- Joined
- Mar 21, 2012
- Messages
- 48
- Reaction score
- 6
- Primarily Uses
ReinoRpg Hud
Author: LB
Translation: Dartdaman
Ported: Dartdaman
Toggle Key: Kal
This script was wrote by LB in RGSS2 in Portuguese. Some time ago i translated this script into English, now i have ported this script from RGSS2 to RGSS3. I have also made various edits to the script other than porting it from RGSS2 to RGSS3. Thanks to Kal for adding the toggle key to the script.
Screenshot
Code:
[SIZE=14px]#================================================#[/SIZE]
[SIZE=14px]# ¦ ReinoRPG HUD v0.6[/SIZE]
[SIZE=14px]# Script: LB[/SIZE]
[SIZE=14px]# Translated: Dartdaman[/SIZE]
[SIZE=14px]# Toggle key: Kal[/SIZE]
[SIZE=14px]#================================================#[/SIZE]
[SIZE=14px]puts "HUD Loaded"[/SIZE]
[SIZE=14px]module PR_RRPG_HUD[/SIZE]
[SIZE=14px]#================================================#[/SIZE]
[SIZE=14px]#============= General Settings ===============#[/SIZE]
[SIZE=14px]#================================================#[/SIZE]
[SIZE=14px] # Post nil if you want to center on screen[/SIZE]
[SIZE=14px] # Place a minus sign in front of value to refer to the opposite side.[/SIZE]
[SIZE=14px] Position_X = nil[/SIZE]
[SIZE=14px] Position_Y = -8[/SIZE]
[SIZE=14px] Bottom_of_the_HUD = "Back.png"[/SIZE]
[SIZE=14px] Bar_HP = "HP.png"[/SIZE]
[SIZE=14px] Bar_MP = "MP.png"[/SIZE]
[SIZE=14px] Using_transparency_in_the_entrance = true # Makes the HUD fade when go under it[/SIZE]
[SIZE=14px] Using_transparency_in_the_exit = true # FadeOut to disappear in just[/SIZE]
[SIZE=14px] Speed = 3 # Speed to FadeIn/FadeOut[/SIZE]
[SIZE=14px] Final_Opacity = 255 # Final 0pacity of the HUD[/SIZE]
[SIZE=14px] Opacity_Final_Element = 255 # Opacity of the final elements of the HUD[/SIZE]
[SIZE=14px] Character_Opacity = 150 # Opacity if the character is under[/SIZE]
[SIZE=14px] Opacity_Character_Element = 160 # Opacity of the elements[/SIZE]
[SIZE=14px] Switch_Control = 1 # Switch that controls whether the HUD is active or not[/SIZE]
[SIZE=14px] # HUD to be active ON and OFF to turn it off.[/SIZE]
[SIZE=14px] Number_Character = 1 # The number of character in order according to menu[/SIZE]
[SIZE=14px] HUD_Toggle_Show_Key = Input::L # Press this key to show/hide the HUD[/SIZE]
[SIZE=14px] # L is the Q key on a keyboard.[/SIZE]
[SIZE=14px] # Press F1 in a game to see what the default[/SIZE]
[SIZE=14px] # key mappings are.[/SIZE]
[SIZE=14px]#==============================================#[/SIZE]
[SIZE=14px]#=============== HUD Elements ================#[/SIZE]
[SIZE=14px]#==============================================#[/SIZE]
[SIZE=14px] # Set to true to display graphic charset (false to not display)[/SIZE]
[SIZE=14px] Char_Show = true[/SIZE]
[SIZE=14px] Char_X = 46[/SIZE]
[SIZE=14px] Char_Y = 66[/SIZE]
[SIZE=14px] # Set true to show the character's name (false to not display)[/SIZE]
[SIZE=14px] Name_Show = true[/SIZE]
[SIZE=14px] Name_Alignment = 1 # 0 = Left | 1 = Center | 2 = Right[/SIZE]
[SIZE=14px] Name_X = 92[/SIZE]
[SIZE=14px] Name_Y = 25[/SIZE]
[SIZE=14px] Name_Width = 134[/SIZE]
[SIZE=14px] Name_Color = Color.new(255,255,255)[/SIZE]
[SIZE=14px] Name_Font = nil # Font to use, write nil to use the default[/SIZE]
[SIZE=14px] Name_Size_of_Font = 17 # Size_of Font[/SIZE]
[SIZE=14px] # Set true to show the character's class (false to not display)[/SIZE]
[SIZE=14px] Class_Show = true[/SIZE]
[SIZE=14px] Class_Alignment = 0 # 0 = Left | 1 = Center | 2 = Right[/SIZE]
[SIZE=14px] Class_X = 229[/SIZE]
[SIZE=14px] Class_Y = 25[/SIZE]
[SIZE=14px] Class_Width = 60[/SIZE]
[SIZE=14px] Class_Color = Color.new(255,255,255)[/SIZE]
[SIZE=14px] Class_Font = nil # Font to use, write nil to use the default[/SIZE]
[SIZE=14px] Class_Size_of_Font = 16 # Size_of Font[/SIZE]
[SIZE=14px] # Set true to show the bar that represents the character's HP (false to not display)[/SIZE]
[SIZE=14px] HP_Show = true[/SIZE]
[SIZE=14px] HP_X = 92[/SIZE]
[SIZE=14px] HP_Y = 42[/SIZE]
[SIZE=14px] # Set true to show the bar that represents the character's MP (false to not display)[/SIZE]
[SIZE=14px] MP_Show = true[/SIZE]
[SIZE=14px] MP_X = 92[/SIZE]
[SIZE=14px] MP_Y = 59[/SIZE]
[SIZE=14px] # Set true to show the value of Current HP bar (false to not display)[/SIZE]
[SIZE=14px] Values_HP_Show_Current = false[/SIZE]
[SIZE=14px] # Set true to show the maximum value of the HP bar (false to not display)[/SIZE]
[SIZE=14px] Values_HP_Show_Total = false[/SIZE]
[SIZE=14px] Values_HP_Color = Color.new(255,255,255)[/SIZE]
[SIZE=14px] Values_HP_Font = nil # Font to use, write nil to use the default[/SIZE]
[SIZE=14px] Values_HP_Size_of_Font = 14 # Size_of Font[/SIZE]
[SIZE=14px] Values_HP_X = 92[/SIZE]
[SIZE=14px] Values_HP_Y = 38[/SIZE]
[SIZE=14px] # Set true to show the value of Current MP bar (false to not display)[/SIZE]
[SIZE=14px] Values_MP_Show_Current = false[/SIZE]
[SIZE=14px] # Set true to show the maximum value of the MP bar (false to not display)[/SIZE]
[SIZE=14px] Values_MP_Show_Total = false[/SIZE]
[SIZE=14px] Values_MP_Color = Color.new(255,255,255)[/SIZE]
[SIZE=14px] Values_MP_Font = nil # Font to use, write nil to use the default[/SIZE]
[SIZE=14px] Values_MP_Size_of_Font = 14 # Size_of Font[/SIZE]
[SIZE=14px] Values_MP_X = 92[/SIZE]
[SIZE=14px] Values_MP_Y = 55[/SIZE]
[SIZE=14px] # Set true to show the character's level (false to not display)[/SIZE]
[SIZE=14px] LV_Show = true[/SIZE]
[SIZE=14px] LV_Color = Color.new(255,255,255)[/SIZE]
[SIZE=14px] LV_Font = nil # Font to use, write nil to use the default[/SIZE]
[SIZE=14px] LV_Size_of_Font = 19 # Size_of Font[/SIZE]
[SIZE=14px] LV_Width = 30[/SIZE]
[SIZE=14px] LV_X = 241[/SIZE]
[SIZE=14px] LV_Y = 49[/SIZE]
[SIZE=14px] # Set true to show the character of money (false to not display)[/SIZE]
[SIZE=14px] Gold_Show = true[/SIZE]
[SIZE=14px] Gold_Color = Color.new(255,255,255)[/SIZE]
[SIZE=14px] Gold_Font = nil # Font to use, write nil to use the default[/SIZE]
[SIZE=14px] Gold_Size_of_Font = 18 # Size_of Font[/SIZE]
[SIZE=14px] Gold_X = 281[/SIZE]
[SIZE=14px] Gold_Y = 35[/SIZE]
[SIZE=14px] Gold_Width = 50[/SIZE]
[SIZE=14px] # Set true to show the suffix of play money (false to not display)[/SIZE]
[SIZE=14px] Text_Show = true[/SIZE]
[SIZE=14px] Text_Color = Color.new(255,255,255)[/SIZE]
[SIZE=14px] Text_Font = nil # Font to use, write nil to use the default[/SIZE]
[SIZE=14px] Text_Size_of_Font = 15 # Size_of Font[/SIZE]
[SIZE=14px] Text_X = 281[/SIZE]
[SIZE=14px] Text_Y = 50[/SIZE]
[SIZE=14px] Text_Width = 50[/SIZE]
[SIZE=14px] Text = "Gold" # Name of game currency[/SIZE]
[SIZE=14px]end[/SIZE]
[SIZE=14px]#===============================================#[/SIZE]
[SIZE=14px]#============ End of Settings ================#[/SIZE]
[SIZE=14px]#===============================================#[/SIZE]
[SIZE=14px]#============ Top of Script ==================#[/SIZE]
[SIZE=14px]#===============================================#[/SIZE]
[SIZE=14px]module Cache[/SIZE]
[SIZE=14px] #--------------------------------------------------------------------------[/SIZE]
[SIZE=14px] # * Get HUD Graphic[/SIZE]
[SIZE=14px] # filename : Filename[/SIZE]
[SIZE=14px] #--------------------------------------------------------------------------[/SIZE]
[SIZE=14px] def self.hud(filename)[/SIZE]
[SIZE=14px] load_bitmap("Graphics/Hud/", filename)[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px]end[/SIZE]
[SIZE=14px]class Scene_Map < Scene_Base[/SIZE]
[SIZE=14px] include PR_RRPG_HUD[/SIZE]
[SIZE=14px] alias hud_start start[/SIZE]
[SIZE=14px] alias hud_update update[/SIZE]
[SIZE=14px] alias hud_terminate terminate[/SIZE]
[SIZE=14px] def start[/SIZE]
[SIZE=14px] active_hud[/SIZE]
[SIZE=14px] hud_start[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] def active_hud[/SIZE]
[SIZE=14px] unless @hud_has_run_before[/SIZE]
[SIZE=14px] $game_switches[Switch_Control] = true[/SIZE]
[SIZE=14px] @hud_has_run_before = true[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] @animation_hud1 = Using_transparency_in_the_entrance[/SIZE]
[SIZE=14px] @animation_hud2 = Using_transparency_in_the_entrance[/SIZE]
[SIZE=14px] @animation_hud_1 = Using_transparency_in_the_exit[/SIZE]
[SIZE=14px] @animation_hud_2 = Using_transparency_in_the_exit[/SIZE]
[SIZE=14px] @back = Sprite.new[/SIZE]
[SIZE=14px] @back.bitmap = Cache.hud(Bottom_of_the_HUD)[/SIZE]
[SIZE=14px] @back.opacity = 0 if @animation_hud1 == true[/SIZE]
[SIZE=14px] x = Position_X[/SIZE]
[SIZE=14px] y = Position_Y[/SIZE]
[SIZE=14px] w = @back.width[/SIZE]
[SIZE=14px] h = @back.height[/SIZE]
[SIZE=14px] x = ( x == nil ? ( 544 - w ) / 2 : ( x < 0 ? ( 544 + x - w ) : x ) )[/SIZE]
[SIZE=14px] y = ( y == nil ? ( 416 - h ) / 2 : ( y < 0 ? ( 416 + y - h ) : y ) )[/SIZE]
[SIZE=14px] @back.x = x[/SIZE]
[SIZE=14px] @back.y = y[/SIZE]
[SIZE=14px] @back.z = 190[/SIZE]
[SIZE=14px] @wind = Window_Base.new(x-16,y-16,w+32,h+32)[/SIZE]
[SIZE=14px] @wind.opacity = 0[/SIZE]
[SIZE=14px] @wind.contents_opacity = 0 if @animation_hud2 == true[/SIZE]
[SIZE=14px] @wind.z = 195[/SIZE]
[SIZE=14px] @wind.contents.font.shadow = false[/SIZE]
[SIZE=14px] @id = Number_Character-1[/SIZE]
[SIZE=14px] @info = [][/SIZE]
[SIZE=14px] @hp = Sprite.new[/SIZE]
[SIZE=14px] @hp.bitmap = Bitmap.new(32,32)[/SIZE]
[SIZE=14px] @mp = Sprite.new[/SIZE]
[SIZE=14px] @mp.bitmap = Bitmap.new(32,32)[/SIZE]
[SIZE=14px] @hp.x = HP_X + x[/SIZE]
[SIZE=14px] @mp.x = MP_X + x[/SIZE]
[SIZE=14px] @hp.y = HP_Y + y[/SIZE]
[SIZE=14px] @mp.y = MP_Y + y[/SIZE]
[SIZE=14px] @hp.z = 192[/SIZE]
[SIZE=14px] @mp.z = 193[/SIZE]
[SIZE=14px] @hp.opacity = 0 if @animation_hud2 == true[/SIZE]
[SIZE=14px] @mp.opacity = 0 if @animation_hud2 == true[/SIZE]
[SIZE=14px] hud_real_update if status_update[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] def terminate[/SIZE]
[SIZE=14px] if @animation_hud_1 == true[/SIZE]
[SIZE=14px] @back.bitmap.dispose[/SIZE]
[SIZE=14px] @back.dispose[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if @animation_hud_2 == true[/SIZE]
[SIZE=14px] @hp.bitmap.dispose[/SIZE]
[SIZE=14px] @hp.dispose[/SIZE]
[SIZE=14px] @mp.bitmap.dispose[/SIZE]
[SIZE=14px] @mp.dispose[/SIZE]
[SIZE=14px] @wind.contents.dispose[/SIZE]
[SIZE=14px] @wind.dispose[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] hud_terminate[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] def update[/SIZE]
[SIZE=14px] if $game_switches[Switch_Control] == true and @hud_keyboard_switch[/SIZE]
[SIZE=14px] if @back != nil[/SIZE]
[SIZE=14px] if @back.opacity < Final_Opacity and @animation_hud1 == true[/SIZE]
[SIZE=14px] @back.opacity += Speed[/SIZE]
[SIZE=14px] else[/SIZE]
[SIZE=14px] @back.opacity = Final_Opacity[/SIZE]
[SIZE=14px] @animation_hud1 = false[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if @wind.contents_opacity < Opacity_Final_Element and @animation_hud2 == true[/SIZE]
[SIZE=14px] @wind.contents_opacity += Speed[/SIZE]
[SIZE=14px] @hp.opacity += Speed[/SIZE]
[SIZE=14px] @mp.opacity += Speed[/SIZE]
[SIZE=14px] else[/SIZE]
[SIZE=14px] @wind.contents_opacity = Opacity_Final_Element[/SIZE]
[SIZE=14px] @hp.opacity = Opacity_Final_Element[/SIZE]
[SIZE=14px] @mp.opacity = Opacity_Final_Element[/SIZE]
[SIZE=14px] @animation_hud2 = false[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] else[/SIZE]
[SIZE=14px] active_hud[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] else[/SIZE]
[SIZE=14px] if @back != nil[/SIZE]
[SIZE=14px] if @back.opacity > Speed-1 and @animation_hud_1 == true[/SIZE]
[SIZE=14px] @back.opacity -= Speed[/SIZE]
[SIZE=14px] else[/SIZE]
[SIZE=14px] @back.bitmap.dispose[/SIZE]
[SIZE=14px] @back.dispose[/SIZE]
[SIZE=14px] @back = nil[/SIZE]
[SIZE=14px] @animation_hud_1 = false[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if @wind.contents_opacity > Speed-1 and @animation_hud_2 == true[/SIZE]
[SIZE=14px] @wind.contents_opacity -= Speed[/SIZE]
[SIZE=14px] @hp.opacity -= Speed[/SIZE]
[SIZE=14px] @mp.opacity -= Speed[/SIZE]
[SIZE=14px] else[/SIZE]
[SIZE=14px] if @animation_hud_2 == true[/SIZE]
[SIZE=14px] @hp.bitmap.dispose[/SIZE]
[SIZE=14px] @hp.dispose[/SIZE]
[SIZE=14px] @hp = nil[/SIZE]
[SIZE=14px] @mp.bitmap.dispose[/SIZE]
[SIZE=14px] @mp.dispose[/SIZE]
[SIZE=14px] @mp = nil[/SIZE]
[SIZE=14px] @wind.contents.dispose[/SIZE]
[SIZE=14px] @wind.dispose[/SIZE]
[SIZE=14px] @wind = nil[/SIZE]
[SIZE=14px] @animation_hud_2 = false[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if @back != nil[/SIZE]
[SIZE=14px] if $game_player.screen_x >= @back.x and $game_player.screen_x <= @back.x + @back.width and[/SIZE]
[SIZE=14px] $game_player.screen_y >= @back.y and $game_player.screen_y <= @back.y + @back.height[/SIZE]
[SIZE=14px] @back.opacity = Character_Opacity[/SIZE]
[SIZE=14px] @hp.opacity = Opacity_Character_Element[/SIZE]
[SIZE=14px] @mp.opacity = Opacity_Character_Element[/SIZE]
[SIZE=14px] @wind.contents_opacity = Opacity_Character_Element[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] real_update if status_update[/SIZE]
[SIZE=14px] hud_check_key_toggle[/SIZE]
[SIZE=14px] hud_update[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] def hud_real_update[/SIZE]
[SIZE=14px] a = $game_party.members[@id][/SIZE]
[SIZE=14px] @wind.contents.clear[/SIZE]
[SIZE=14px] @wind.draw_character(a.character_name, a.character_index, Char_X, Char_Y) if Char_Show[/SIZE]
[SIZE=14px] if Name_Show[/SIZE]
[SIZE=14px] @wind.contents.font.name = Name_Font if Name_Font != nil[/SIZE]
[SIZE=14px] @wind.contents.font.color = Name_Color[/SIZE]
[SIZE=14px] @wind.contents.font.size = Name_Size_of_Font[/SIZE]
[SIZE=14px] @wind.contents.draw_text(Name_X, Name_Y, Name_Width, Name_Size_of_Font, a.name, Name_Alignment)[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if Class_Show[/SIZE]
[SIZE=14px] @wind.contents.font.name = Class_Font if Class_Font != nil[/SIZE]
[SIZE=14px] @wind.contents.font.color = Class_Color[/SIZE]
[SIZE=14px] @wind.contents.font.size = Class_Size_of_Font[/SIZE]
[SIZE=14px] @wind.contents.draw_text(Class_X, Class_Y, Class_Width, Class_Size_of_Font, a.class.name, Class_Alignment)[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if HP_Show[/SIZE]
[SIZE=14px] @hp.bitmap.dispose[/SIZE]
[SIZE=14px] @hp.bitmap = Cache.hud(Bar_HP)[/SIZE]
[SIZE=14px] @hp.bitmap.clear_rect(Rect.new((@hp.width*a.hp/a.mhp),0,@hp.width,@hp.height))[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if MP_Show[/SIZE]
[SIZE=14px] @mp.bitmap.dispose[/SIZE]
[SIZE=14px] @mp.bitmap = Cache.hud(Bar_MP)[/SIZE]
[SIZE=14px] @mp.bitmap.clear_rect(Rect.new((@mp.width*a.mp/a.mmp),0,@mp.width,@mp.height))[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if Values_HP_Show_Current[/SIZE]
[SIZE=14px] text = a.hp.to_s[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if Values_HP_Show_Total[/SIZE]
[SIZE=14px] text = a.mhp.to_s[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if Values_HP_Show_Current and Values_HP_Show_Total[/SIZE]
[SIZE=14px] text = a.hp.to_s + "/" + a.mhp.to_s[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if text != nil[/SIZE]
[SIZE=14px] @wind.contents.font.name = Values_HP_Font if Values_HP_Font != nil[/SIZE]
[SIZE=14px] @wind.contents.font.color = Values_HP_Color[/SIZE]
[SIZE=14px] @wind.contents.font.size = Values_HP_Size_of_Font[/SIZE]
[SIZE=14px] @wind.contents.draw_text(Values_HP_X, Values_HP_Y, @hp.width, Values_HP_Size_of_Font, text, 2)[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] text = nil[/SIZE]
[SIZE=14px] if Values_MP_Show_Current[/SIZE]
[SIZE=14px] text = a.mp.to_s[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if Values_MP_Show_Total[/SIZE]
[SIZE=14px] text = a.mmp.to_s[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if Values_MP_Show_Current and Values_MP_Show_Total[/SIZE]
[SIZE=14px] text = a.mp.to_s + "/" + a.mmp.to_s[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if text != nil[/SIZE]
[SIZE=14px] @wind.contents.font.name = Values_MP_Font if Values_MP_Font != nil[/SIZE]
[SIZE=14px] @wind.contents.font.color = Values_MP_Color[/SIZE]
[SIZE=14px] @wind.contents.font.size = Values_MP_Size_of_Font[/SIZE]
[SIZE=14px] @wind.contents.draw_text(Values_MP_X, Values_MP_Y, @hp.width, Values_MP_Size_of_Font, text, 2)[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if LV_Show[/SIZE]
[SIZE=14px] @wind.contents.font.name = LV_Font if LV_Font != nil[/SIZE]
[SIZE=14px] @wind.contents.font.color = LV_Color[/SIZE]
[SIZE=14px] @wind.contents.font.size = LV_Size_of_Font[/SIZE]
[SIZE=14px] @wind.contents.draw_text(LV_X, LV_Y, LV_Width, LV_Size_of_Font, a.level, 1)[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if Gold_Show[/SIZE]
[SIZE=14px] @wind.contents.font.name = Gold_Font if Gold_Font != nil[/SIZE]
[SIZE=14px] @wind.contents.font.color = Gold_Color[/SIZE]
[SIZE=14px] @wind.contents.font.size = Gold_Size_of_Font[/SIZE]
[SIZE=14px] @wind.contents.draw_text(Gold_X, Gold_Y, Gold_Width, Gold_Size_of_Font, $game_party.gold, 1)[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] if Text_Show[/SIZE]
[SIZE=14px] @wind.contents.font.name = Text_Font if Text_Font != nil[/SIZE]
[SIZE=14px] @wind.contents.font.color = Text_Color[/SIZE]
[SIZE=14px] @wind.contents.font.size = Text_Size_of_Font[/SIZE]
[SIZE=14px] @wind.contents.draw_text(Text_X, Text_Y, Text_Width, Text_Size_of_Font, Text, 1)[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] def status_update[/SIZE]
[SIZE=14px] return false if @wind == nil[/SIZE]
[SIZE=14px] a = $game_party.members[@id][/SIZE]
[SIZE=14px] return update_infos if a.id != @info[0][/SIZE]
[SIZE=14px] return update_infos if a.character_name != @info[1][/SIZE]
[SIZE=14px] return update_infos if a.character_index != @info[2][/SIZE]
[SIZE=14px] return update_infos if a.name != @info[3][/SIZE]
[SIZE=14px] return update_infos if a.class_id != @info[4][/SIZE]
[SIZE=14px] return update_infos if a.class.name != @info[5][/SIZE]
[SIZE=14px] return update_infos if a.hp != @info[6][/SIZE]
[SIZE=14px] return update_infos if a.mhp != @info[7][/SIZE]
[SIZE=14px] return update_infos if a.mp != @info[8][/SIZE]
[SIZE=14px] return update_infos if a.mmp != @info[9][/SIZE]
[SIZE=14px] return update_infos if a.level != @info[10][/SIZE]
[SIZE=14px] return update_infos if $game_party.gold != @info[11][/SIZE]
[SIZE=14px] return false[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] def update_infos[/SIZE]
[SIZE=14px] a = $game_party.members[@id][/SIZE]
[SIZE=14px] @info[0] = a.id[/SIZE]
[SIZE=14px] @info[1] = a.character_name[/SIZE]
[SIZE=14px] @info[2] = a.character_index[/SIZE]
[SIZE=14px] @info[3] = a.name[/SIZE]
[SIZE=14px] @info[4] = a.class_id[/SIZE]
[SIZE=14px] @info[5] = a.class.name[/SIZE]
[SIZE=14px] @info[6] = a.hp[/SIZE]
[SIZE=14px] @info[7] = a.mhp[/SIZE]
[SIZE=14px] @info[8] = a.mp[/SIZE]
[SIZE=14px] @info[9] = a.mmp[/SIZE]
[SIZE=14px] @info[10] = a.level[/SIZE]
[SIZE=14px] @info[11] = $game_party.gold[/SIZE]
[SIZE=14px] return true[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] def hud_check_key_toggle[/SIZE]
[SIZE=14px] @hud_keyboard_switch = true if @hud_keyboard_switch.nil?[/SIZE]
[SIZE=14px] if Input.trigger?(HUD_Toggle_Show_Key)[/SIZE]
[SIZE=14px] @hud_keyboard_switch = !@hud_keyboard_switch[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px] end[/SIZE]
[SIZE=14px]end[/SIZE]
Give credit
no use in commercial game
Last edited by a moderator:

