Hello everybody... I Found this awesome Active HUD script... The author is Moghunter... but have a problem.... its make it only for one actor... exist a way to do that the images of expressions change if other actor is the leader???
Here is the website...
#_______________________________________________________________________________
# MOG - Active Hud 1.1
#_______________________________________________________________________________
# Por Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# - Presenta el status deñ héroe en el mapa.
# (HP,SP,Condición,Exp,level) en imágenes.
#
# ARQUIVOS NECESSÁRIOS
#
# Hud_Exp_Meter.png
# Hud_Exp_Number
# Hud_Face
# Hud_HP_Meter
# Hud_HP_Number
# Hud_Layout
# Hud_SP_Meter
# Hud_SP_Number
#
# las imágenes deben estar en la carpeta Windowskins
#
# FACES ANIMADAS
# Es preciso tener una imagen con el nombre. " Hud_Face.png "
# La imagen debe contener 5 faces una al lado de la otra en el siguiente
# orden.
# 1 - Normal 2 - Alegre 3 - triste 4 - Acción 5 - Cansado.
#
# MEDIDORES ANIMADOS
# Cree una imagen en gradiente y cree otra imagen con un tamaño
# de ancho 3 veces mayor que la imagen original.
# Ahora coloque en este archivo 3 imagenes originales una al lado de la otra
# con la dirección opuesta a la de la imagen anterior.
# Ese será su medidor en gradiente animado.
#
#_______________________________________________________________________________
module MOG
#Posición general de HUD
HUD_X = 0
HUD_Y = 400
#Posición del Medidor de HP
HP_METER_X = 73
HP_METER_Y = 42
#Posición del numero de HP
HP_NUMBER_X = 95
HP_NUMBER_Y = 30
#Posición del Medidor de SP
SP_METER_X = 33
SP_METER_Y = 64
#Posición del numero de SP
SP_NUMBER_X = 55
SP_NUMBER_Y = 53
#Posición del medidor de EXP
EXP_METER_X = 60
EXP_METER_Y = 26
#Posición del Level.
EXP_NUMBER_X = 60
EXP_NUMBER_Y = 5
#Posición del diseño
LAYOUT_X = 5
LAYOUT_Y = 10
#Posición de la face
FACE_X = 5
FACE_Y = 10
#Posición del Dinero
GOLD_X = 130
GOLD_Y = 55
#Activar posición de las condiciones en relación al personaje
STATES_POS_CHARACTER = false
#Presenta las condiciones con efecto elevado.
FLOAT_STATES = true
#Posición de las condiciones
STATES_X = 150
STATES_Y = 50
#Definición de % cuando el HP está bajo. Esta influencia
#en color de HP y SP
LOWHP = 30
#ID del switch que deshabilita el HUD
DISABLE_HUD_SWITCH = 5
end
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
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
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
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
@actor = $game_party.actors[0]
return if @actor == nil
@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
# Layout -------------------------------------------------------------------
@layout_image = RPG::Cache.windowskin("Hud_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 = 5007
@layout_sprite.x = HUD_X + LAYOUT_X
@layout_sprite.y = HUD_Y + LAYOUT_Y
# Layout -------------------------------------------------------------------
@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 = 5007
@face_sprite.x = HUD_X + FACE_X
@face_sprite.y = HUD_Y + FACE_Y
if @actor.hp < @actor.maxhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
$game_temp.hud_face_time = 10
# States -------------------------------------------------------------------
@states_max = 0
@states = Sprite.new
@states.bitmap = Bitmap.new(104,24)
@states_x = @actor.states.size
@states_y = 0
@states_f = false
sta = []
for i in @actor.states
unless @states_max > 3
sta.push($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_X + STATES_X
@states.y = @states_y + HUD_Y + STATES_Y
end
@states.z = 5009
# HP ---------------------------------------------------------------------
@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 = 5009
@hp_number_sprite.x = HUD_X + HP_NUMBER_X
@hp_number_sprite.y = HUD_Y + 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_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 = 5008
@hp_sprite.x = HUD_X + HP_METER_X
@hp_sprite.y = HUD_Y + HP_METER_Y
hp_flow_update
hp_number_refresh
# SP ---------------------------------------------------------------------
@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 = 5009
@sp_number_sprite.x = HUD_X + SP_NUMBER_X
@sp_number_sprite.y = HUD_Y + 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("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 = 5008
@sp_sprite.x = HUD_X + SP_METER_X
@sp_sprite.y = HUD_Y + SP_METER_Y
sp_flow_update
sp_number_refresh
# Level ---------------------------------------------------------------------
@level_image = RPG::Cache.windowskin("Hud_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 = HUD_X + EXP_METER_X
@level_sprite.y = HUD_Y + EXP_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 = 5000
@level_number_sprite.x = HUD_X + EXP_NUMBER_X
@level_number_sprite.y = HUD_Y + EXP_NUMBER_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
#Visible
if $game_switches[MOG::DISABLE_HUD_SWITCH] == true
@hp_number_sprite.visible = false
@hp_sprite.visible = false
@sp_number_sprite.visible = false
@sp_sprite.visible = false
@states.visible = false
@level_sprite.visible = false
@level_number_sprite.visible = false
@layout_sprite.visible = false
@face_sprite.visible = false
else
@hp_number_sprite.visible = true
@hp_sprite.visible = true
@sp_number_sprite.visible = true
@sp_sprite.visible = true
@states.visible = true
@level_sprite.visible = true
@level_number_sprite.visible = true
@layout_sprite.visible = true
@face_sprite.visible = true
end
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
return if @actor == 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
#States Dispose
@states.bitmap.dispose
@states.bitmap = nil
@states.dispose
@states = nil
#Level Meter Dispose
@level_sprite.bitmap.dispose
@level_sprite.bitmap = nil
@level_sprite.dispose
@level_sprite = nil
@level_bitmap.dispose
@level_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
#Layout Dispose
@layout_sprite.bitmap.dispose
@layout_sprite.bitmap = nil
@layout_sprite.dispose
@layout_sprite = nil
@layout_bitmap.dispose
@layout_bitmap = nil
#Face Dispose
@face_sprite.bitmap.dispose
@face_sprite.bitmap = nil
@face_sprite.dispose
@face_sprite = nil
@face_bitmap.dispose
@face_bitmap = nil
end
#--------------------------------------------------------------------------
# * Visible_on
#--------------------------------------------------------------------------
def visible_on
#Visible
if $game_switches[MOG::DISABLE_HUD_SWITCH] == true
@hp_number_sprite.visible = false
@hp_sprite.visible = false
@sp_number_sprite.visible = false
@sp_sprite.visible = false
@states.visible = false
@level_sprite.visible = false
@level_number_sprite.visible = false
@layout_sprite.visible = false
@face_sprite.visible = false
else
@hp_number_sprite.visible = true
@hp_sprite.visible = true
@sp_number_sprite.visible = true
@sp_sprite.visible = true
@states.visible = true
@level_sprite.visible = true
@level_number_sprite.visible = true
@layout_sprite.visible = true
@face_sprite.visible = true
end
end
#--------------------------------------------------------------------------
# * Updade
#--------------------------------------------------------------------------
def update
return if @actor == nil
visible_on
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_chance 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
$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
#--------------------------------------------------------------------------
# * 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_X + FACE_X
end
#--------------------------------------------------------------------------
# * Face Chance
#--------------------------------------------------------------------------
def face_chance
$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_X + FACE_X
end
#--------------------------------------------------------------------------
# * Face Effect
#--------------------------------------------------------------------------
def face_effect
if $game_temp.hud_face_type == 2
@face_sprite.x = HUD_X + FACE_X + 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 + $game_player.screen_y
else
@states.x = HUD_X + STATES_X
@states.y = @states_y + HUD_Y + STATES_Y
end
if FLOAT_STATES == true
if @states_f == false
@states_y += 1
@states_f = true if @states_y > 10
else
@states_y -= 1
@states_f = false if @states_y < -10
end
end
@states.opacity = 155 + rand(100)
if @states_x != @actor.states.size
@states_x = @actor.states.size
@states.bitmap.clear
@states_max = 0
sta = []
for i in @actor.states
unless @states_max > 3
sta.push($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_X + FACE_X
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_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---------------------------------
if @hp_width_old != @hp_width
@hp_width_old -= 0.5 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_X + FACE_X
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
@sp_width_old -= 0.5 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
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 acthud_main main
def main
@viewport = Viewport.new(0, 0, 640, 480)
@viewport.z = 99999
@acthud = Active_Hud.new(@viewport)
acthud_main
@acthud.dispose
@acthud = nil
@viewport.dispose
@viewport = nil
end
alias acthud_update update
def update
acthud_update
@acthud.update
end
end
$mog_rgss_active_hud = true