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Howdy,

I'm currently using the RE Weapon System II as a battle system for my game, the game's HUD is very simple and is run by a separate script here.

Code:
#==============================================================================
# Resident Evil Like Weapons System
#==============================================================================
#------------------------------------------------------------------------------
# Créditos: Leon-S.K --- ou --- Andre Luiz Marques Torres Micheletti
#==============================================================================

#------------------------------------------------------------------------------
# HUD
#------------------------------------------------------------------------------
module Hud_Config
 
  #------------------------------------------------------------------------------
  # CONFIGURAÇÕES GERAIS
  #------------------------------------------------------------------------------
  Switch = 11        # Id da Switch que ativa\desativa a HUD
  Show_Key = :Z     # Tecla que mostra\esconde a HUD
  #------------------------------------------------------------------------------
  # Fim das Configurações
  #------------------------------------------------------------------------------
end
#==============================================================================
 
  #------------------------------------------------------------------------------
  # AREA NAO EDITAVEl!
  #------------------------------------------------------------------------------

class Hud < Window_Base
 
  attr_accessor :hp
  attr_accessor :mp
  attr_accessor :ammo
 
  def initialize
    super(0,0,250,300)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @hp = $game_party.members[0].hp
    @maxhp = $game_party.members[0].mhp
    if $game_player.equipped_weapon != nil
      @ammo = $game_player.equipped_weapon.bullets
      @mags =  $game_party.item_number($game_player.equipped_weapon.magazine)
    end
    self.z = 999
    self.contents.font.color = Color.new(200,200,200)
    refresh
  end
 
  def refresh
    @hp = $game_party.members[0].hp
    @maxhp = $game_party.members[0].mhp
    if $game_player.equipped_weapon != nil
      @ammo = $game_player.equipped_weapon.bullets
      @mags =  $game_party.item_number($game_player.equipped_weapon.magazine)
    end
    @wb = 149 * @hp / @maxhp
    self.contents.clear
    self.contents.fill_rect(0,8,151,11,Color.new(49,0,0))
    self.contents.fill_rect(1,9,149,9,Color.new(0,0,0))
    self.contents.gradient_fill_rect(1,9,@wb,9,Color.new(89,0,0),Color.new(169,0,0))
    self.contents.draw_text(0,8,151,21," ",1)
    if $game_player.equipped_weapon != nil
      self.contents.draw_text(30,45,120,20,@ammo.to_s)
      draw_icon($game_variables[16], 5, 40)
      self.contents.draw_text(100,45,120,20,@mags.to_s) if not @mags.nil?
      draw_icon($game_player.equipped_weapon.iconset_id, 70, 40)
    end
  end
 
  def dispose
    super
  end
end

class Scene_Map < Scene_Base
 
  include Hud_Config
  attr_accessor :hud
    
  alias hud_start start
  def start
    hud_start
    if $game_switches[Switch] == true
      @hud = Hud.new
    end
  end
 
  alias hud_update update
  def update
    hud_update
    if Input.trigger?(Show_Key)
      $game_switches[Switch] ? $game_switches[Switch] = false : $game_switches[Switch] = true
    end
    if $game_switches[Switch] == true
      @hud.nil? ? @hud = Hud.new : refresh_hud
    else
      if not @hud.nil?; @hud.dispose; @hud = nil; end
    end
  end
 
  def refresh_hud
    @hud.refresh if $game_party.members[0].hp != @hud.hp or $game_party.members[0].mp != @hud.mp or @hud.ammo != $game_player.equipped_weapon.bullets
  end
 
  alias hud_terminate terminate
  def terminate
    @hud.dispose if @hud != nil
    hud_terminate
  end
end
What I would like to do is draw the ammout of ammos left in the gun ( that would be @ammo i guess) into a specific box in the "Equip" window in the menu, here:

upload_2018-8-17_21-3-32.png

this is the segmet of the script concerning the "equip window":

Code:
def create_Equip_window
    @Equip_window = Window_Base.new(475,183,165,48)
    @Equip_window.contents.clear
    if @actor.equips[0] != nil
      @Equip_window.draw_icon(@actor.equips[0].icon_index, 36, 0, true)
      @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
      #INSERT CURRENT / REMAINING AMMO HERE?? # OTTO
      #@Equip_window.draw_text(10, 40 , 150, 50, @actor.equips[0].name)
    else
      @Equip_window.draw_text(0, -12 , 120, 48, RE_MENU::Equip)
    end
basically draw the @ammo number right after the weapon icon, lke this:

upload_2018-8-17_20-59-38.png

is this possible? if so, how can I do this?

Thanks in advance :)

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