#_________________________________________________
# MOG_MPWindow_Status Lena V1.1
#_________________________________________________
# By Moghunter
#_________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#HUD Position
STMAPX = 0 # X Pos
STMAPY = 0 # Y Pos
#Disable HUD Switch ID.
STMAPVIS = 5
#Windowskin name.
STMAPSKIN = "001-Blue01"
#Window Opacity.
STMAPOPA = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["mpstelen"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def draw_maphp(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_BAR")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_T")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60, y - ch + 15, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 91, y - 7, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 90, y - 8, 48, 32, actor.hp.to_s, 2)
end
def draw_mapsp(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_BAR")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_T")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60, y - ch + 15, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 91, y - 7, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 90, y - 8, 48, 32, actor.sp.to_s, 2)
end
def draw_mexp(actor, x, y)
actor = $game_party.actors[0]
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
end
def draw_actor_head(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, ch, cw, ch / 2)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
def draw_actor_statemap(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, width, 32, text)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x, y, width, 32, text)
end
def draw_actor_levelmap(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = Color.new(50,255,250,255)
self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 22, y, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 23, y + 1, 24, 32, actor.level.to_s, 1)
end
end
#####################
# Window_Status_Map #
#####################
class Window_Stmap < Window_Base
def initialize
super(0, 0, 640, 110)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN)
self.contents.font.bold = true
self.contents.font.size = 20
self.contents.font.name = "Georgia"
self.opacity = MOG::STMAPOPA
refresh
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
actor = $game_party.actors
draw_maphp(actor, actor_x - 25, y + 5)
draw_mapsp(actor, actor_x - 60, y + 30)
draw_mexp(actor, -50, 45)
draw_actor_head(actor, actor_x + 14, 48)
draw_actor_levelmap(actor, actor_x + 70, 47)
end
end
end
###############
# Game_Player #
###############
class Game_Player < Game_Character
attr_accessor :wref
end
#############
# Scene_Map #
#############
class Scene_Map
alias mog9_main main
def main
@stmap = Window_Stmap.new
@stmap.x = MOG::STMAPX
@stmap.y = MOG::STMAPY
if $game_switches[MOG::STMAPVIS] == false
@stmap.visible = true
else
@stmap.visible = false
end
mog9_main
@stmap.dispose
end
alias mog9_update update
def update
if $game_switches[MOG::STMAPVIS] == false
@stmap.visible = true
else
@stmap.visible = false
end
if $game_player.wref == true
@stmap.refresh
$game_player.wref = false
end
mog9_update
end
end
##############
# Game_Party #
###############
class Game_Party
alias mog9_check_map_slip_damage check_map_slip_damage
def check_map_slip_damage
for actor in @actors
if actor.hp > 0 and actor.slip_damage?
$game_player.wref = true
end
end
mog9_check_map_slip_damage
end
end
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
####################
# Game_Interpreter #
####################
class Interpreter
alias mog311ref command_311
def command_311
$game_player.wref = true
return mog311ref
end
alias mog312ref command_312
def command_312
$game_player.wref = true
return mog312ref
end
alias mog313ref command_313
def command_313
$game_player.wref = true
return mog313ref
end
alias mog314ref command_314
def command_314
$game_player.wref = true
return mog314ref
end
alias mog315ref command_315
def command_315
$game_player.wref = true
return mog315ref
end
alias mog316ref command_316
def command_316
$game_player.wref = true
return mog316ref
end
alias mog317ref command_317
def command_317
$game_player.wref = true
return mog317ref
end
end
################
# Game_Battler #
################
class Game_Battler
alias mog11_attack_effect attack_effect
def attack_effect(attacker)
mog11_attack_effect(attacker)
$game_player.wref = true
end
alias mog11_skill_effect skill_effect
def skill_effect(user, skill)
mog11_skill_effect(user, skill)
$game_player.wref = true
end
alias mog11_item_effect item_effect
def item_effect(item)
mog11_item_effect(item)
$game_player.wref = true
end
alias mog11_add_state add_state
def add_state(state_id, force = false)
mog11_add_state(state_id, force = false)
$game_player.wref = true
end
end
end
# MOG_MPWindow_Status Lena V1.1
#_________________________________________________
# By Moghunter
#_________________________________________________
if true # True = Enable / False = Disable (Script)
module MOG
#HUD Position
STMAPX = 0 # X Pos
STMAPY = 0 # Y Pos
#Disable HUD Switch ID.
STMAPVIS = 5
#Windowskin name.
STMAPSKIN = "001-Blue01"
#Window Opacity.
STMAPOPA = 0
end
$mogscript = {} if $mogscript == nil
$mogscript["mpstelen"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def draw_maphp(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_BAR")
cw = meter.width * actor.hp / actor.maxhp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_T")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60, y - ch + 15, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 91, y - 7, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 90, y - 8, 48, 32, actor.hp.to_s, 2)
end
def draw_mapsp(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width
ch = back.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_BAR")
cw = meter.width * actor.sp / actor.maxsp
ch = meter.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_T")
cw = text.width
ch = text.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60, y - ch + 15, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 91, y - 7, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x + 90, y - 8, 48, 32, actor.sp.to_s, 2)
end
def draw_mexp(actor, x, y)
actor = $game_party.actors[0]
bitmap2 = RPG::Cache.picture("Exp_Back")
cw = bitmap2.width
ch = bitmap2.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect)
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
bitmap = RPG::Cache.picture("Exp_Meter")
if actor.level < 99
cw = bitmap.width * rate
else
cw = bitmap.width
end
ch = bitmap.height
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 54, y, 84, 32, "Exp",0)
end
def draw_actor_head(actor, x, y)
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
src_rect = Rect.new(0, ch, cw, ch / 2)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
def draw_actor_statemap(actor, x, y, width = 120)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 1, y + 1, width, 32, text)
self.contents.font.color = Color.new(250,255,255,255)
self.contents.draw_text(x, y, width, 32, text)
end
def draw_actor_levelmap(actor, x, y)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x, y, 32, 32, "Lv")
self.contents.font.color = Color.new(50,255,250,255)
self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv")
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 22, y, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 23, y + 1, 24, 32, actor.level.to_s, 1)
end
end
#####################
# Window_Status_Map #
#####################
class Window_Stmap < Window_Base
def initialize
super(0, 0, 640, 110)
self.contents = Bitmap.new(width - 32, height - 32)
self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN)
self.contents.font.bold = true
self.contents.font.size = 20
self.contents.font.name = "Georgia"
self.opacity = MOG::STMAPOPA
refresh
end
def refresh
self.contents.clear
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
actor = $game_party.actors
draw_maphp(actor, actor_x - 25, y + 5)
draw_mapsp(actor, actor_x - 60, y + 30)
draw_mexp(actor, -50, 45)
draw_actor_head(actor, actor_x + 14, 48)
draw_actor_levelmap(actor, actor_x + 70, 47)
end
end
end
###############
# Game_Player #
###############
class Game_Player < Game_Character
attr_accessor :wref
end
#############
# Scene_Map #
#############
class Scene_Map
alias mog9_main main
def main
@stmap = Window_Stmap.new
@stmap.x = MOG::STMAPX
@stmap.y = MOG::STMAPY
if $game_switches[MOG::STMAPVIS] == false
@stmap.visible = true
else
@stmap.visible = false
end
mog9_main
@stmap.dispose
end
alias mog9_update update
def update
if $game_switches[MOG::STMAPVIS] == false
@stmap.visible = true
else
@stmap.visible = false
end
if $game_player.wref == true
@stmap.refresh
$game_player.wref = false
end
mog9_update
end
end
##############
# Game_Party #
###############
class Game_Party
alias mog9_check_map_slip_damage check_map_slip_damage
def check_map_slip_damage
for actor in @actors
if actor.hp > 0 and actor.slip_damage?
$game_player.wref = true
end
end
mog9_check_map_slip_damage
end
end
##############
# Game_Actor #
##############
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
####################
# Game_Interpreter #
####################
class Interpreter
alias mog311ref command_311
def command_311
$game_player.wref = true
return mog311ref
end
alias mog312ref command_312
def command_312
$game_player.wref = true
return mog312ref
end
alias mog313ref command_313
def command_313
$game_player.wref = true
return mog313ref
end
alias mog314ref command_314
def command_314
$game_player.wref = true
return mog314ref
end
alias mog315ref command_315
def command_315
$game_player.wref = true
return mog315ref
end
alias mog316ref command_316
def command_316
$game_player.wref = true
return mog316ref
end
alias mog317ref command_317
def command_317
$game_player.wref = true
return mog317ref
end
end
################
# Game_Battler #
################
class Game_Battler
alias mog11_attack_effect attack_effect
def attack_effect(attacker)
mog11_attack_effect(attacker)
$game_player.wref = true
end
alias mog11_skill_effect skill_effect
def skill_effect(user, skill)
mog11_skill_effect(user, skill)
$game_player.wref = true
end
alias mog11_item_effect item_effect
def item_effect(item)
mog11_item_effect(item)
$game_player.wref = true
end
alias mog11_add_state add_state
def add_state(state_id, force = false)
mog11_add_state(state_id, force = false)
$game_player.wref = true
end
end
end
Right so i kinda combined 2 of his hud's so the normal one had a XP-bar...
Now what I'm looking for is a way to refresh it lets say every x seconds, as I've got map regeneration, sprite changing etc...
Thanks in advance for helping, or at least having a look at this
-Avalon