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HUD help

hello i am using Mr.Mo's HUD
Code:
#==============================================================================
# ** HUD
#------------------------------------------------------------------------------
# Mr.Mo "Muhammet Sivri" & Axerax
# Version 1.8
# 10.01.06
# Credit: Prexus for the Original Background. Axerax for edited HUD Background.
# Axerax for HUD Display,Mini-Map Backdrop HUD, and Hotkeys HUD.
# Notes: Be sure you have the Selwyn Passability Mini-Map before trying to use
# this version of the HUD. As well follow steps provided by Selwyn in his script
# to display the Mini-Map itself, my HUD will not display it for you, it is only
# a backdrop that displays the name of the map you are currently on.
#==============================================================================
#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.enabled?("Mr.Mo's ABS")
#--------------------------------------------------------------------------
# * Constants - MAKE YOUR EDITS HERE
#--------------------------------------------------------------------------
HP_X = 54             # X POS of the HP Bar
HP_Y = 3              # Y POS of the HP Bar
HP_WIDTH = 55         # WIDTH of the HP Bar
HP_HEIGHT = 5         # Height of the HP Bar
#--------------------------------------------------------------------------
SP_X = 54             # X POS of the SP Bar
SP_Y = 22             # Y POS of the SP Bar
SP_WIDTH = 55         # WIDTH of the SP Bar
SP_HEIGHT = 5         # Height of the SP Bar
#--------------------------------------------------------------------------
EXP_X = 55            # X POS of the EXP Bar
EXP_Y = 42            # Y POS of the EXP Bar
EXP_WIDTH = 60        # WIDTH of the EXP Bar
EXP_HEIGHT = 5        # Height of the EXP Bar
#--------------------------------------------------------------------------
STATES_SHOW = true    # Show states?
STATES_X = 170        # States X display
STATES_Y = 430        # States Y display
#--------------------------------------------------------------------------
HOTKEYS_SHOW = true  #Show hotkeys?
HOTKEYS_X = 180       #Hotkeys X Display
HOTKEYS_Y = 440       #Hotkeys Y Display
#--------------------------------------------------------------------------
SHOW_DASH = true      # Show dash bar?
DASH_X = 95          # X POS of the DASH Bar
DASH_Y = 430          # Y POS of the DASH Bar
DASH_WIDTH = 55      # WIDTH of the DASH Bar
DASH_HEIGHT = 5      # Height of the DASH Bar
DASH_BAR = "018-Simple03" # The file used for gradient
#--------------------------------------------------------------------------
SHOW_SNEAK = true      # Show SNEAK bar?
SNEAK_X = 95          # X POS of the SNEAK Bar
SNEAK_Y = 445          # Y POS of the SNEAK Bar
SNEAK_WIDTH = 55      # WIDTH of the SNEAK Bar
SNEAK_HEIGHT = 5      # Height of the SNEAK Bar
SNEAK_BAR = "019-Simple04" # The file used for gradient
#--------------------------------------------------------------------------
LOW_HP = 150          # What HP should the low HP icon be shown?
#--------------------------------------------------------------------------
HP_ITEMID = 1         # POTION ITEM ID
SP_ITEMID = 4         # SP Increase Item ID
#--------------------------------------------------------------------------
CAN_TOGGLE = true
TOGGLE_KEY = Input::Letters["E"]
#--------------------------------------------------------------------------
MINI_MAP = true       # Display Mini-Map?
#--------------------------------------------------------------------------
class Window_MrMo_HUD < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(-16, -16, 700, 700)
    #Record Old Data
    @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
    #Create Bitmap
    self.contents = Bitmap.new(width - 32, height - 32)
    #Hide Window
    self.opacity = 0
    #Refresh
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.font.color = normal_color
    self.contents.font.size = 12
    #Record new data
    @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 $kts != nil
    #Show the Pictures
    bitmap = RPG::Cache.picture("HUD Graphic")
    self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 175, 175))
    bitmap = RPG::Cache.picture("HUD Display")
    self.contents.blt(15, 380, bitmap, Rect.new(0, 0, 175, 175))
    bitmap = RPG::Cache.picture("HUD Time Display")
    self.contents.blt(553.5, 338.5, bitmap, Rect.new(0, 0, 175, 175))
    bitmap = RPG::Cache.picture("Hotkeys HUD")
    self.contents.blt(250, -10, bitmap, Rect.new(0, 0, 400, 80))
    if MINI_MAP
      bitmap = RPG::Cache.picture("Mini-Map HUD")
      self.contents.blt(493, 362.5, bitmap, Rect.new(0, 0, 175, 175))
      #Show Map Name
      map_infos = load_data("Data/MapInfos.rxdata")
      name = map_infos[$game_map.map_id].name.to_s
      self.contents.draw_text(520, 455, 400, 32, name.to_s)
    end
    #Show the HP Symbol
    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 the HP BAR
    draw_gradient_bar(HP_X, HP_Y, @actor.hp, @actor.maxhp, HP_BAR, HP_WIDTH, HP_HEIGHT)
    #Show the SP Symbol
    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 the SP Bar
    draw_gradient_bar(SP_X, SP_Y, @actor.sp, @actor.maxsp, SP_BAR, SP_WIDTH, SP_HEIGHT)
    #Show the EXP Symbol
    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")
    #Draw the EXP Bar
    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)
    #Show Hero Icon
    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)
    #Show Level Icon
    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)
    #Show Gold Icon
    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)
    #Show Clock
    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 the HP is too low
    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 the SP Item is more then 0
    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 the HP Item is more then 0
    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
        #Draw States Background
        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
        #Draw States
        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
      #Draw Hotkeys
      count = 0
      #Make a loop to get all the ideas that are Hotkeyed
      @actor.skill_keys.each {|key, id| 
        #Skip NIL values
        next if id == nil
        x = (count*32) + 280
        #Get skill
        skill = $data_skills[id]
        # Next if skill is nil
        next if skill.nil?
        #Get Icon
        icon = RPG::Cache.icon(skill.icon_name)
        self.contents.blt(x, 27, icon, Rect.new(0, 0, 200, 100))
        #self.contents.draw_text(x, 33, 49, 58, skill.name.to_s)
        n = Keys.name?(key)
        self.contents.draw_text(x+10, 33, 49, 58, "#{n}")
        #Increase Count
        count += 1
      }
    end
    #Change font size
    self.contents.font.size = 20
    #Dash Bar
    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
    #SNEAK Bar
    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
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    refresh if something_changed?
  end
  #--------------------------------------------------------------------------
  # * Something Changed?
  #--------------------------------------------------------------------------
  def something_changed?
    return false if Graphics.frame_count % 30 != 0
    return true if @actor != $game_party.actors[0]
    return true if @old_hp != @actor.hp or @old_sp != @actor.sp or @old_exp != @actor.exp
    return true if @level != @actor.level
    return true if @hp_n != $game_party.item_number(HP_ITEMID) or @sp_n != $game_party.item_number(SP_ITEMID)
    return true if @gold_n != $game_party.gold
    return true if @states.to_s != @actor.states.to_s
    return true if @dash != $ABS.dash_min or @sneak != $ABS.sneak_min
    return true if $kts != nil and @time != $kts.time.to_s
    return true if $kts == nil and @time != game_time
    return false
  end
  #--------------------------------------------------------------------------
  # * Game Time
  #--------------------------------------------------------------------------
  def game_time
    total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = total_sec / 60 / 60
    min = total_sec / 60 % 60
    sec = total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    return text
  end
  #--------------------------------------------------------------------------
  def CAN_TOGGLE
    return CAN_TOGGLE
  end
  #--------------------------------------------------------------------------
  def TOGGLE_KEY
    return TOGGLE_KEY
  end
end
#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  alias mrmo_hud_main_window main_window
  alias mrmo_keyhud_update update
  #--------------------------------------------------------------------------
  # * Main Draw
  #--------------------------------------------------------------------------
  def main_window
    @mrmo_hud = Window_MrMo_HUD.new
    mrmo_hud_main_window
  end
  #--------------------------------------------------------------------------
  # * Turn HUD Show
  #--------------------------------------------------------------------------
  def hud_show
    @mrmo_hud.visible = true
  end
  #--------------------------------------------------------------------------
  # * Turn HUD Hide
  #--------------------------------------------------------------------------
  def hud_hide
    @mrmo_hud.visible = false
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    mrmo_keyhud_update
    if @mrmo_hud.CAN_TOGGLE and Input.trigger?(@mrmo_hud.TOGGLE_KEY)
      return @mrmo_hud.visible = true if !@mrmo_hud.visible
      return @mrmo_hud.visible = false if @mrmo_hud.visible
    end
  end
end
#--------------------------------------------------------------------------
# * SDK End
#--------------------------------------------------------------------------
end
class Game_Actor
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    exp = @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
    return exp
  end
end


i am also using MOG_Animated Title Sofia


Code:
#_________________________________________________
# MOG_Animated Title Sofia V1.1            
#_________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_________________________________________________
module MOG
#Auto Fullscreen.   
FULL_SCREEN = false
#Logo Picture Name.
LOGO_PIC = "logo"
#Logo Time.
LOGO_TIME = 1
#Logo ME.
LOGO_ME = "003-victory03"
#Set Game Frame Rate (Default 40FPS).
PER = 40
#Random Music.
RAND_MUSIC = false
#Set Random Music.
MUSIC1 = "Main song."
MUSIC2 = "Main song."
MUSIC3 = "Main song."
#Active Title BGS.   
BGS_ON = false
#Set Title BGS.   
BGS = "004-Wind04"
#Set BGS volume.   
BGS_VOL = 10
#Transition Type.
TRANS_TITLE = "020-flat01"
#Transition Time.
TRANS_TIME = 60
#Texto para acessar o menu de op??es(Press any Key)
T_B = "Press any key"
#Tamanho da fonte(Press any Key).
T_B_FONT = 28
#Posi??o do texto na horizontal.(Press any Key) 
T_B_X = 250
#Posi??o do texto na vertical.(Press any Key) 
T_B_Y = 300
#Som ao apertar a tecla.(Press any Key)
T_B_SE = "105-Heal01"
#Ativar Zoom reverso na imagem de fundo.
BACK_ZOOM = true
#Nome da picture de op??es de comando.
#? necess?rio ter 3 picures nomeadas com
#o nome abaixo mais o prefixo _01 , _02 e _03.
COM = "Com"
#-----------------
# Imagem de Fundo 
#-----------------
PIC_FD = "Back"#Nome da imagem.
PIC_FD_OX = 1  #Velocidade de movimento na horizontal.
PIC_FD_OY = 0  #Velocidade de movimento na vertical.
PIC_FD_PRIOR = 1 #Prioridade da imagem.
PIC_FD_OPA = 255 #Transpar?ncia da imagem.
PIC_FD_BLEND = 0 #Tipo de Blend.
#-----------------
# Letras do Titulo
#-----------------
PIC_TEXTO = "Texto"#Nome da imagem.
PIC_TEXTO_OX = 0  #Velocidade de movimento na horizontal.
PIC_TEXTO_OY = 0  #Velocidade de movimento na vertical.
PIC_TEXTO_OPA = 0 #Transpar?ncia Inicial da imagem.
PIC_TEXTO_PRIOR = 9 #Prioridade da imagem.
PIC_TEXTO_BLEND = 0 #Tipo de Blend.
#-----------------
# Imagem Camada 1
#-----------------
PIC_FOG1 = "Fog01" #Nome da imagem.
PIC_FOG_RAND = true #Ativar Sistema de Vento.
PIC_FOG_MOV = 100  #Time para mudar de dire??o. 
PIC_FOG_OX_01 = 2  #Velocidade de movimento na horizontal.
PIC_FOG_OY_01 = 2  #Velocidade de movimento na vertical.
PIC_FOG_OX_02 = 3  #Velocidade de movimento na horizontal.
PIC_FOG_OY_02 = -3 #Velocidade de movimento na vertical.
PIC_FOG1_PRIOR = 3 #Prioridade da imagem. 
PIC_FOG1_BLEND = 1 #Tipo de Blend.
PIC_FOG1_ZOOMX = 2 #Zoom da imagem na horizontal.
PIC_FOG1_ZOOMY = 2 #Zoom da imagem na vertical.
PIC_FOG1_OPA = 1 #Transpar?ncia da imagem.
#-----------------
# Imagem Camada 2
#-----------------
PIC_FOG2 = "Fog02" #Nome da imagem.
PIC_FOG2_RAND = true #Ativar Sistema de Vento.
PIC_FOG2_MOV = 100 #Time para mudar de dire??o.  
PIC_FOG2_PRIOR = 2 #Prioridade da imagem. 
PIC_FOG2_BLEND = 1 #Tipo de Blend.
PIC_FOG2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG2_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_01 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG2_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG2_OPA = 1  #Transpar?ncia da imagem.
#-----------------
# Imagem Camada 3
#-----------------
PIC_FOG3 = "Tree"  #Nome da imagem.
PIC_FOG3_RAND = false #Ativar Sistema de Vento.
PIC_FOG3_MOV = 100 #Time para mudar de dire??o.  
PIC_FOG3_PRIOR = 7 #Prioridade da imagem. 
PIC_FOG3_BLEND = 0 #Tipo de Blend.
PIC_FOG3_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_FOG3_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_FOG3_OX_01 = 3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_01 = 0 #Velocidade de movimento na vertical.
PIC_FOG3_OX_02 = -3 #Velocidade de movimento na horizontal.
PIC_FOG3_OY_02 = 3 #Velocidade de movimento na vertical.
PIC_FOG3_OPA = 255 #Transpar?ncia da imagem.
#-----------------
# Imagem LEAF - 01
#-----------------
PIC_LEAF1 = "Leaf01" #Nome da imagem.
PIC_LEAF1_RAND = true #Ativar Sistema de Vento.
PIC_LEAF1_MOV = 200  #Time para mudar de dire??o. 
PIC_LEAF1_PRIOR = 10 #Prioridade da imagem. 
PIC_LEAF1_BLEND = 0 #Tipo de Blend.
PIC_LEAF1_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF1_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF1_OX1 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY1 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OX2 = 1 #Velocidade de movimento na horizontal.
PIC_LEAF1_OY2 = 1 #Velocidade de movimento na vertical.
PIC_LEAF1_OPA = 255 #Transpar?ncia da imagem. 
#-----------------
# Imagem LEAF - 02
#-----------------
PIC_LEAF2 = "Leaf02" #Nome da imagem.
PIC_LEAF2_RAND = true #Ativar Sistema de Vento.
PIC_LEAF2_MOV = 150 #Time para mudar de dire??o. 
PIC_LEAF2_PRIOR = 8 #Prioridade da imagem. 
PIC_LEAF2_BLEND = 0 #Tipo de Blend.
PIC_LEAF2_ZOOMX = 1 #Zoom da imagem na horizontal.
PIC_LEAF2_ZOOMY = 1 #Zoom da imagem na vertical.
PIC_LEAF2_OX1 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY1 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OX2 = 2 #Velocidade de movimento na horizontal.
PIC_LEAF2_OY2 = 2 #Velocidade de movimento na vertical.
PIC_LEAF2_OPA = 255 #Transpar?ncia da imagem. 
#-------------------------------------------------------------------------------
#Movimento de Dispose.
#-------------------------------------------------------------------------------
#Alterar movimento ao escolher uma op??o de comando.
DIS_MOV = true
#Tempo do movimento
DIS_TIME = 80
#Redu??o da Transpar?ncia imagem.
DIS_PIC1_OPA = 0
DIS_PIC2_OPA = 5
DIS_PIC3_OPA = 0
DIS_PIC4_OPA = 0
DIS_PIC5_OPA = 0
DIS_PIC6_OPA = 0
DIS_PIC_LEAF1_OPA = 5
DIS_PIC_LEAF2_OPA = 5
#Movimento da imagem
DIS_PIC1_OX = -6
DIS_PIC1_OY = 0
DIS_PIC2_OX = 0
DIS_PIC2_OY = 0
DIS_PIC3_OX = 0
DIS_PIC3_OY = 0
DIS_PIC4_OX = 0
DIS_PIC4_OY = 0
DIS_PIC5_OX = 4
DIS_PIC5_OY = 0
DIS_PIC6_OX = 0
DIS_PIC6_OY = 0
DIS_PIC_LEAF1_OX = 0
DIS_PIC_LEAF1_OY = 0
DIS_PIC_LEAF2_OX = 0
DIS_PIC_LEAF2_OY = 0
#Zoom da imagem
DIS_PIC1_ZOOMX = 0.02
DIS_PIC1_ZOOMY = 0.02 
DIS_PIC2_ZOOMX = 0
DIS_PIC2_ZOOMY = 0 
DIS_PIC3_ZOOMX = 0
DIS_PIC3_ZOOMY = 0 
DIS_PIC4_ZOOMX = 0
DIS_PIC4_ZOOMY = 0 
DIS_PIC5_ZOOMX = 0.004
DIS_PIC5_ZOOMY = 0.004 
DIS_PIC6_ZOOMX = 0
DIS_PIC6_ZOOMY = 0 
DIS_PIC_LEAF1_ZOOMX = 0
DIS_PIC_LEAF1_ZOOMY = 0 
DIS_PIC_LEAF2_ZOOMX = 0
DIS_PIC_LEAF2_ZOOMY = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["title_sofia"] = true
#-------------------------------------------------------------------------------
# Scene_Title
#-------------------------------------------------------------------------------
$full_screen = 0
class Scene_Title  
  def main
    if $BTEST
      battle_test
      return
    end
    $full_screen += 1
    if MOG::FULL_SCREEN == true and $full_screen == 1
    $showm = Win32API.new 'user32', 'keybd_event', %w(l l l l), ' ' 
    $showm.call(18,0,0,0) 
    $showm.call(13,0,0,0) 
    $showm.call(13,0,2,0) 
    $showm.call(18,0,2,0)
    end         
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    $game_system = Game_System.new
    s1 = ""
    s2 = ""
    s3 = ""
    @command_window = Window_Command.new(160, [s1, s2, s3])
    @command_window.opacity = 0
    @command_window.x = 0 - @command_window.width / 2
    @command_window.y = 0
    @command_window.visible = false
    @command_window.active = false    
    @mb01 = Plane.new
    @mb01.bitmap = RPG::Cache.title(MOG::PIC_FD)
    @mb01.opacity = MOG::PIC_FD_OPA
    @mb01.z = MOG::PIC_FD_PRIOR
    @mb01.blend_type = MOG::PIC_FD_BLEND 
    @mb02 = Plane.new
    @mb02.bitmap = RPG::Cache.title(MOG::PIC_TEXTO)
    @mb02.z = MOG::PIC_TEXTO_PRIOR
    @mb02.opacity = MOG::PIC_TEXTO_OPA
    @mb02.blend_type = MOG::PIC_TEXTO_BLEND     
    @mb03 = Plane.new
    @mb03.bitmap = RPG::Cache.title(MOG::PIC_FOG1)
    @mb03.z = MOG::PIC_FOG1_PRIOR
    @mb03.zoom_x = MOG::PIC_FOG1_ZOOMX 
    @mb03.zoom_y = MOG::PIC_FOG1_ZOOMY 
    @mb03.blend_type = MOG::PIC_FOG1_BLEND
    @mb03.opacity = MOG::PIC_FOG1_OPA
    @mb04 = Plane.new
    @mb04.bitmap = RPG::Cache.title(MOG::PIC_FOG2)
    @mb04.z = MOG::PIC_FOG2_PRIOR
    @mb04.zoom_x = MOG::PIC_FOG2_ZOOMX 
    @mb04.zoom_y = MOG::PIC_FOG2_ZOOMY 
    @mb04.blend_type = MOG::PIC_FOG2_BLEND 
    @mb04.opacity = MOG::PIC_FOG2_OPA
    @mb05 = Plane.new
    @mb05.bitmap = RPG::Cache.title(MOG::PIC_FOG3)
    @mb05.z = MOG::PIC_FOG3_PRIOR
    @mb05.zoom_x = MOG::PIC_FOG3_ZOOMX 
    @mb05.zoom_y = MOG::PIC_FOG3_ZOOMY 
    @mb05.blend_type = MOG::PIC_FOG3_BLEND 
    @mb05.opacity = MOG::PIC_FOG3_OPA
    @mb07 = Plane.new
    @mb07.bitmap = RPG::Cache.title(MOG::PIC_LEAF1)
    @mb07.z = MOG::PIC_LEAF1_PRIOR
    @mb07.zoom_x = MOG::PIC_LEAF1_ZOOMX 
    @mb07.zoom_y = MOG::PIC_LEAF1_ZOOMY    
    @mb07.blend_type = MOG::PIC_LEAF1_BLEND  
    @mb07.opacity = MOG::PIC_LEAF1_OPA 
    @mb08 = Plane.new
    @mb08.bitmap = RPG::Cache.title(MOG::PIC_LEAF2)
    @mb08.z = MOG::PIC_LEAF2_PRIOR
    @mb08.zoom_x = MOG::PIC_LEAF2_ZOOMX 
    @mb08.zoom_y = MOG::PIC_LEAF2_ZOOMY    
    @mb08.blend_type = MOG::PIC_LEAF2_BLEND      
    @mb08.opacity = MOG::PIC_LEAF2_OPA    
    @bot = Sprite.new
    @bot.bitmap = Bitmap.new(160,100)
    @bot.x = MOG::T_B_X
    @bot.y = MOG::T_B_Y
    @bot.z = 9999
    @bot.opacity = 0
    @bot.bitmap.font.size = MOG::T_B_FONT
    @bot.bitmap.font.bold = true
    @bot.bitmap.draw_text(0, 20, 160, 64, MOG::T_B)
    @bot2 = Sprite.new
    @bot2.bitmap = Bitmap.new(160,100)
    @bot2.x = MOG::T_B_X
    @bot2.y = MOG::T_B_Y
    @bot2.z = 9998
    @bot2.opacity = 0
    @bot2.bitmap.font.size = MOG::T_B_FONT
    @bot2.bitmap.font.bold = true
    @bot2.color.set(0,0,0)
    @bot2.bitmap.draw_text(2, 22, 160, 64, MOG::T_B)
    @com = Sprite.new
    @com.bitmap = RPG::Cache.title(MOG::COM + "_01")
    @com.z = 10000
    @com.opacity = 0
    @com.y = 300
    @logo = Plane.new
    @logo.bitmap = RPG::Cache.title(MOG::LOGO_PIC)
    @logo.z = 999999
    @logo.opacity = 0    
    @time = 0
    @time_zoom = 0
    @time_music = 0
    @time_logo = MOG::LOGO_TIME 
    @logo_r = 0
    @rs = 0
    @mb01.visible = false      
    @mb02.visible = false  
    @mb03.visible = false  
    @mb04.visible = false  
    @mb05.visible = false  
    @mb07.visible = false  
    @mb08.visible = false  
    @com.visible = false  
    @logo.visible = true
    @continue_enabled = false
    for i in 0..3
      if FileTest.exist?("Save#{i+1}.rxdata")
        @continue_enabled = true
      end
    end
    if @continue_enabled
      @command_window.index = 1
    else
      @command_window.disable_item(1)
    end
    Audio.bgm_stop
    Audio.me_stop
    Audio.bgs_stop
    if MOG::BGS_ON == true 
    Audio.bgs_play("Audio/BGS/" + MOG::BGS, MOG::BGS_VOL, 100)
    end
    Graphics.transition(MOG::TRANS_TIME, "Graphics/Transitions/" + MOG::TRANS_TITLE )
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    if MOG::DIS_MOV == true
    for i in 1..MOG::DIS_TIME
    @mb01.opacity -= MOG::DIS_PIC1_OPA      
    @mb02.opacity -= MOG::DIS_PIC2_OPA
    @mb03.opacity -= MOG::DIS_PIC3_OPA
    @mb04.opacity -= MOG::DIS_PIC4_OPA
    @mb05.opacity -= MOG::DIS_PIC5_OPA
    @mb07.opacity -= MOG::DIS_PIC_LEAF1_OPA
    @mb08.opacity -= MOG::DIS_PIC_LEAF2_OPA
    @com.opacity -= MOG::DIS_PIC2_OPA
    @mb01.ox += MOG::DIS_PIC1_OX
    @mb01.oy += MOG::DIS_PIC1_OY
    @mb02.ox += MOG::DIS_PIC2_OX
    @mb02.oy += MOG::DIS_PIC2_OY
    @mb03.ox += MOG::DIS_PIC3_OX
    @mb03.oy += MOG::DIS_PIC3_OY
    @mb04.ox += MOG::DIS_PIC4_OX
    @mb04.oy += MOG::DIS_PIC4_OY
    @mb05.ox += MOG::DIS_PIC5_OX
    @mb05.oy += MOG::DIS_PIC5_OY
    @mb07.ox += MOG::DIS_PIC_LEAF1_OX
    @mb07.oy += MOG::DIS_PIC_LEAF1_OY
    @mb08.ox += MOG::DIS_PIC_LEAF2_OX
    @mb08.oy += MOG::DIS_PIC_LEAF2_OY
    @mb01.zoom_x += MOG::DIS_PIC1_ZOOMX 
    @mb01.zoom_y += MOG::DIS_PIC1_ZOOMY 
    @mb02.zoom_x += MOG::DIS_PIC2_ZOOMX 
    @mb02.zoom_y += MOG::DIS_PIC2_ZOOMY 
    @mb03.zoom_x += MOG::DIS_PIC3_ZOOMX 
    @mb03.zoom_y += MOG::DIS_PIC3_ZOOMY 
    @mb04.zoom_x += MOG::DIS_PIC4_ZOOMX 
    @mb04.zoom_y += MOG::DIS_PIC4_ZOOMY 
    @mb05.zoom_x += MOG::DIS_PIC5_ZOOMX 
    @mb05.zoom_y += MOG::DIS_PIC5_ZOOMY 
    @mb07.zoom_x += MOG::DIS_PIC_LEAF1_ZOOMX 
    @mb07.zoom_y += MOG::DIS_PIC_LEAF1_ZOOMY 
    @mb08.zoom_x += MOG::DIS_PIC_LEAF2_ZOOMX 
    @mb08.zoom_y += MOG::DIS_PIC_LEAF2_ZOOMY
    @bot.opacity -= 10
    @bot2.opacity -= 10
    Graphics.update
    end
    end
    Graphics.freeze
    @command_window.dispose
    @mb01.dispose
    @mb02.dispose
    @mb03.dispose
    @mb04.dispose
    @mb05.dispose
    @mb07.dispose
    @mb08.dispose
    @bot.dispose
    @bot2.dispose
    @com.dispose
    @logo.dispose
  end
  def update
    @time_logo -= 1
    if @time_logo <= 0
       @time_logo = 0
    end   
    if @logo.opacity < 30 and @logo_r == 1
       @logo.visible = false
       @logo.opacity = 0
       @logo.bitmap = RPG::Cache.title("")
    end
    if @bot.opacity < 30 and @command_window.active == true
       @bot.visible = false
       @bot2.visible = false
       @bot.bitmap.draw_text(0, 0, 32, 32,"")
       @bot2.bitmap.draw_text(0, 0, 32, 32,"")
    end   
    if @logo_r == 0 and @logo.opacity <= 250
    @logo.opacity += 2   
    elsif @time_logo <= 0  
    @logo_r = 1
    @logo.opacity -= 2
    @mb01.visible = true     
    @mb02.visible = true  
    @mb03.visible = true  
    @mb04.visible = true  
    @mb05.visible = true  
    @mb07.visible = true  
    @mb08.visible = true
    @com.visible = true
    @bot.opacity += 2
    @bot2.opacity +=  2
    Audio.me_fade(500)
    if @bot.opacity >= 255
       @bot.opacity = 255
       @bot2.opacity = 255        
    end  
    end   
    if MOG::RAND_MUSIC == true and @logo_r == 1 and @rs == 1
    @rs += 1
    case rand(3)
    when 0
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC1, 100, 100)
    when 1
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC2, 100, 100)
    when 2  
    Audio.bgm_play("Audio/BGM/" + MOG::MUSIC3, 100, 100)
    end
    else    
    if @logo_r == 1 and @rs == 1
    $game_system.bgm_play($data_system.title_bgm)
    @rs += 1
    end  
    end      
    if @command_window.active == true
    @bot.opacity -= 5
    @bot2.opacity -=  5
    @bot.x -= 5
    @bot2.x += 5
    @com.opacity += 2
    if @com.y > 0
       @com.y -= 5      
    elsif @com.y < 0
       @com.y = 0
       @com.opacity = 255
    end
    end
    r = rand(100) + 150
    g = rand(100) + 150
    b = rand(100) + 150
    @command_window.update
    @time += 2
    @time_zoom += 1
    if @time_zoom > 1000
       @time_zoom = 0
    end
    if @time_zoom > 500 and MOG::BACK_ZOOM == true
    @mb01.zoom_x += 0.004
    @mb01.zoom_y += 0.004
    if @mb01.zoom_x >= 2
       @mb01.zoom_x = 2
       @mb01.zoom_y = 2   
    end
    elsif MOG::BACK_ZOOM == true
    @mb01.zoom_x -= 0.004
    @mb01.zoom_y -= 0.004
    if @mb01.zoom_x <= 1
       @mb01.zoom_x = 1
       @mb01.zoom_y = 1   
    end
    end  
    @mb01.ox -= MOG::PIC_FD_OX
    @mb01.oy -= MOG::PIC_FD_OY
    @mb02.ox -= MOG::PIC_TEXTO_OX
    @mb02.oy -= MOG::PIC_TEXTO_OY
    @mb02.opacity += 2
    Graphics.frame_rate = MOG::PER
    if  @time < MOG::PIC_LEAF1_MOV and  MOG::PIC_LEAF1_RAND == true
    @mb07.ox += MOG::PIC_LEAF1_OX2
    @mb07.oy -= MOG::PIC_LEAF1_OY2
    else
    @mb07.ox -= MOG::PIC_LEAF1_OX1
    @mb07.oy -= MOG::PIC_LEAF1_OY1
    end  
    if  @time < MOG::PIC_LEAF2_MOV and  MOG::PIC_LEAF2_RAND == true
    @mb08.ox -= MOG::PIC_LEAF2_OX2
    @mb08.oy -= MOG::PIC_LEAF2_OY2
    else
    @mb08.ox += MOG::PIC_LEAF2_OX1
    @mb08.oy -= MOG::PIC_LEAF2_OY1
    end   
    if @time < MOG::PIC_FOG_MOV and  MOG::PIC_FOG_RAND == true
    @mb03.ox -= MOG::PIC_FOG_OX_02
    @mb03.oy -= MOG::PIC_FOG_OY_02  
    else
    @mb03.ox += MOG::PIC_FOG_OX_01 
    @mb03.oy -= MOG::PIC_FOG_OY_01     
    end    
    if @time < MOG::PIC_FOG2_MOV and  MOG::PIC_FOG2_RAND == true
    @mb04.ox -= MOG::PIC_FOG2_OX_02
    @mb04.oy -= MOG::PIC_FOG2_OY_02
    else
    @mb04.ox -= MOG::PIC_FOG2_OX_01
    @mb04.oy -= MOG::PIC_FOG2_OY_01 
    end
    if @time < MOG::PIC_FOG3_MOV and  MOG::PIC_FOG3_RAND == true
    @mb05.ox -= MOG::PIC_FOG3_OX_02
    @mb05.oy -= MOG::PIC_FOG3_OY_02
    else
    @mb05.ox -= MOG::PIC_FOG3_OX_01
    @mb05.oy -= MOG::PIC_FOG3_OY_01 
    end
    @bot.color.set(r,g,b)    
    if @time > 400
       @time = 0
    end        
    if @rs == 0
    Audio.me_play("Audio/ME/" + MOG::LOGO_ME, 100, 100)
    @rs += 1
    end
    if @logo.opacity <= 100 and @logo_r == 1
    if Input.trigger?(Input::C) and @command_window.active == true
      case @command_window.index
      when 0  
        command_new_game
      when 1 
        command_continue
      when 2  
        command_shutdown
      end
    elsif Input.trigger?(Input::C) and @command_window.active == false or
      Input.trigger?(Input::B) and @command_window.active  == false
      Audio.se_play("Audio/SE/" + MOG::T_B_SE)
      @command_window.active = true
    end 
    end
    case @command_window.index
     when 0       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_01")    
     when 1       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_02")
     when 2       
     @com.bitmap = RPG::Cache.title(MOG::COM + "_03")    
     end
  end
  def command_new_game
    Audio.bgs_fade(800)
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_stop
    Graphics.frame_count = 0
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    $game_party.setup_starting_members
    $game_map.setup($data_system.start_map_id)
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $game_map.autoplay
    $game_map.update
    $scene = Scene_Map.new
  end
  def command_continue
    unless @continue_enabled
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    Audio.bgs_fade(800)
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Load.new
  end
  def command_shutdown
    $game_system.se_play($data_system.decision_se)
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    $scene = nil
  end
  def battle_test
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    Graphics.frame_count = 0
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    $game_party.setup_battle_test_members
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    $game_system.se_play($data_system.battle_start_se)
    $game_system.bgm_play($game_system.battle_bgm)
    $scene = Scene_Battle.new
  end
end



i was wondering if there was any one who help me. i want to make it so that in a new game the HUD starts as off. you can event the HUD to be off by calling the script $scene.hud_hide but if i do that it quickly flashes on the screen before turning off.

if you have any questions or need something to be clarified PM me. thx for you help
 

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