I need a little bit help with this script please...
Its an edit of a hud, I added some shortcuts at the bottom of the screen. But when I call a scene with it, the hp/sp/exp are over the new windows. Please help me, here is the code:
Its an edit of a hud, I added some shortcuts at the bottom of the screen. But when I call a scene with it, the hp/sp/exp are over the new windows. Please help me, here is the code:
Code:
#------------------------------------------------------------------------------
# * SDK Log Script
#------------------------------------------------------------------------------
SDK.log('My HUD', 'Icedmetal57', "1.0", '8/1/2006')
#------------------------------------------------------------------------------
# * Begin SDK Enable Test
#------------------------------------------------------------------------------
if SDK.state('My HUD') == true
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
#=====================================
#Gradient Bars with customizable lengths, thicknesses, types and Colors
#By AcedentProne
#=====================================
def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(153,238,153,255), c2 = Color.new(0,0,0,255))
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
if type == "horizontal"
width = length
height = thick
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
elsif type == "vertical"
width = thick
height = length
self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
h = height * e1 / e2
for i in 0..width
r = c1.red + (c2.red - c1.red) * (width -i)/width + 0 * i/width
g = c1.green + (c2.green - c1.green) * (width -i)/width + 0 * i/width
b = c1.blue + (c2.blue - c1.blue) * (width -i)/width + 0 * i/width
a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width + 255 * i/width
self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
end
end
end
#--------------------------------------------------------------------------
# * Draw EXP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
def draw_actor_exp(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 24, 32, "Exp")
self.contents.font.color = normal_color
self.contents.draw_text(x + 10, y, 84, 32, actor.exp_s, 2)
self.contents.draw_text(x + 100, y, 12, 32, "/", 1)
self.contents.draw_text(x + 112, y, 84, 32, actor.next_exp_s)
end
end
#============================================
# Window_Map
# Originally by Destined, edited by Darklord and Icedmetal57
#============================================
class Window_HUD < Window_Base
attr_accessor :Equip_button
attr_accessor :Item_button
attr_accessor :Status_button
attr_accessor :Skill_button
attr_accessor :PC_button
attr_accessor :PM_button
attr_accessor :Option_button
attr_accessor :Beenden_button
attr_accessor :Menubar
def initialize
super(0, 0, 200, 90) #360
$game_actors[1].name = Network::Main.name
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 160
#Oburi edit start
@Equip_button = Window_Button.new(640-448,-56,56,56)
@Item_button = Window_Button.new(640-392,-56,56,56)
@Status_button = Window_Button.new(640-336,-56,56,56)
@Skill_button = Window_Button.new(640-280,-56,56,56)
@PC_button = Window_Button.new(640-224,-56,56,56)
@PM_button = Window_Button.new(640-168,-56,56,56)
@Option_button = Window_Button.new(640-112,-56,56,56)
@Beenden_button = Window_Button.new(640-56,-56,56,56)
@Equip_button.opacity = 160
@Item_button.opacity = 160
@Status_button.opacity = 160
@Skill_button.opacity = 160
@PC_button.opacity = 160
@PM_button.opacity = 160
@Option_button.opacity = 160
@Beenden_button.opacity = 160
@Equip_button.contents = RPG::Cache.icon("equip")
@Item_button.contents = RPG::Cache.icon("item")
@Status_button.contents = RPG::Cache.icon("status")
@Skill_button.contents = RPG::Cache.icon("skill")
@PC_button.contents = RPG::Cache.icon("pc")
@PM_button.contents = RPG::Cache.icon("pm")
@Option_button.contents = RPG::Cache.icon("option")
@Beenden_button.contents = RPG::Cache.icon("ende")
# edit by Rid02
@menu_status=0
@Menubar = Window_Button.new(640-504,-56,504,71)
@Menubar.opacity = 0
# end edit by Rid02
#Oburi edit end
refresh
end
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.font.size = 16
#self.contents.draw_text(36, 0, 640, 32, $game_actors[1].name.to_s)
self.contents.font.color = normal_color
chatc = RPG::Cache.icon("033-Item02")
chat_rect = Rect.new(0, 0, chatc.width, chatc.height)
self.contents.blt(120, 78, chatc, chat_rect) if $game_temp.chat_refresh
#draw_normal_barz(6, 7, "horizontal", 150, 10, $game_actors[1].hp.to_i, $game_actors[1].maxhp.to_i, Color.new (225, 0, 0, 225))
#draw_normal_barz(11, 22, "horizontal", 150, 10, $game_actors[1].sp.to_i, $game_actors[1].maxsp.to_i, Color.new (0,0,255,255))
#draw_normal_barz(16, 37, "horizontal", 150, 10, $game_actors[1].exp_s.to_i, $game_actors[1].next_exp_s.to_i, Color.new (0, 255, 0, 225))
#draw_actor_graphic($game_actors[1], 15, 63)
#draw_actor_level($game_actors[1], 128, -17)
draw_actor_hp($game_actors[1], 12, -3)
draw_actor_sp($game_actors[1], 12, 12)
draw_actor_exp($game_actors[1], 12, 27)
end
def show_menu
if @menu_status<56
@menu_status+=2 # scrolldown geschwindigkeit
if @menu_status<42
@Menubar.y=-56+@menu_status
end
@Equip_button.y=-56+@menu_status
@Item_button.y=-56+@menu_status
@Status_button.y=-56+@menu_status
@Skill_button.y=-56+@menu_status
@PC_button.y=-56+@menu_status
@PM_button.y=-56+@menu_status
@Option_button.y=-56+@menu_status
@Beenden_button.y=-56+@menu_status
end
end
def hide_menu
if @menu_status>0
@menu_status-=2 # scrollup geschwindigkeit
if @menu_status>10
@Menubar.y=-56+@menu_status
end
@Equip_button.y=-56+@menu_status
@Item_button.y=-56+@menu_status
@Status_button.y=-56+@menu_status
@Skill_button.y=-56+@menu_status
@PC_button.y=-56+@menu_status
@PM_button.y=-56+@menu_status
@Option_button.y=-56+@menu_status
@Beenden_button.y=-56+@menu_status
end
end
def dispose
@Equip_button.dispose
@Item_button.dispose
@Status_button.dispose
@Skill_button.dispose
@PC_button.dispose
@PM_button.dispose
@Option_button.dispose
@Beenden_button.dispose
@Menubar.dispose
end
# def update
# refresh
# end
end
#============================================
# Scene_Map
# Edits the scene Scene_Map
#============================================
class Scene_Map
def initialize_hud
@hud = Window_HUD.new
@hud.opacity = 160#the opacity for the window. 0=completely transparent, 255=completely visible
@player_hp = $game_actors[1].hp
@player_sp = $game_actors[1].sp
@player_exp = $game_actors[1].exp
@player_gold = $game_party.gold
@player_sprite = $game_actors[1].character_name
end
alias old_main main
def main
initialize_hud
old_main
end
def dispose
@hud.dispose
end
alias old_update update
def update
@hud.refresh if @player_hp != $game_actors[1].hp or @player_sp != $game_actors[1].sp or @player_exp != $game_actors[1].exp or @player_gold != $game_party.gold or @player_sprite != $game_actors[1].character_name or $game_temp.chat_refresh
# Mausklick Tests
if mouse_over?(@hud.Menubar)
@hud.show_menu
else
@hud.hide_menu
end
if Input.triggerd?(Input::Mouse_Left)
if mouse_over?(@hud.Equip_button)
#$scene = Scene_Equip.new
elsif mouse_over?(@hud.Item_button)
#$scene = Scene_Item.new
elsif mouse_over?(@hud.Status_button)
#$scene = Scene_Status.new
elsif mouse_over?(@hud.Skill_button)
#$scene = Scene_Skill.new
elsif mouse_over?(@hud.PC_button)
$scene = Scene_PChat.new #warum geht es nicht??????
elsif mouse_over?(@hud.PM_button)
$scene = Scene_PM.new
elsif mouse_over?(@hud.Option_button)
elsif mouse_over?(@hud.Beenden_button)
$scene = Scene_End.new
end
end
old_update
end
end
#------------------------------------------------------------------------------
# * End SDK Enable Test
#------------------------------------------------------------------------------
end