_sprite.zoom_y = 1.00
end
end
#--------------------------------------------------------------------------
# * exp_update
#--------------------------------------------------------------------------
def exp_update
@level_sprite.bitmap.clear
rate = @actor.now_exp.to_f / @actor.next_exp
rate = 1 if @actor.next_exp == 0
@level_cw = @level_image.width * rate
@level_cw = @level_image.width if @actor.level == 99
@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
#===============================================================================
# ** Spriteset_Map
#===============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * initialize
#--------------------------------------------------------------------------
alias mog_achud_initialize initialize
def initialize
@acthud = Active_Hud.new(@viewport3)
mog_achud_initialize
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_achud_dispose dispose
def dispose
mog_achud_dispose
@acthud.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias mog_achud_update update
def update
mog_achud_update
@acthud.update
end
end
$mog_rgss_active_hud = true
# Position of Conditions on the X and Y axis...................[HUD_POSITIONING]
STATES_POS = [145,40]
[145,40]