LostEnigma
Member
[No message]
class Window_MrMo_HUD < Window_Base
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.color = normal_color
self.contents.font.size = 12
@actor = $game_party.actors[0]
@old_hp = @actor.hp
@old_sp = @actor.sp
@old_exp = @actor.exp
@level = @actor.level
@hp_n = $game_party.item_number(HP_ITEMID)
@sp_n = $game_party.item_number(SP_ITEMID)
@gold_n = $game_party.gold
@states = @actor.states.to_s
@dash = $ABS.dash_min
@sneak = $ABS.sneak_min
@time = game_time
@time = $kts.time.to_s if $kts != nil
bitmap = RPG::Cache.picture("HUD Graphic")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 175, 175))
bitmap = RPG::Cache.picture("HUD Display")
self.contents.blt(15, 380, bitmap, Rect.new(0, 0, 175, 175))
bitmap = RPG::Cache.picture("HUD Time Display")
self.contents.blt(553.5, 338.5, bitmap, Rect.new(0, 0, 175, 175))
bitmap = RPG::Cache.picture("Hotkeys HUD")
self.contents.blt(250, -10, bitmap, Rect.new(0, 0, 400, 80))
if MINI_MAP
bitmap = RPG::Cache.picture("Mini-Map HUD")
self.contents.blt(493, 362.5, bitmap, Rect.new(0, 0, 175, 175))
map_infos = load_data("Data/MapInfos.rxdata")
name = map_infos[$game_map.map_id].name.to_s
name.gsub!(/[|].*/) {|ats| ats=""}
self.contents.draw_text(520, 455, 400, 32, name.to_s)
end
bitmap = RPG::Cache.icon("HP Symbol")
self.contents.blt(0, -2, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, -9, 640, 32, "HP")
draw_gradient_bar(HP_X, HP_Y, @actor.hp, @actor.maxhp, HP_BAR, HP_WIDTH, HP_HEIGHT)
bitmap = RPG::Cache.icon("SP Symbol")
self.contents.blt(0, 18, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, 11, 640, 32, "SP")
draw_gradient_bar(SP_X, SP_Y, @actor.sp, @actor.maxsp, SP_BAR, SP_WIDTH, SP_HEIGHT)
bitmap = RPG::Cache.icon("EXP Symbol")
self.contents.blt(0, 37, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, 30, 640, 32, "EXP")
min = @actor.level == 99 ? 1 : @actor.now_exp
max = @actor.level == 99 ? 1 : @actor.next_exp
draw_gradient_bar(EXP_X, EXP_Y, min, max, EXP_BAR, EXP_WIDTH, EXP_HEIGHT)
bitmap = RPG::Cache.icon("Hero")
self.contents.blt(2, 59, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, 49, 640, 32, "Hero:")
self.contents.draw_text(30, 59, 640, 32, @actor.name.to_s)
bitmap = RPG::Cache.icon("Level")
self.contents.blt(2, 81, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(33, 72, 640, 32, "Level:")
self.contents.draw_text(43, 82, 640, 32, @actor.level.to_s)
bitmap = RPG::Cache.icon("Gold")
self.contents.blt(35, 390, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(30, 400, 640, 32, $game_party.gold.to_s)
self.contents.font.color = system_color
self.contents.font.color = normal_color
self.contents.font.size = 14
self.contents.draw_text(570, 270, 175, 175, @time.to_s)
if @actor.hp.to_i <= LOW_HP
bitmap = RPG::Cache.icon("Skull")
self.contents.blt(130, 0, bitmap, Rect.new(0, 0, 24, 24))
end
if $game_party.item_number(SP_ITEMID) > 0
bitmap = RPG::Cache.icon("SP Potion")
self.contents.blt(110, 20, bitmap, Rect.new(0, 0, 24, 24))
end
if $game_party.item_number(HP_ITEMID) > 0
bitmap = RPG::Cache.icon("HP Potion")
self.contents.blt(110, 0, bitmap, Rect.new(0, 0, 24, 24))
end
if STATES_SHOW
begin
n = -2
for id in @actor.states
state = $data_states[id]
next if state == nil
bitmap = RPG::Cache.picture("States Display")
x = (n*40) + 185
self.contents.blt(x, 50, bitmap, Rect.new(0, 0, 49, 58))
n += 1
end
n = -2
for id in @actor.states
state = $data_states[id]
next if state == nil
bitmap = RPG::Cache.icon(state.name+"_Icon")
x = (n*40) + +195
self.contents.blt(x, 65, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(x, 66.5, 49, 58, state.name.to_s)
n += 1
end
rescue
print "#{$!} - Don't ask Mr.Mo for it!!!"
end
end
if HOTKEYS_SHOW
count = 0
for id in $ABS.skill_keys.values
next if id == nil
skill = $data_skills[id]
next if skill == nil
icon = RPG::Cache.icon(skill.icon_name)
x = (count*32) + 280
self.contents.blt(x, 27, icon, Rect.new(0, 0, 200, 100))
self.contents.draw_text(x, 33, 49, 58, skill.name.to_s)
count += 1
end
end
self.contents.font.size = 20
self.contents.draw_text(DASH_X - 40, DASH_Y-10, 40, 32, "") if SHOW_DASH
draw_gradient_bar(DASH_X, DASH_Y, $ABS.dash_min, $ABS.dash_max, DASH_BAR, DASH_WIDTH, DASH_HEIGHT) if SHOW_DASH
self.contents.draw_text(SNEAK_X - 40, SNEAK_Y-10, 40, 32, "") if SHOW_SNEAK
draw_gradient_bar(SNEAK_X, SNEAK_Y, $ABS.sneak_min, $ABS.sneak_max, SNEAK_BAR, SNEAK_WIDTH, SNEAK_HEIGHT) if SHOW_SNEAK
end
end
@> Script: $game_variable[id] = $ats.clock
@> Message: \v[id]