blightwixer
Member
hello i am using Mr.Mo's HUD
i am also using MOG_Animated Title Sofia
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
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