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Messages - R5GAMER

1
Script Requests / Re: H-Mode 7[1.4.4] + Blizz ABS[2.87]
September 30, 2015, 01:36:37 am
Quote from: ForeverZer0 on September 29, 2015, 05:33:40 am
I thought this was already asked and answered before. Might be wrong.


I looked everywhere in the forum and I saw that a single comment has this subject, but nobody answered him(her) it was about Blizz-ABS
(http:/forum.chaos-project.com/indexPhp/topic, 106.msg183884.html*msg183884)
I also posted a subject on a H-Mode 7 with the XPA TileMap and I was told that if I wished to make of the 3D I should choose another engine,
while I do not want to work on an engine that RMXP on this project and I like very much this style of 3D and I think that it can perfectly correspond
to the fact that I wish to make with Blizz ABS. Even if, H-mode 7 is rather complex, we can learn all logically to master him(it) but to make him(it)
compatible that it is more for people to move forward on the language RGSS...
There was a post with him(it) "a H-Mode 7 " or rather the mode Neo-geography but it is not absolutely the same thing finally the functioning is exactly
similar except that the difference H-Mode 7 in much more much more fluid and 3D element has.
And in this topic (http://forum.chaos-project.com/index.php/topic,13635.0.html) No response was actually done.

P.S : If you have not understood anything I ask a friend to translate for me :)

R5GAMER
2
Script Requests / H-Mode 7[1.4.4] + Blizz ABS[2.87]
September 29, 2015, 03:51:47 am
Hello!

Since then, quite a lot of time(weather) I did not stop asking(raising) questions, rather boring(tiresome) and stupid because,
I had too much no idea of my final project. Today, things are literally different and I settled all the necessary codes to realize my project.
I like(love) enormously, the script Blizz-ABS and I remain fascinated on the power of a Hour-mode 7 [ 1.4.4 ] = > http: // save-point.org / thread-3151.html
However, I tried to test him(it) and I saw that he(it) was not compatible, what seems to me rather logical.
The question I ask myself, it is if there is well a way(means) to return them compatible because if it is the case that would be interesting
that there is a single engine of fight (ABS) which is compatible with.

P.S : If you have not understood anything I ask a friend to translate for me xDD

R5GAMER
3
Quote from: KK20 on August 19, 2015, 05:57:16 pm
I don't even think H-MODE7 is even compatible with RGSS3. Tried to get the demo to run alone and it errors on a DLL call. And since we don't have access to the DLL source code, there's nothing we can even begin to do about it (and even if we did have it, no one would help). XPA Tilemap was never designed with any Mode7 in mind mainly because everyone has a different way of doing it. Mode7 scripts are kind of like a Tilemap rewrite in itself--so expecting two tilemap rewrites to work together is absurd.

H-MODE7 says that it should not be used by beginners which, according to your last posts, you clearly fall into that category. It's not even that great either. At a programming standpoint, it is visually impressive. But its practicality for an RM game is absolute zero. If you want your game to look like that, you're using the wrong engine.


Thank you for your clear and precise answer I had an original idea and I do not deny that I have not tried to look at the code and the entire tutorial :/

4
I have this error :
Spoiler: ShowHide
Script 'HM7 NEW CLASSES' line 1139: RGSSError occurred
disposed bitmap


H-MOD 7 : http://save-point.org/thread-3151.html

Thank you guys ...
5
Script Requests / Re: Status HUD MogHunter
June 05, 2015, 03:15:41 am
Quote from: R5GAMER on May 30, 2015, 07:06:56 am
Hello!

I would like that the system of status does not show icons following the others but that it shows an icon of state for 2 seconds (for example) and another icon of state just after and so on...

Example look Player 3:
Spoiler: ShowHide


Spoiler: ShowHide

#_______________________________________________________________________________
# MOG - C Hud 2.0 (Classic Hud)      
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# Hud estilo clássico.
#
# ARQUIVOS NECESSÁRIOS
#
# C_Layout
# C_Exp_Meter
# C_Layout
# C_HP_Meter
# C_SP_Meter
# Hud_HP_Number
# Hud_SP_Number
# Hud_Exp_Number
#
# Deixe as imagens na pasta Windowskins
#_______________________________________________________________________________
# HISTÓRICO
# 30/12/2010 (v2.0) -> Melhor codificação e compatibilidade.
#_______________________________________________________________________________
module MOG_C_HUD
   #Posição geral da HUD
   HUD_POS = [10,10]
   #Posição do numero de HP
   HP_NUMBER_POS = [999,999]
   #Posição do medidor de HP
   HP_METER_POS = [83,10]
   #Posição do numero de SP
   SP_NUMBER_POS = [999,999]
   #Posição do medidor de SP
   SP_METER_POS = [999,999]
   #Posição posição do level
   LEVEL_POS = [999,999]  #Posição posição do medidor de exp
   LEVEL_METER_POS = [999,999]
   #Posição dos ícones de status
   STATES_POS = [170,94]
   #Deixar a HUD opaco caso o herói estiver em cima da HUD.
   FADE = true
   #Tamanho planejado da hud, isso influência no sensor do FADE.
   HUD_SIZE = [420,64]
   #Switch que desativa a HUD
   DISABLE_C_HUD_SWITCH = 209
   #Prioridade da hud. (Z)
   HUD_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

#==============================================================================
# ** C_Hud
#==============================================================================
class C_Hud < Sprite  
 include MOG_C_HUD
 
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 def initialize(viewport)
     super(viewport)
     @actor = $game_party.actors[0]
     return if @actor == nil
     setup
     create_layout
     create_hp_number
     create_hp_meter
     create_sp_number
     create_sp_meter
     create_level_number
     create_level_meter
     create_state
     update_visible
     sp_flow_update
     sp_number_refresh        
     hp_flow_update
     hp_number_refresh  
 end

 #--------------------------------------------------------------------------
 # * Setup
 #--------------------------------------------------------------------------
 def setup
     @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 = 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("C_Layout")
     @layout_sprite.z = 1 + HUD_PRIORITY
     @layout_sprite.x = HUD_POS[0]
     @layout_sprite.y = HUD_POS[1]    
 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 = 3 + HUD_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        
 end  
 
 #--------------------------------------------------------------------------
 # * Create HP Meter
 #--------------------------------------------------------------------------    
 def create_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 = 2 + HUD_PRIORITY
     @hp_sprite.x = HUD_POS[0] + HP_METER_POS[0]
     @hp_sprite.y = HUD_POS[1] + HP_METER_POS[1]  
 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 = 3 + HUD_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          
 end  
 
 #--------------------------------------------------------------------------
 # * Create SP Meter
 #--------------------------------------------------------------------------        
 def create_sp_meter
     @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 = 2 + HUD_PRIORITY
     @sp_sprite.x = HUD_POS[0] + SP_METER_POS[0]
     @sp_sprite.y = HUD_POS[1] + SP_METER_POS[1]  
 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 = 3 + HUD_PRIORITY
     @level_number_sprite.x = HUD_POS[0] + LEVEL_POS[0]
     @level_number_sprite.y = HUD_POS[1] + LEVEL_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("C_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 = 2 + HUD_PRIORITY
     @level_sprite.x = HUD_POS[0] + LEVEL_METER_POS[0]
     @level_sprite.y = HUD_POS[1] + LEVEL_METER_POS[1]    
  end  
   
 #--------------------------------------------------------------------------
 # * Create State
 #--------------------------------------------------------------------------            
 def create_state
      @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[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  
      @states.x = HUD_POS[0] + STATES_POS[0]
      @states.y = HUD_POS[1] + STATES_POS[1]
      @states.z = 4 + HUD_PRIORITY              
  end  
 
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
     return if @actor == nil
     #Layout Dispose
     @layout_sprite.bitmap.dispose
     @layout_sprite.dispose
     #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
     #Level Number Dispose
     @level_number_sprite.bitmap.dispose
     @level_number_sprite.dispose
     @level_number_bitmap.dispose
     #Level Meter Dispose
     @level_sprite.bitmap.dispose
     @level_sprite.dispose
     @level_bitmap.dispose
     #States Dispose
     @states.bitmap.dispose
     @states.dispose
     @states = nil
     super
 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    
      exp_update if @exp != @actor.exp
      hp_flow_update
      sp_flow_update
      update_fade if FADE == true
      update_states
 end
 
 #--------------------------------------------------------------------------
 # * update fade
 #--------------------------------------------------------------------------
 def update_fade
     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] - 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    
 
 #--------------------------------------------------------------------------
 # * Update States
 #--------------------------------------------------------------------------
 def update_states
     @states.x = HUD_POS[0] + STATES_POS[0]
     @states.y = HUD_POS[1] + STATES_POS[1]
     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
 
 #--------------------------------------------------------------------------
 # * update_visible
 #--------------------------------------------------------------------------
 def update_visible
     if $game_switches[DISABLE_C_HUD_SWITCH] == true
        hud_visible = false
     else  
        hud_visible = true
     end  
     @layout_sprite.visible = hud_visible
     @hp_number_sprite.visible = hud_visible
     @hp_sprite.visible = hud_visible
     @sp_number_sprite.visible = hud_visible
     @sp_sprite.visible = hud_visible
     @level_number_sprite.visible = hud_visible
     @states.visible = hud_visible
 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    
     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_chud_initialize initialize
 def initialize
     @cthud = C_Hud.new(@viewport3)    
     mog_chud_initialize
 end
 
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 alias mog_chud_dispose dispose
 def dispose
     mog_chud_dispose
     @cthud.dispose
 end  
   
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 alias mog_chud_update update
 def update
     mog_chud_update
     @cthud.update
 end      
end    

$mog_rgssxp_c_hud = true


Thanks .. all :)


Ok :) Nobody wants to help me I will try to do it myself I thank you all the same !!! : D
6
Script Requests / Status HUD MogHunter
May 30, 2015, 07:06:56 am
Hello!

I would like that the system of status does not show icons following the others but that it shows an icon of state for 2 seconds (for example) and another icon of state just after and so on...

Example look Player 3:
Spoiler: ShowHide


Spoiler: ShowHide

#_______________________________________________________________________________
# MOG - C Hud 2.0 (Classic Hud)      
#_______________________________________________________________________________
# By Moghunter
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# Hud estilo clássico.
#
# ARQUIVOS NECESSÁRIOS
#
# C_Layout
# C_Exp_Meter
# C_Layout
# C_HP_Meter
# C_SP_Meter
# Hud_HP_Number
# Hud_SP_Number
# Hud_Exp_Number
#
# Deixe as imagens na pasta Windowskins
#_______________________________________________________________________________
# HISTÓRICO
# 30/12/2010 (v2.0) -> Melhor codificação e compatibilidade.
#_______________________________________________________________________________
module MOG_C_HUD
   #Posição geral da HUD
   HUD_POS = [10,10]
   #Posição do numero de HP
   HP_NUMBER_POS = [999,999]
   #Posição do medidor de HP
   HP_METER_POS = [83,10]
   #Posição do numero de SP
   SP_NUMBER_POS = [999,999]
   #Posição do medidor de SP
   SP_METER_POS = [999,999]
   #Posição posição do level
   LEVEL_POS = [999,999]  #Posição posição do medidor de exp
   LEVEL_METER_POS = [999,999]
   #Posição dos ícones de status
   STATES_POS = [170,94]
   #Deixar a HUD opaco caso o herói estiver em cima da HUD.
   FADE = true
   #Tamanho planejado da hud, isso influência no sensor do FADE.
   HUD_SIZE = [420,64]
   #Switch que desativa a HUD
   DISABLE_C_HUD_SWITCH = 209
   #Prioridade da hud. (Z)
   HUD_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

#==============================================================================
# ** C_Hud
#==============================================================================
class C_Hud < Sprite  
 include MOG_C_HUD
 
 #--------------------------------------------------------------------------
 # * Initialize
 #--------------------------------------------------------------------------
 def initialize(viewport)
     super(viewport)
     @actor = $game_party.actors[0]
     return if @actor == nil
     setup
     create_layout
     create_hp_number
     create_hp_meter
     create_sp_number
     create_sp_meter
     create_level_number
     create_level_meter
     create_state
     update_visible
     sp_flow_update
     sp_number_refresh        
     hp_flow_update
     hp_number_refresh  
 end

 #--------------------------------------------------------------------------
 # * Setup
 #--------------------------------------------------------------------------
 def setup
     @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 = 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("C_Layout")
     @layout_sprite.z = 1 + HUD_PRIORITY
     @layout_sprite.x = HUD_POS[0]
     @layout_sprite.y = HUD_POS[1]    
 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 = 3 + HUD_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        
 end  
 
 #--------------------------------------------------------------------------
 # * Create HP Meter
 #--------------------------------------------------------------------------    
 def create_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 = 2 + HUD_PRIORITY
     @hp_sprite.x = HUD_POS[0] + HP_METER_POS[0]
     @hp_sprite.y = HUD_POS[1] + HP_METER_POS[1]  
 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 = 3 + HUD_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          
 end  
 
 #--------------------------------------------------------------------------
 # * Create SP Meter
 #--------------------------------------------------------------------------        
 def create_sp_meter
     @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 = 2 + HUD_PRIORITY
     @sp_sprite.x = HUD_POS[0] + SP_METER_POS[0]
     @sp_sprite.y = HUD_POS[1] + SP_METER_POS[1]  
 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 = 3 + HUD_PRIORITY
     @level_number_sprite.x = HUD_POS[0] + LEVEL_POS[0]
     @level_number_sprite.y = HUD_POS[1] + LEVEL_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("C_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 = 2 + HUD_PRIORITY
     @level_sprite.x = HUD_POS[0] + LEVEL_METER_POS[0]
     @level_sprite.y = HUD_POS[1] + LEVEL_METER_POS[1]    
  end  
   
 #--------------------------------------------------------------------------
 # * Create State
 #--------------------------------------------------------------------------            
 def create_state
      @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[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  
      @states.x = HUD_POS[0] + STATES_POS[0]
      @states.y = HUD_POS[1] + STATES_POS[1]
      @states.z = 4 + HUD_PRIORITY              
  end  
 
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
     return if @actor == nil
     #Layout Dispose
     @layout_sprite.bitmap.dispose
     @layout_sprite.dispose
     #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
     #Level Number Dispose
     @level_number_sprite.bitmap.dispose
     @level_number_sprite.dispose
     @level_number_bitmap.dispose
     #Level Meter Dispose
     @level_sprite.bitmap.dispose
     @level_sprite.dispose
     @level_bitmap.dispose
     #States Dispose
     @states.bitmap.dispose
     @states.dispose
     @states = nil
     super
 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    
      exp_update if @exp != @actor.exp
      hp_flow_update
      sp_flow_update
      update_fade if FADE == true
      update_states
 end
 
 #--------------------------------------------------------------------------
 # * update fade
 #--------------------------------------------------------------------------
 def update_fade
     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] - 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    
 
 #--------------------------------------------------------------------------
 # * Update States
 #--------------------------------------------------------------------------
 def update_states
     @states.x = HUD_POS[0] + STATES_POS[0]
     @states.y = HUD_POS[1] + STATES_POS[1]
     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
 
 #--------------------------------------------------------------------------
 # * update_visible
 #--------------------------------------------------------------------------
 def update_visible
     if $game_switches[DISABLE_C_HUD_SWITCH] == true
        hud_visible = false
     else  
        hud_visible = true
     end  
     @layout_sprite.visible = hud_visible
     @hp_number_sprite.visible = hud_visible
     @hp_sprite.visible = hud_visible
     @sp_number_sprite.visible = hud_visible
     @sp_sprite.visible = hud_visible
     @level_number_sprite.visible = hud_visible
     @states.visible = hud_visible
 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    
     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_chud_initialize initialize
 def initialize
     @cthud = C_Hud.new(@viewport3)    
     mog_chud_initialize
 end
 
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 alias mog_chud_dispose dispose
 def dispose
     mog_chud_dispose
     @cthud.dispose
 end  
   
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 alias mog_chud_update update
 def update
     mog_chud_update
     @cthud.update
 end      
end    

$mog_rgssxp_c_hud = true


Thanks .. all :)
7
Quote from: Zexion on May 29, 2015, 07:35:45 am
I know im probably the most likely candidate for this, but I'm simply not good enough to do these. I wouldn't want to take money for this and make graphics that you don't even end up liking, and I wouldn't want to do it free without it being public. I'm good with individual sprite images, and can even make all of those look really nice like the example sek provided, but it's a whole different story when it comes to animation. (Reason my game does not exist)


If you want we could communicate in private, try To do one juste To see if it's good or not in all cases, I think it's always interesting To have people in the competition even if today projet monster hunter only on RMXP this summary with the basic system of RMXP while on my side I try To make sure it is exactly the same as edited the game by Capcom
8
I edit my post thx all and thx sekiraze for the image :p
9
Quote from: sekiraze on April 16, 2015, 05:31:09 pm
could you send an example of the look you want to achieve? there are dozens of possibilities in styles. you don't actually specify HOW you want them?
Just because I am funny i could do chibby monsters. or isometric. Or even 3d and those would be useless to you. As someone who requests alot (me) i advise you to be more specific in your request:

- What do you want
- example of what it could look like
- what you can give the creater (credits, money etc)
- time
- commercial or non commercial project
- what are these sprites used for? (Battle, sprites, pictures, bg)

OPTIONAL:
- be polite and be a little bit more pacient.


I do not see how I was rude ... For if means being impatient rude to you I will not understand your logic ca only proves that I am determined realized my project.
But, I am not there to make a debate but rather move forward my project as it him(it) is necessary, if you are not satisfied or if nobody wishes to make him(it) I shall blame nobody this forum has me more that helped and I have already quoted him(it) several times.
The details I can fournires you, I will publish my post during the end of the week.
(Sorry once again for my bad English)
10
Script Requests / Re: GamePad and Blizz-ABS
April 07, 2015, 10:20:06 pm
Ok, indeed if the player asks for it, he will always find a way to do it but I want to respect the tradition of monster hunter frontier
and to ensure that the player does not have to twist his brain trying operate the joystick BOX360. I also created a menu option where players can
adjust the sound (BGM / BGS), the mouse and also the parameters of the joystick/keyboard. I do not want under any circumstance the players to take the lead to do these maneuverings.
If I take time to develop this project (5 years already) it is only because I want the game to be complete and that players can feel like they are playing a "professional game"
and that they feel that it they are playing a monster hunter even if it is not already really the case graphic wise. It is not easy to work on this alone but I would like to say that
I am really happy I know the only forum that is able to help me despite my annoying requests. Your participation is greatly appreciated and I will make sure everyone hears about this forum.
11
Script Requests / Re: GamePad and Blizz-ABS
April 03, 2015, 03:15:21 pm
Doesn't not work :'(
12
Script Requests / Re: GamePad and Blizz-ABS
April 02, 2015, 07:27:22 am
13
Script Requests / Re: GamePad and Blizz-ABS
April 02, 2015, 12:02:55 am
Quote from: Archer on April 01, 2015, 11:38:19 pm
try this

Spoiler: ShowHide
#==============================================================================
# ** Input
#------------------------------------------------------------------------------
#  This module handles all Input
#==============================================================================
class << Input
 #----------------------------------------------------------------------------
 # * Script Check
 #----------------------------------------------------------------------------
 $BlizzABS         || raise("Require Blizz ABS")
 defined?(Gamepad) || raise("Require Glitchfinder's Gamepad Input Module")
 #----------------------------------------------------------------------------
 # * Configuration
 #----------------------------------------------------------------------------
 Gamepad_Hash = {
 
   Input::UP    => Gamepad::DPAD_UP,
   Input::LEFT  => Gamepad::DPAD_LEFT,
   Input::DOWN  => Gamepad::DPAD_DOWN,
   Input::RIGHT => Gamepad::DPAD_RIGHT,
   Input::B     => Gamepad::BACK,
   Input::C     => Gamepad::START,
   Input::L     => Gamepad::LEFT_SHOULDER,
   Input::R     => Gamepad::RIGHT_SHOULDER,
   
   # The rest look at Input module in the Blizz ABS Part 2
   Input::Confirm  => Gamepad::START,
   Input::Cancel   => Gamepad::BACK,
   Input::Attack   => Gamepad::A,
   Input::Defend   => Gamepad::B,

 }
 #--------------------------------------------------------------------------
 # ● Aliased Method: press?, :repeat?, :trigger?
 #--------------------------------------------------------------------------
 [:press?,:repeat?,:trigger?].each do |method|
   next unless method_defined?(:"#{method}")
   alias_method(:"bz_gamepad_#{method}", :"#{method}")
   define_method(:"#{method}") do |keys|
     result = send(:"bz_gamepad_#{method}", keys)
     unless result
       keys = [keys] unless keys.is_a?(Array)
       gpad = keys.collect {|i| Gamepad_Hash[i]}).compact
       result ||= gpad.any? {|i| Gamepad.send(:"#{method}",i)}
     end
     return result
   end
 end
end


NB : Untested



Error "line 43 : SyntaxeError occured."

*EDIT* :

gpad = keys.collect {|i| Gamepad_Hash[i]}).compact

to
gpad = keys.collect {|i| Gamepad_Hash[i]}.compact


But, doesn't not change....
14
Script Requests / Re: GamePad and Blizz-ABS
April 01, 2015, 09:12:32 pm
Quote from: Archer on April 01, 2015, 07:32:08 pm
Blizz ABS overwrites Input module, try place Glitchfinder's gamepad script below Blizz ABS


It is what I made but that changes nothing...
15
Script Requests / Re: GamePad and Blizz-ABS
March 31, 2015, 11:23:54 pm
Quote from: LiTTleDRAgo on March 31, 2015, 08:05:16 pm
try add Input:: at each of them

ex : Input::UP, Input::DOWN, etc


I modified as the example below

Gamepad_Hash = {
 
   UP    => Gamepad::DPAD_UP,
   LEFT  => Gamepad::DPAD_LEFT,
   DOWN  => Gamepad::DPAD_DOWN,
   RIGHT => Gamepad::DPAD_RIGHT,
   B     => Gamepad::BACK,
   C     => Gamepad::START,
   L     => Gamepad::LEFT_SHOULDER,
   R     => Gamepad::RIGHT_SHOULDER,
   
   # The rest look at Input module in the Blizz ABS Part 2
   Confirm  => Gamepad::START,
   Cancel   => Gamepad::BACK,
   Attack   => Gamepad::A,
   Defend   => Gamepad::B,

 }

to

Gamepad_Hash = {
 
   Input::UP    => Gamepad::DPAD_UP,
   Input::LEFT  => Gamepad::DPAD_LEFT,
   Input::DOWN  => Gamepad::DPAD_DOWN,
   Input::RIGHT => Gamepad::DPAD_RIGHT,
   Input::B     => Gamepad::BACK,
   Input::C     => Gamepad::START,
   Input::L     => Gamepad::LEFT_SHOULDER,
   Input::R     => Gamepad::RIGHT_SHOULDER,
   
   # The rest look at Input module in the Blizz ABS Part 2
   Input::Confirm  => Gamepad::START,
   Input::Cancel   => Gamepad::BACK,
   Input::Attack   => Gamepad::A,
   Input::Defend   => Gamepad::B,

 }


I don't have any error but the Gamepad doesn't respond .. :/

*EDIT* : When I place(square) Gamepad::START or other one in an event and when I puts him(it) in parallel process, the gamepad respond..
16
Script Requests / Re: GamePad and Blizz-ABS
March 31, 2015, 07:56:27 pm
Quote from: LiTTleDRAgo on March 31, 2015, 03:37:45 pm
@KK20> probably he didn't want to include any software when distributing in my game.

Spoiler: ShowHide
#==============================================================================
# ** Input
#------------------------------------------------------------------------------
#  This module handles all Input
#==============================================================================
class << Input
 #----------------------------------------------------------------------------
 # * Script Check
 #----------------------------------------------------------------------------
 $BlizzABS         || raise("Require Blizz ABS")
 defined?(Gamepad) || raise("Require Glitchfinder's Gamepad Input Module")
 #----------------------------------------------------------------------------
 # * Configuration
 #----------------------------------------------------------------------------
 Gamepad_Hash = {
 
   UP    => Gamepad::DPAD_UP,
   LEFT  => Gamepad::DPAD_LEFT,
   DOWN  => Gamepad::DPAD_DOWN,
   RIGHT => Gamepad::DPAD_RIGHT,
   B     => Gamepad::BACK,
   C     => Gamepad::START,
   L     => Gamepad::LEFT_SHOULDER,
   R     => Gamepad::RIGHT_SHOULDER,
   
   # The rest look at Input module in the Blizz ABS Part 2
   Confirm  => Gamepad::START,
   Cancel   => Gamepad::BACK,
   Attack   => Gamepad::A,
   Defend   => Gamepad::B,

 }
 #----------------------------------------------------------------------------
 # * Alias Listing
 #----------------------------------------------------------------------------
 alias_method :trigger_for_gamepad, :"trigger?"
 alias_method :press_for_gamepad,   :"press?"
 alias_method :repeat_for_gamepad,  :"repeat?"
 #----------------------------------------------------------------------------
 # * trigger?
 #  Test if key was triggered once.
 #----------------------------------------------------------------------------
 def trigger?(keys)
   result = trigger_for_gamepad(keys)
   keys = [keys] unless keys.is_a?(Array)
   if !result && (gamepad = keys.find {|i| Gamepad_Hash[i]})
     result ||= Gamepad.trigger?(gamepad)
   end
   return result
 end
 #----------------------------------------------------------------------------
 # * press?
 #  Test if key is being pressed.
 #----------------------------------------------------------------------------
 def press?(keys)
   result = press_for_gamepad(keys))
   keys = [keys] unless keys.is_a?(Array)
   if !result && (gamepad = keys.find {|i| Gamepad_Hash[i]})
     result ||= Gamepad.press?(gamepad)
   end
   return result
 end
 #----------------------------------------------------------------------------
 # * repeat?
 #  Test if key is being pressed for repeating.
 #----------------------------------------------------------------------------
 def repeat?(keys)
   result = repeat_for_gamepad(keys))
   keys = [keys] unless keys.is_a?(Array)
   if !result && (gamepad = keys.find {|i| Gamepad_Hash[i]})
     result ||= Gamepad.repeat?(gamepad)
   end
   return result
 end
end


NB : Untested, I didn't have a gamepad.


Yes, i didn't want to include any software when distributing his game.
I had errors on the 'line '56' and '58' there was a bracket(parenthesis) too...

I change in line '58':
result = press_for_gamepad(keys))

to
result = press_for_gamepad(keys)


I change in line '68':
result = repeat_for_gamepad(keys))

to
result = repeat_for_gamepad(keys)


And i have this error "Script line 17: NameError occured. uninitialized constant Module::UP"
17
Script Requests / Re: GamePad and Blizz-ABS
March 31, 2015, 02:48:22 pm
Quote from: R5GAMER on March 31, 2015, 10:10:46 am
Quote from: ForeverZer0 on March 31, 2015, 12:39:39 am
Quote from: R5GAMER on March 30, 2015, 10:22:30 pm
I still do not understand, how can we use what you just send me ...?


Quote from: Sase on March 29, 2015, 04:55:23 am
Just use a program to map gamepad buttons to keyboard keys.


I don;'t understand what it is exactly you don't understand. It is a small program you can distribute with your game to allow use of a gamepad. You can have the keys mapped exactly as you see fit. It is pretty self-explanatory.


I tested :


UP = "Key['Z'], #{Gamepad::DPAD_UP}"


or


UP = Gamepad::DPAD_UP


But it doesn't respond ... I don't think this is the idea that you try to give me, but I try to understand ... How it works ...: /


Quote
It's not a script dude Facepalm

http://joytokey.net/en/download

Download, run the program, configure what each gamepad button corresponds to what key on the keyboard, save, and play RPG Maker game.


In my test i used "Glitchfinder's Gamepad Input Module" (in my first post)
18
Script Requests / Re: GamePad and Blizz-ABS
March 31, 2015, 10:10:46 am
Quote from: ForeverZer0 on March 31, 2015, 12:39:39 am
Quote from: R5GAMER on March 30, 2015, 10:22:30 pm
I still do not understand, how can we use what you just send me ...?


Quote from: Sase on March 29, 2015, 04:55:23 am
Just use a program to map gamepad buttons to keyboard keys.


I don;'t understand what it is exactly you don't understand. It is a small program you can distribute with your game to allow use of a gamepad. You can have the keys mapped exactly as you see fit. It is pretty self-explanatory.


I tested :


UP = "Key['Z'], #{Gamepad::DPAD_UP}"


or


UP = Gamepad::DPAD_UP


But it doesn't respond ... I don't think this is the idea that you try to give me, but I try to understand ... How it works ...: /
19
Script Requests / Re: GamePad and Blizz-ABS
March 30, 2015, 10:22:30 pm
I still do not understand, how can we use what you just send me ...?
20
Sorry, I am of rather fast nature lol :p