MOG MPW Lena 1.1

13 de novembro de 2014
MOG MPW Lena 1.1

MOG MPW Lena é um script do RPG Maker XP desenvolvido pelo Moghunter que apresenta uma janela com os status dos personagens (HP, MP, LV etc).

Ele adiciona uma HUD com pictures personalizada e muito bonita feita por Moghunter.

MOG MPW Lena

Instalação

Você pode esconder a HUD ativando um Switch. Você define a ID desse Switch na linha:

STMAPVIS = 5

O script necessita de imagens que devem estar na pasta Pictures da demo. Recomendamos então que baixe ela e edite as imagens, assim você não correrá o risco de esquecer alguma.

Para instalá-lo, apenas cole o script abaixo acima do “Main”:

#==============================================================================
# MOG MPW HUD Lena V1.1       
# Por Moghunter               
#==============================================================================
if true # True = Habilita / False = Desabilita
module MOG
#Posição da HUD
STMAPX = 0 # X Pos
STMAPY = 0 # Y Pos
#ID do Switch que desabilita a HUD.  
STMAPVIS = 5
#Windowskin da HUD
STMAPSKIN = "001-Blue01"
#Opacidade da HUD
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_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 + 30, y, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)    
self.contents.draw_text(x + 31, 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[i]
actor_x = i * 160 + 4
actor = $game_party.actors[i]
draw_maphp(actor, actor_x - 25,  y + 5)
draw_mapsp(actor, actor_x - 60,  y + 30)
draw_actor_head(actor, actor_x + 14, 48)
draw_actor_statemap(actor, actor_x, 48, 70)
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_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
site ou autor do arquivo Moghunter tamanho do arquivo 206KB licencaGrátis sistemas operacionais compativeisWindows 98/98SE/Me/2000/XP/Vista/7 Download

Deixe um comentário

  • Seja social e nos siga!

           
  • Páginas

  • Tags Especiais

  • Categorias

  • Parceiros

  • eXTReMe Tracker
    Copyright © 2001 - 2017 Gaming Room. Todos os Direitos Reservados - É expressamente proibida a reprodução total ou parcial deste site sem o consentimento dos autores.