#==============================================================================
# +++ MOG - Battle Hud EX (v3.1) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com
#==============================================================================
# Sistema avançado de Hud de batalha, voltado para artistas gráficos e
# usuários avançados.
#
# Compatível com :
#
# - Victor's Animated_battle (1.21)
# - Victor's Active Time Battle (1.05)
# - Victor's Map Turn Battle (1.09)
# - Victor's Target Arrows (1.08)
# - Yami's Battle Symphony (1.16)
# - Yanfly's Battle Engine (1.09)
# - Yanfly's Visual Battlers (1.01)
# - Yanfly's Enemy Target Info (1.02)
# - Kread-EX's Animated Battlers (1.08)
# - Galv's Animated Battlers (1.2)
# - Jet's Viewed Battle Systems (?)
# - Jet's Animated Battlers(?)
# - C Winter's Active Time Battle (1.21)
# - Enu's Tankentai SBS (v1.00)
#
#==============================================================================
#
# Coloque as imagens da hud na pasta.
#
# Graphics/Huds/Battle/
#
#==============================================================================
# Atualizações desta versão.
#============================================================================
# (Ver 3.1)
# - Adição do comando de mudar a face do personagem.
# Use o comando abaixo na opção chamar script.
#
# battler_face_name( ACTOR_ID , FACE_NAME )
#
# - Adição da opção de ativar ou desativar o efeito Mirror da face.
# - Correção da posição na janela de menssagem de texto.
#
# (Ver 3.0)
# - Compatibilidade com C Winter's Active Time Battle (1.21)
# - Compatibilidade com Jet's Viewed Battle Systems
# - Compatibilidade com Victor's Target Arrows (1.08)
# - Compatibilidade com MOG's Battle Cursor (1.2)
# - Compatibilidade com Yanfly's Enemy Target Info (1.02)
# - Definição do nome da face pela ID do personagem.
# - Melhoria no sistema de animação das faces.
# - Melhoria na compatibilidade com Yami - Battle Symphony (1.16)
# - Melhoria na compatibilidade com Yanfly's Battle Engine.
# - Correção do Bug de compatibilidade com Enu's Takentai SBS.
# - Correção do Bug de não apresentar animação ao "reviver".
# - Melhoria na codificação, resultando melhor compatibilidade geral.
#==============================================================================
module MOG_BATTLE_HUD_EX
#============================================================================
#============================================================================
# * HUD SPRITE (GENERAL)
#============================================================================
# Definição da quantidade maxima de personagens na batalha.
#---------------------------------------------------------------------------
MAX_BATTLE_MEMBERS = 4
#---------------------------------------------------------------------------
# Definição da prioridade da hud.
#---------------------------------------------------------------------------
HUD_Z = 150
#---------------------------------------------------------------------------
# Definição da posição geral da hud, influência em todos os sprites da hud.
#---------------------------------------------------------------------------
HUD_POSITION = [0,323]
#---------------------------------------------------------------------------
# Definição do espaço entre os membros do grupo.
# (Use apenas para ajustes)
#---------------------------------------------------------------------------
MEMBERS_SPACE = [0,0]
#---------------------------------------------------------------------------
# Definição fixa da hud se deseja posicionar a hud em lugares
# específicos da tela.
#
# FIXED_POSITION[INDEX_ID] = [X,Y]
#
#---------------------------------------------------------------------------
FIXED_HUD_POSITION = []
# FIXED_HUD_POSITION[0] = [10,10]
# FIXED_HUD_POSITION[1] = [410,10]
# FIXED_HUD_POSITION[2] = [10,320]
# FIXED_HUD_POSITION[3] = [410,320]
#---------------------------------------------------------------------------
# Definição da posição do comando quando a opção de janelas fixa é ativada.
#---------------------------------------------------------------------------
FIXED_COMMAND_POSITION = []
#FIXED_COMMAND_POSITION[0] = [130,10]
# FIXED_COMMAND_POSITION[1] = [300,10]
# FIXED_COMMAND_POSITION[2] = [130,290]
# FIXED_COMMAND_POSITION[3] = [300,290]
#---------------------------------------------------------------------------
# Definição da posição da janela de mensagem.
#---------------------------------------------------------------------------
# 0 - Acima
# 1 - Centro
# 2 - Abaixo
#---------------------------------------------------------------------------
BATTLE_MESSAGE_POSITION = 0
#---------------------------------------------------------------------------
# Definição da porcentagem do parâmetro baixo, isso influência na cor
# do número dos parâmetros de HP, MP e TP.
#---------------------------------------------------------------------------
LOW_PARAMETER_PERCENTAGE = 30
#============================================================================
#============================================================================
#============================================================================
#============================================================================
# * NAME
#============================================================================
# Ativar o Sprite do nome do personagem.
#---------------------------------------------------------------------------
NAME_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do Sprite.
#---------------------------------------------------------------------------
NAME_Z = 5
#---------------------------------------------------------------------------
# Definição da posição da Face. [X,Y]
#---------------------------------------------------------------------------
NAME_POSITION = [0,-7]
#---------------------------------------------------------------------------
# Definição do tipo alinhamento do nome.
#
# 0 - Esquerda
# 1 - Centro
# 2 - Direita
#---------------------------------------------------------------------------
NAME_ALIGN_TYPE = 1
#---------------------------------------------------------------------------
# Definição do nome da fonte.
#---------------------------------------------------------------------------
NAME_FONT_NAME = "Georgia"
#---------------------------------------------------------------------------
# Definição do tamanho da fonte.
#---------------------------------------------------------------------------
NAME_FONT_SIZE = 16
#---------------------------------------------------------------------------
# Ativar Bold.
#---------------------------------------------------------------------------
NAME_FONT_BOLD = true
#---------------------------------------------------------------------------
# Ativar Italic.
#---------------------------------------------------------------------------
NAME_FONT_ITALIC = true
#---------------------------------------------------------------------------
# Definição da cor da fonte
#---------------------------------------------------------------------------
NAME_FONT_COLOR = Color.new(255,255,255,255)
#---------------------------------------------------------------------------
# Ativar Sombra
#---------------------------------------------------------------------------
NAME_FONT_SHADOW = false
#---------------------------------------------------------------------------
# Definição da cor da sombra
#---------------------------------------------------------------------------
NAME_FONT_SHADOW_COLOR = Color.new(0,0,0,255)
#---------------------------------------------------------------------------
# Definição da distância da sombra.
#---------------------------------------------------------------------------
NAME_FONT_SHADOW_POSITION = [2,2]
#============================================================================
#============================================================================
#============================================================================
#============================================================================
# * FACE
#============================================================================
# Ativar a face.
# Será necessário o arquivo.
#
# ACTOR_NAME + _Face.png
#
# Eric_Face.png
#
#---------------------------------------------------------------------------
FACE_VISIBLE = true
# Ativar as Faces representando os battlers.
# Deixe "false" se tiver problemas de compatibilidade com scripts.
FACE_BATTLER = true
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
FACE_Z = -1
#---------------------------------------------------------------------------
# Definição da posição da Face. [X,Y]
#---------------------------------------------------------------------------
FACE_POSITION = [68,5]
#---------------------------------------------------------------------------
# Ativar faces animadas.
# Será necessário ter uma imagem de 4 faces do personagem no mesmo arquivo.
#
# FACE1/FACE2/FACE3/FACE4
#
# A imagem será dividida por 4 frames, no caso de definir a função como FALSE
# a imagem será dividida por 1 frame
#---------------------------------------------------------------------------
FACE_ANIMATION = false
#---------------------------------------------------------------------------
# Ativar o efeito de Zoom quando o personagem usar alguma ação.
#---------------------------------------------------------------------------
FACE_ZOOM_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar o efeito Mirror na animação de ação do personagem.
#---------------------------------------------------------------------------
FACE_ZOOM_MIRROR_EFFECT = false
#---------------------------------------------------------------------------
# Definição do tempo duração da animação da face.
#---------------------------------------------------------------------------
FACE_ANIMATION_DURATION = 40
#---------------------------------------------------------------------------
# Ativar o efeito tremor da face quando o personagem sofrer dano.
#---------------------------------------------------------------------------
FACE_SHAKE_EFFECT = true
#============================================================================
#============================================================================
#============================================================================
#============================================================================
# * TURN (ACTIVE INDICATOR)
#============================================================================
# Ativar o indicador de turno do personagem.
# Será necessário o arquivo.
#
# Turn.png
#
#---------------------------------------------------------------------------
TURN_SPRITE_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do Sprite.
#---------------------------------------------------------------------------
TURN_SPRITE_Z = 2
#---------------------------------------------------------------------------
# Definição da posição do sprite de turno.
#---------------------------------------------------------------------------
TURN_SPRITE_POSITION = [40,-60]
#---------------------------------------------------------------------------
# Ativar o efeito de animação de piscar.
#---------------------------------------------------------------------------
TURN_BLINK_EFFECT = true
#---------------------------------------------------------------------------
#============================================================================
#============================================================================
# * HP
#============================================================================
# Ativar o número de HP.
# Será necessário o arquivo.
#
# HP_Number.png
#
#---------------------------------------------------------------------------
HP_NUMBER_VISIBLE = true
#---------------------------------------------------------------------------
# Definição da prioridade do Sprite.
#---------------------------------------------------------------------------
HP_NUMBER_Z = 2
#---------------------------------------------------------------------------
# Definição da posição do número de HP. [X,Y]
#---------------------------------------------------------------------------
HP_NUMBER_POSITION = [117,26]
#---------------------------------------------------------------------------
# Ativar o número de HP Total.
# Será necessário o arquivo.
#
# HP_Number_Max.png
#
#---------------------------------------------------------------------------
HP_NUMBER_MAX_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da posição do número de HP Total. [X,Y]
#---------------------------------------------------------------------------
HP_NUMBER_MAX_POSITION = [165,30]
#---------------------------------------------------------------------------
# Definição do tipo alinhamento do número.
#
# 0 - Esquerda
# 1 - Centro
# 2 - Direita
#---------------------------------------------------------------------------
HP_NUMBER_ALIGN_TYPE = 2
#---------------------------------------------------------------------------
# Ativa o efeito de alinhar os números em posições de Y diferentes.
#---------------------------------------------------------------------------
HP_NUMBER_WAVE_ALIGN_EFFECT = false
#---------------------------------------------------------------------------
# Apresentar os números em porcentagem.
#---------------------------------------------------------------------------
HP_NUMBER_PERCENTAGE = false
#---------------------------------------------------------------------------
# Ativar números animados ("Rolantes").
#---------------------------------------------------------------------------
HP_NUMBER_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar a cor do HP baixo.
# Será necessário ter a imagem com as duas cores do paramêtro no mesmo
# arquivo de imagem, a imagem será dividida por 2 frames de altura.
#
# NORMAL_COLOR
# LOW_PARAMETER_COLOR
#
# Caso definir a função como FALSE a imagem será dividida apenas como
# 1 frame de altura.
#---------------------------------------------------------------------------
HP_NUMBER_LOW_COLOR = false
#---------------------------------------------------------------------------
# Ativar o medidor de HP.
# Será necessário o arquivo.
#
# HP_Meter.png
#
#---------------------------------------------------------------------------
HP_METER_VISIBLE = true
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
HP_METER_Z = 1
#---------------------------------------------------------------------------
# Definição da posição do medidor de HP. [X,Y]
#---------------------------------------------------------------------------
HP_METER_POSITION = [38,39]
#---------------------------------------------------------------------------
# Definição do ângulo do medidor.
#---------------------------------------------------------------------------
HP_METER_ANGLE = 0
#---------------------------------------------------------------------------
# Ativar o efeito mirror, essa opção faz com que o medidor tenha o movimento
# inverso.
#---------------------------------------------------------------------------
HP_METER_MIRROR_EFFECT = false
#---------------------------------------------------------------------------
# Ativar o efeito animado de dano no medidor.
# Será necessário ter a imagem com as duas cores do paramêtro no mesmo
# arquivo de imagem, a imagem será dividida por 2 frames de altura.
#
# NORMAL_COLOR
# DAMAGE_COLOR
#
# Se definir como FALSE use apenas use uma imagem com o tamanho normal.
#---------------------------------------------------------------------------
HP_METER_REDUCTION_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar o efeito animado do "medidor fluindo".
# Será necessário ter a imagem com a largura 3 vezes maior que o tamanho normal.
# Essa imagem dever estar em gradiente para ter o efeito "fluindo".
# Se definir como FALSE use apenas uma imagem com o tamanho normal.
#---------------------------------------------------------------------------
HP_METER_GRADIENT_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar HP em ícones.
# Será necessário ter a imagem.
#
# HP_Icon.png
#
#---------------------------------------------------------------------------
HP_ICON_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do Sprite.
#---------------------------------------------------------------------------
HP_ICON_Z = 1
#---------------------------------------------------------------------------
# Posição do ícone de HP.
#---------------------------------------------------------------------------
HP_ICON_POSITION = [200,0]
#---------------------------------------------------------------------------
# Ativar o sprite EX do ultimo ícone
# Será necessário ter a imagem.
#
# HP_Icon_EX.png
#
#---------------------------------------------------------------------------
HP_ICON_EX_VISIBLE = false
#---------------------------------------------------------------------------
# Posição do ícone Animado.
#---------------------------------------------------------------------------
HP_ICON_EX_POSITION = [0,0]
#---------------------------------------------------------------------------
# Ativar o efeito de Zoom do Sprite.
#---------------------------------------------------------------------------
HP_ICON_EX_ZOOM_EFFECT = true
#---------------------------------------------------------------------------
# Espaço entre os ícones.
#---------------------------------------------------------------------------
HP_ICON_SPACE = [-10,-10]
#---------------------------------------------------------------------------
# Definição da quantidade maxima de ícones na horizontal.
#---------------------------------------------------------------------------
HP_ICON_COL_MAX = 10
#---------------------------------------------------------------------------
# Definição da quantidade maxima de ícones na vertical.
#---------------------------------------------------------------------------
HP_ICON_ROW_MAX = 2
#---------------------------------------------------------------------------
# Ativar o número de HP de ícones.
# Será necessário ter a imagem.
#
# HP_Icon_Number.png
#
#---------------------------------------------------------------------------
HP_ICON_NUMBER_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
HP_ICON_NUMBER_Z = 4
#---------------------------------------------------------------------------
# Posição do número do ícone
#---------------------------------------------------------------------------
HP_ICON_NUMBER_POSITION = [0,0]
#---------------------------------------------------------------------------
# Definição do tipo alinhamento do número.
#
# 0 - Esquerda
# 1 - Centro
# 2 - Direita
#---------------------------------------------------------------------------
HP_ICON_NUMBER_ALIGN_TYPE = 0
#============================================================================
#============================================================================
#============================================================================
#============================================================================
# * MP
#============================================================================
# Ativar o número de MP.
# Será necessário o arquivo.
#
# MP_Number.png
#
#---------------------------------------------------------------------------
MP_NUMBER_VISIBLE = true
#---------------------------------------------------------------------------
# Definição da prioridade do Sprite.
#---------------------------------------------------------------------------
MP_NUMBER_Z = 2
#---------------------------------------------------------------------------
# Definição da posição do número de MP. [X,Y]
#---------------------------------------------------------------------------
MP_NUMBER_POSITION = [90,44]
#---------------------------------------------------------------------------
# Ativar o número de MP Total.
# Será necessário o arquivo.
#
# MP_Number_Max.png
#
#---------------------------------------------------------------------------
MP_NUMBER_MAX_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da posição do número de MP Total. [X,Y]
#---------------------------------------------------------------------------
MP_NUMBER_MAX_POSITION = [128,53]
#---------------------------------------------------------------------------
# Definição do tipo alinhamento do número.
#
# 0 - Esquerda
# 1 - Centro
# 2 - Direita
#---------------------------------------------------------------------------
MP_NUMBER_ALIGN_TYPE = 2
#---------------------------------------------------------------------------
# Ativa o efeito de alinhar os números em posições de Y diferentes.
#---------------------------------------------------------------------------
MP_NUMBER_WAVE_ALIGN_EFFECT = false
#---------------------------------------------------------------------------
# Apresentar os números em porcentagem.
#---------------------------------------------------------------------------
MP_NUMBER_PERCENTAGE = false
#---------------------------------------------------------------------------
# Ativar números animados ("Rolantes").
#---------------------------------------------------------------------------
MP_NUMBER_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar a cor do MP baixo.
# Será necessário ter a imagem com as duas cores do paramêtro no mesmo
# arquivo de imagem, a imagem será dividida por 2 frames de altura.
#
# NORMAL_COLOR
# LOW_PARAMETER_COLOR
#
# Se definir como FALSE use apenas use uma imagem com o tamanho normal.
#---------------------------------------------------------------------------
MP_NUMBER_LOW_COLOR = false
#---------------------------------------------------------------------------
# Ativar o medidor de MP.
# Será necessário o arquivo.
#
# MP_Meter.png
#
#---------------------------------------------------------------------------
MP_METER_VISIBLE = true
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
MP_METER_Z = 1
#---------------------------------------------------------------------------
# Definição da posição do medidor de MP. [X,Y]
#---------------------------------------------------------------------------
MP_METER_POSITION = [9,56]
#---------------------------------------------------------------------------
# Definição do ângulo do medidor.
#---------------------------------------------------------------------------
MP_METER_ANGLE = 0
#---------------------------------------------------------------------------
# Ativar o efeito mirror, essa opção faz com que o medidor tenha o movimento
# inverso.
#---------------------------------------------------------------------------
MP_METER_MIRROR_EFFECT = false
#---------------------------------------------------------------------------
# Ativar o efeito animado de dano no medidor.
# Será necessário ter a imagem com as duas cores do paramêtro no mesmo
# arquivo de imagem, a imagem será dividida por 2 frames de altura.
#
# NORMAL_COLOR
# DAMAGE_COLOR
#
# Se definir como FALSE use apenas use uma imagem com o tamanho normal.
#---------------------------------------------------------------------------
MP_METER_REDUCTION_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar o efeito animado do "medidor fluindo".
# Será necessário ter a imagem com a largura 3 vezes maior que o tamanho normal.
# Essa imagem dever estar em gradiente para ter o efeito "fluindo".
# Se definir como FALSE use apenas uma imagem com o tamanho normal.
#---------------------------------------------------------------------------
MP_METER_GRADIENT_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar MP em ícones.
# Será necessário ter a imagem.
#
# MP_Icon.png
#
#---------------------------------------------------------------------------
MP_ICON_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do Sprite.
#---------------------------------------------------------------------------
MP_ICON_Z = 1
#---------------------------------------------------------------------------
# Posição do ícone de MP.
#---------------------------------------------------------------------------
MP_ICON_POSITION = [200,64]
#---------------------------------------------------------------------------
# Ativar o sprite EX do ultimo ícone
# Será necessário ter a imagem.
#
# MP_Icon_EX.png
#
#---------------------------------------------------------------------------
MP_ICON_EX_VISIBLE = false
#---------------------------------------------------------------------------
# Posição do ícone Animado.
#---------------------------------------------------------------------------
MP_ICON_EX_POSITION = [0,0]
#---------------------------------------------------------------------------
# Ativar o efeito de Zoom do Sprite.
#---------------------------------------------------------------------------
MP_ICON_EX_ZOOM_EFFECT = true
#---------------------------------------------------------------------------
# Espaço entre os ícones.
#---------------------------------------------------------------------------
MP_ICON_SPACE = [-10,-10]
#---------------------------------------------------------------------------
# Definição da quantidade maxima de ícones na horizontal.
#---------------------------------------------------------------------------
MP_ICON_COL_MAX = 10
#---------------------------------------------------------------------------
# Definição da quantidade maxima de ícones na vertical.
#---------------------------------------------------------------------------
MP_ICON_ROW_MAX = 2
#---------------------------------------------------------------------------
# Ativar o número de MP de ícones.
# Será necessário ter a imagem.
#
# MP_Icon_Number.png
#
#---------------------------------------------------------------------------
MP_ICON_NUMBER_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
MP_ICON_NUMBER_Z = 4
#---------------------------------------------------------------------------
# Posição do número do ícone
#---------------------------------------------------------------------------
MP_ICON_NUMBER_POSITION = [0,64]
#---------------------------------------------------------------------------
# Definição do tipo alinhamento do número.
#
# 0 - Esquerda
# 1 - Centro
# 2 - Direita
#---------------------------------------------------------------------------
MP_ICON_NUMBER_ALIGN_TYPE = 0
#============================================================================
#============================================================================
#============================================================================
#============================================================================
# * TP
#============================================================================
# Ativar o número de TP.
# Será necessário o arquivo.
#
# TP_Number.png
#
#---------------------------------------------------------------------------
TP_NUMBER_VISIBLE = true
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
TP_NUMBER_Z = 5
#---------------------------------------------------------------------------
# Definição da posição do número de TP. [X,Y]
#---------------------------------------------------------------------------
TP_NUMBER_POSITION = [19,23]
#---------------------------------------------------------------------------
# Ativar o número de TP Total.
# Será necessário o arquivo.
#
# TP_Number_Max.png
#
#---------------------------------------------------------------------------
TP_NUMBER_MAX_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da posição do número de TP Total. [X,Y]
#---------------------------------------------------------------------------
TP_NUMBER_MAX_POSITION = [165,73]
#---------------------------------------------------------------------------
# Definição do tipo alinhamento do número.
#
# 0 - Esquerda
# 1 - Centro
# 2 - Direita
#---------------------------------------------------------------------------
TP_NUMBER_ALIGN_TYPE = 1
#---------------------------------------------------------------------------
# Ativa o efeito de alinhar os números em posições de Y diferentes.
#---------------------------------------------------------------------------
TP_NUMBER_WAVE_ALIGN_EFFECT = false
#---------------------------------------------------------------------------
# Apresentar os números em porcentagem.
#---------------------------------------------------------------------------
TP_NUMBER_PERCENTAGE = false
#---------------------------------------------------------------------------
# Ativar números animados ("Rolantes").
#---------------------------------------------------------------------------
TP_NUMBER_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar a cor do TP baixo.
# Será necessário ter a imagem com as duas cores do paramêtro no mesmo
# arquivo de imagem, a imagem será dividida por 2 frames de altura.
#
# NORMAL_COLOR
# LOW_PARAMETER_COLOR
#
# Se definir como FALSE use apenas use uma imagem com o tamanho normal.
#---------------------------------------------------------------------------
TP_NUMBER_LOW_COLOR = false
#---------------------------------------------------------------------------
# Ativar o medidor de TP.
# Será necessário o arquivo.
#
# TP_Meter.png
#
#---------------------------------------------------------------------------
TP_METER_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
TP_METER_Z = 1
#---------------------------------------------------------------------------
# Definição da posição do medidor de TP. [X,Y]
#---------------------------------------------------------------------------
TP_METER_POSITION = [68,74]
#---------------------------------------------------------------------------
# Definição do ângulo do medidor.
#---------------------------------------------------------------------------
TP_METER_ANGLE = 0
#---------------------------------------------------------------------------
# Ativar o efeito mirror, essa opção faz com que o medidor tenha o movimento
# inverso.
#---------------------------------------------------------------------------
TP_METER_MIRROR_EFFECT = false
#---------------------------------------------------------------------------
# Ativar o efeito animado de dano no medidor.
# Será necessário ter a imagem com as duas cores do paramêtro no mesmo
# arquivo de imagem, a imagem será dividida por 2 frames de altura.
#
# NORMAL_COLOR
# DAMAGE_COLOR
#
# Se definir como FALSE use apenas use uma imagem com o tamanho normal.
#---------------------------------------------------------------------------
TP_METER_REDUCTION_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar o efeito animado do "medidor fluindo".
# Será necessário ter a imagem com a largura 3 vezes maior que o tamanho normal.
# Essa imagem dever estar em gradiente para ter o efeito "fluindo".
# Se definir como FALSE use apenas uma imagem com o tamanho normal.
#---------------------------------------------------------------------------
TP_METER_GRADIENT_ANIMATION = true
#---------------------------------------------------------------------------
# Ativar TP em ícones.
# Será necessário ter a imagem.
#
# TP_Icon.png
#
#---------------------------------------------------------------------------
TP_ICON_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
TP_ICON_Z = 1
#---------------------------------------------------------------------------
# Posição do ícone de TP.
#---------------------------------------------------------------------------
TP_ICON_POSITION = [200,128]
#---------------------------------------------------------------------------
# Ativar o sprite EX do ultimo ícone
# Será necessário ter a imagem.
#
# TP_Icon_EX.png
#
#---------------------------------------------------------------------------
TP_ICON_EX_VISIBLE = false
#---------------------------------------------------------------------------
# Posição do ícone Animado.
#---------------------------------------------------------------------------
TP_ICON_EX_POSITION = [0,0]
#---------------------------------------------------------------------------
# Ativar o efeito de Zoom do Sprite.
#---------------------------------------------------------------------------
TP_ICON_EX_ZOOM_EFFECT = true
#---------------------------------------------------------------------------
# Espaço entre os ícones.
#---------------------------------------------------------------------------
TP_ICON_SPACE = [-10,-10]
#---------------------------------------------------------------------------
# Definição da quantidade maxima de ícones na horizontal.
#---------------------------------------------------------------------------
TP_ICON_COL_MAX = 10
#---------------------------------------------------------------------------
# Definição da quantidade maxima de ícones na vertical.
#---------------------------------------------------------------------------
TP_ICON_ROW_MAX = 2
#---------------------------------------------------------------------------
# Ativar o número de TP de ícones.
# Será necessário ter a imagem.
#
# TP_Icon_Number.png
#
#---------------------------------------------------------------------------
TP_ICON_NUMBER_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
TP_ICON_NUMBER_Z = 4
#---------------------------------------------------------------------------
# Posição do número do ícone
#---------------------------------------------------------------------------
TP_ICON_NUMBER_POSITION = [0,128]
#---------------------------------------------------------------------------
# Definição do tipo alinhamento do número.
#
# 0 - Esquerda
# 1 - Centro
# 2 - Direita
#---------------------------------------------------------------------------
TP_ICON_NUMBER_ALIGN_TYPE = 0
#============================================================================
#============================================================================
#============================================================================
#============================================================================
# * AT
#============================================================================
# Ativar o número de AT.
# Será necessário o arquivo.
#
# AT_Number.png
#
#---------------------------------------------------------------------------
AT_NUMBER_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do Sprite.
#---------------------------------------------------------------------------
AT_NUMBER_Z = 2
#---------------------------------------------------------------------------
# Definição da posição do número de AT. [X,Y]
#---------------------------------------------------------------------------
AT_NUMBER_POSITION = [125,-27]
#---------------------------------------------------------------------------
# Ativar o número de AT Total.
# Será necessário o arquivo.
#
# AT_Number_Max.png
#
#---------------------------------------------------------------------------
AT_NUMBER_MAX_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da posição do número de AT Total. [X,Y]
#---------------------------------------------------------------------------
AT_NUMBER_MAX_POSITION = [165,-17]
#---------------------------------------------------------------------------
# Definição do tipo alinhamento do número.
#
# 0 - Esquerda
# 1 - Centro
# 2 - Direita
#---------------------------------------------------------------------------
AT_NUMBER_ALIGN_TYPE = 2
#---------------------------------------------------------------------------
# Ativa o efeito de alinhar os números em posições de Y diferentes.
#---------------------------------------------------------------------------
AT_NUMBER_WAVE_ALIGN_EFFECT = false
#---------------------------------------------------------------------------
# Apresentar os números em porcentagem.
#---------------------------------------------------------------------------
AT_NUMBER_PERCENTAGE = true
#---------------------------------------------------------------------------
# Ativar números animados ("Rolantes").
#---------------------------------------------------------------------------
AT_NUMBER_ANIMATION = false
#---------------------------------------------------------------------------
# Ativar o medidor de AT.
# Será necessário o arquivo.
#
# AT_Meter.png
#
#---------------------------------------------------------------------------
AT_METER_VISIBLE = true
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
AT_METER_Z = 1
#---------------------------------------------------------------------------
# Definição da posição do medidor de AT. [X,Y]
#---------------------------------------------------------------------------
AT_METER_POSITION = [38,74]
#---------------------------------------------------------------------------
# Definição do ângulo do medidor.
#---------------------------------------------------------------------------
AT_METER_ANGLE = 0
#---------------------------------------------------------------------------
# Ativar o efeito mirror, essa opção faz com que o medidor tenha o movimento
# inverso.
#---------------------------------------------------------------------------
AT_METER_MIRROR_EFFECT = false
#---------------------------------------------------------------------------
# Ativar o efeito animado do "medidor fluindo".
# Será necessário ter a imagem com a largura 3 vezes maior que o tamanho normal.
# Essa imagem dever estar em gradiente para ter o efeito "fluindo".
# Se definir como FALSE use apenas uma imagem com o tamanho normal.
#---------------------------------------------------------------------------
AT_METER_GRADIENT_ANIMATION = true
#============================================================================
#============================================================================
#============================================================================
# * LEVEL
#============================================================================
# Ativar o número de Level.
# Será necessário o arquivo.
#
# LV_Number.png
#
#---------------------------------------------------------------------------
LEVEL_NUMBER_VISIBLE = false
#---------------------------------------------------------------------------
# Definição da prioridade do Sprite.
#---------------------------------------------------------------------------
LEVEL_NUMBER_Z = 2
#---------------------------------------------------------------------------
# Definição da posição do número do Level. [X,Y]
#---------------------------------------------------------------------------
LEVEL_NUMBER_POSITION = [84,0]
#---------------------------------------------------------------------------
# Definição do tipo alinhamento do número.
#
# 0 - Esquerda
# 1 - Centro
# 2 - Direita
#---------------------------------------------------------------------------
LEVEL_NUMBER_ALIGN_TYPE = 1
#============================================================================
#============================================================================
#============================================================================
#============================================================================
# * STATE
#============================================================================
# Ativar as condições.
#---------------------------------------------------------------------------
STATES_VISIBLE = true
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
STATES_Z = 1
#---------------------------------------------------------------------------
# Definição da posição das condições. [X,Y]
#---------------------------------------------------------------------------
STATES_POSITION = [7,65]
#---------------------------------------------------------------------------
# Ativar o efeito animado das condições deslizando.
#---------------------------------------------------------------------------
STATES_SCROLLING_ANIMATION = false
#---------------------------------------------------------------------------
# Definição do ângulo do sprite.
#---------------------------------------------------------------------------
STATE_ANGLE = 0
#============================================================================
#============================================================================
#============================================================================
#============================================================================
# * SECOND LAYOUT (Overlayer)
#============================================================================
# Ativar a segunda camada de Layout
# Será necessário o arquivo.
#
# Layout_2.png
#
#============================================================================
SECOND_LAYOUT = false
#---------------------------------------------------------------------------
# Definição da prioridade do sprite.
#---------------------------------------------------------------------------
SECOND_LAYOUT_Z = 4
#---------------------------------------------------------------------------
# Definição da posição do sprite.
#---------------------------------------------------------------------------
SECOND_LAYOUT_POSITION = [-5,-10]
#============================================================================
#============================================================================
end
#============================================================================
#============================================================================
# * CUSTOM WINDOWS (GENERAL)
#============================================================================
module MOG_BATTLE_HUD_EX
#============================================================================
# * Ativar Janelas Customizadas.
#============================================================================
ENABLE_CUSTOM_WINDOWS = true
#============================================================================
# * BATTLE LOG WINDOW
#============================================================================
#Definição da posição da janela de log.
BATTLE_LOG_POSITION = [0,0]
#============================================================================
#============================================================================
# * SKILL WINDOW
#============================================================================
#Definição do tamanho da janela.
SKILL_WINDOW_SIZE = [Graphics.width, 120]
#Definição da posição da janela.
SKILL_WINDOW_POSITION = [0,0]
#Definição da transparência da janela.
SKILL_WINDOW_OPACITY = 0
#Ativar a imagem de Layout. ("Layout_Skill.png")
SKILL_WINDOW_LAYOUT = true
#Definição do layout.
SKILL_WINDOW_LAYOUT_POSITION = [0,-7]
#============================================================================
#============================================================================
# * ITEM WINDOW
#============================================================================
#Definição do tamanho da janela.
ITEM_WINDOW_SIZE = [Graphics.width, 120]
#Definição da posição da janela.
ITEM_WINDOW_POSITION = [0,0]
#Definição da transparência da janela.
ITEM_WINDOW_OPACITY = 0
#Ativar a imagem de Layout. ("Layout_Item.png")
ITEM_WINDOW_LAYOUT = true
#Definição do layout.
ITEM_WINDOW_LAYOUT_POSITION = [0,-7]
#============================================================================
#============================================================================
# * COMMAND WINDOW
#============================================================================
#Ajustar automáticamente
AUTO_ADJUST_ACTOR_COMMAND = true
#Definição da posição da janela. (Apenas para Ajustes)
ACTOR_COMMAND_POSITION = [0,-50]
#Definição da transparência da janela.
ACTOR_COMMAND_OPACITY = 0
#Ativar a imagem de Layout. ("Layout_Command.png")
ACTOR_COMMAND_LAYOUT = true
#Definição do layout.
ACTOR_COMMAND_LAYOUT_POSITION = [0,0]
#============================================================================
#============================================================================
# * HELP WINDOW
#============================================================================
#Definição do tamanho da janela.
HELP_WINDOW_SIZE = [Graphics.width, 72]
#Definição do tamanho da janela.
HELP_WINDOW_POSITION = [Graphics.width / 2, 0]
#Definição da transparência da janela.
HELP_WINDOW_OPACITY = 0
#Ativar a imagem de Layout. ("Layout_Help.png")
HELP_WINDOW_LAYOUT = true
#Definição do layout.
HELP_WINDOW_LAYOUT_POSITION = [0,0]
#============================================================================
#============================================================================
# * TARGET ACTOR WINDOW
#============================================================================
#Definição do tamanho da janela.
ACTOR_WINDOW_SIZE = [Graphics.width, 120]
#Definição do tamanho da janela.
ACTOR_WINDOW_POSITION = [Graphics.width / 2, Graphics.height]
#Definição da transparência da janela.
ACTOR_WINDOW_OPACITY = 0
#Ativar a imagem de Layout. ("Layout_Target_Actor.png")
ACTOR_WINDOW_LAYOUT = true
#Definição do layout.
ACTOR_WINDOW_LAYOUT_POSITION = [0,0]
#============================================================================
#============================================================================
# * TARGET ENEMY WINDOW
#============================================================================
#Definição do tamanho da janela.
ENEMY_WINDOW_SIZE = [Graphics.width, 120]
#Definição do tamanho da janela.
ENEMY_WINDOW_POSITION = [Graphics.width / 2, Graphics.height]
#Definição da transparência da janela.
ENEMY_WINDOW_OPACITY = 0
#Ativar a imagem de Layout. ("Layout_Target_Actor.png")
ENEMY_WINDOW_LAYOUT = true
#Definição do layout.
ENEMY_WINDOW_LAYOUT_POSITION = [0,0]
#============================================================================
#============================================================================
# * PARTY WINDOW (Fight/Escape)
#============================================================================
#Definição do tamanho da janela.
PARTY_COMMAND_POSITION = [Graphics.width / 2,Graphics.height / 2]
#Definição da transparência da janela.
PARTY_COMMAND_OPACITY = 0
#Ativar a imagem de Layout. ("Layout_Party.png")
PARTY_COMMAND_LAYOUT = true
#Definição do layout.
PARTY_COMMAND_LAYOUT_POSITION = [0,0]
#============================================================================
end
$imported = {} if $imported.nil?
$imported[:mog_battle_hud_ex] = true
#==============================================================================
# ** Cache
#==============================================================================
module Cache
#--------------------------------------------------------------------------
# * Hud
#--------------------------------------------------------------------------
def self.battle_hud(filename)
load_bitmap("Graphics/Huds/Battle/", filename)
end
end
#==============================================================================
# ** Game Temp
#==============================================================================
class Game_Temp
attr_accessor :battler_face_pos
attr_accessor :hud_pos
attr_accessor :hud_pos_real
attr_accessor :com_pos
attr_accessor :mbhud_force_refresh
attr_accessor :mbhud_window
attr_accessor :command_visible
attr_accessor :refresh_turn_sprite
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_monogatari_bhud_initialize initialize
def initialize
#Graphics.resize_screen(640,480)
@battler_face_pos = []
@hud_pos = []
@hud_pos_real = []
@com_pos = []
@mbhud_force_refresh = false
@mbhud_window = [false,false,false,false,false,false,false]
@command_visible = false
@refresh_turn_sprite = false
mog_monogatari_bhud_initialize
end
#--------------------------------------------------------------------------
# * Check Screen Xyz
#--------------------------------------------------------------------------
def check_screen_xyz_nil
return if !SceneManager.face_battler?
for actor in $game_party.battle_members
actor.screen_x = 0 if actor.screen_x == nil
actor.screen_y = 0 if actor.screen_y == nil
actor.screen_z = 0 if actor.screen_z == nil
end
end
end
#==============================================================================
# ** Game Interpreter
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Refresh Battle Hud
#--------------------------------------------------------------------------
def refresh_battle_hud
$game_temp.check_screen_xyz_nil rescue nil
$game_temp.mbhud_force_refresh = true
end
#--------------------------------------------------------------------------
# * Battler Face Name
#--------------------------------------------------------------------------
def battler_face_name(actor_id,face_name = "")
for actor in $game_party.members
actor.battler_face_name = face_name if actor.id == actor_id
end
refresh_battle_hud
end
#--------------------------------------------------------------------------
# * Command_129
#--------------------------------------------------------------------------
alias mog_monogatari_bhud_command_129 command_129
def command_129
mog_monogatari_bhud_command_129
refresh_battle_hud if SceneManager.scene_is?(Scene_Battle)
end
end
#==============================================================================
# ** Game Actor
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :face_animation
attr_accessor :battler_face_name
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
alias mog_monogatari_face_animation setup
def setup(actor_id)
mog_monogatari_face_animation(actor_id)
@face_animation = [0,0,0]
@battler_face_name = "Face_" + actor_id.to_s
end
#--------------------------------------------------------------------------
# ● Real Next Level
#--------------------------------------------------------------------------
def real_next_level
next_level_exp - exp_for_level(level)
end
#--------------------------------------------------------------------------
# ● Remain Exp
#--------------------------------------------------------------------------
def remain_exp
exp - exp_for_level(level)
end
#--------------------------------------------------------------------------
# ● Gain Exp Test
#--------------------------------------------------------------------------
def gain_exp_test
exp_r = rand(next_level_exp)
change_exp(self.exp + (exp_r * final_exp_rate).to_i, false)
end
#--------------------------------------------------------------------------
# ● Low HP?
#--------------------------------------------------------------------------
def low_hp?
hp <= (mhp * MOG_BATTLE_HUD_EX::LOW_PARAMETER_PERCENTAGE) / 100
end
#--------------------------------------------------------------------------
# ● Low MP?
#--------------------------------------------------------------------------
def low_mp?
mp <= (mmp * MOG_BATTLE_HUD_EX::LOW_PARAMETER_PERCENTAGE) / 100
end
#--------------------------------------------------------------------------
# ● Low TP?
#--------------------------------------------------------------------------
def low_tp?
tp <= (max_tp * MOG_BATTLE_HUD_EX::LOW_PARAMETER_PERCENTAGE) / 100
end
end
#==============================================================================
# ** Game Party
#==============================================================================
class Game_Party < Game_Unit
#--------------------------------------------------------------------------
# * Get Maximum Number of Battle Members
#--------------------------------------------------------------------------
def max_battle_members
return MOG_BATTLE_HUD_EX::MAX_BATTLE_MEMBERS
end
end
#==============================================================================
# ** BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# * Current Index
#--------------------------------------------------------------------------
def self.current_index
return 0 if @actor_index == nil
return @actor_index != -1 ? @actor_index : 0
end
#--------------------------------------------------------------------------
# * Current Index Real
#--------------------------------------------------------------------------
def self.current_index_real
return -1 if @actor_index == nil
return @actor_index
end
#--------------------------------------------------------------------------
# * Next Actor Avaliable
#--------------------------------------------------------------------------
def self.next_actor_avaliable?
return false if @actor_index == nil
next_index = @actor_index + 1
return false if next_index >= $game_party.members.size
return true
end
#--------------------------------------------------------------------------
# * To Next Command Input
#--------------------------------------------------------------------------
def self.next_command_avaliable
aindex = @actor_index
begin
if !actor || !actor.next_command
return false if actor == nil
aindex += 1
return false if aindex >= $game_party.members.size
end
end until actor.inputable?
return true
end
#--------------------------------------------------------------------------
# * Can Enable Window?
#--------------------------------------------------------------------------
def self.can_enable_window?
max_members = $game_party.members.size
index_real = current_index_real + 1
return false if index_real > max_members
return false if in_turn?
return false if $imported[:mog_battle_cursor]
return true
end
end
#==============================================================================
# ** SceneManager
#==============================================================================
module SceneManager
#--------------------------------------------------------------------------
# * Face Battler
#--------------------------------------------------------------------------
def self.face_battler?
return false if !MOG_BATTLE_HUD_EX::FACE_BATTLER
return false if $imported[:ve_animated_battle]
return false if $imported[:ve_actor_battlers]
return false if $imported["YES-BattleSymphony"]
return false if $imported["YEA-VisualBattlers"]
return false if $imported["Galv_Animated_Battlers"]
return false if $imported['KRX-AnimatedBattlers']
return false if $sv_camera != nil
return false if BattleManager.true_surprise != nil rescue nil
return false if $imported[:jet][:AnimatedBattlers] rescue nil
return true
end
end
#==============================================================================
# ** Spriteset Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Create Actors
#--------------------------------------------------------------------------
alias mog_battle_hud_create_actors create_actors
def create_actors
if can_create_max_members?
@actor_sprites = Array.new($game_party.max_battle_members) { Sprite_Battler.new(@viewport1) }
return
end
mog_battle_hud_create_actors
end
#--------------------------------------------------------------------------
# * Can Create Max Members
#--------------------------------------------------------------------------
def can_create_max_members?
return false if $imported[:ve_animated_battle]
return false if $imported[:ve_actor_battlers]
return false if $sv_camera != nil
return true
end
end
#==============================================================================
# ■ Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● Clear All Windows
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_start start
def start
setup_battle_hud_ex
mog_battle_hud_ex_start
end
#--------------------------------------------------------------------------
# ● Setup Battle Hud EX
#--------------------------------------------------------------------------
def setup_battle_hud_ex
@force_clear_duration = 0
end
#--------------------------------------------------------------------------
# ● Clear All Windows
#--------------------------------------------------------------------------
def clear_all_windows
if @actor_window != nil
@actor_window.visible = false
@actor_window.active = false
end
if @status_window != nil
@status_window.visible = false
@status_window.active = false
end
if @actor_command_window != nil
@actor_command_window.visible = false
@actor_command_window.active = false
end
if @party_command_window != nil
@party_command_window.visible = false
@party_command_window.active = false
end
if @help_window != nil
@help_window.visible = false
end
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_update_main update
def update
mog_battle_hud_ex_update_main
update_battle_hud_ex
end
#--------------------------------------------------------------------------
# ● Update Battle Hud_ex
#--------------------------------------------------------------------------
def update_battle_hud_ex
end
end
if SceneManager.face_battler?
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
attr_accessor :screen_x
attr_accessor :screen_y
attr_accessor :screen_z
#--------------------------------------------------------------------------
# ● Use Sprite?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
end
#==============================================================================
# ■ Sprite_Battler
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# ● Update Collapse
#--------------------------------------------------------------------------
alias mog_battle_hud_update_collapse update_collapse
def update_collapse
if face_can_cancel_method?
self.opacity = 255
self.visible = true
return
end
mog_battle_hud_update_collapse
end
#--------------------------------------------------------------------------
# ● Update Instant Collapse
#--------------------------------------------------------------------------
alias mog_battle_hud_update_instant_collapse update_instant_collapse
def update_instant_collapse
if face_can_cancel_method?
self.opacity = 255
self.visible = true
return
end
mog_battle_hud_update_instant_collapse
end
#--------------------------------------------------------------------------
# ● Init Visibility
#--------------------------------------------------------------------------
alias mog_battle_face_init_visibility init_visibility
def init_visibility
if face_can_cancel_method?
self.opacity = 255
self.visible = true
return
end
mog_battle_face_init_visibility
end
#--------------------------------------------------------------------------
# ● Face Can Cancel Method
#--------------------------------------------------------------------------
def face_can_cancel_method?
return false if !SceneManager.face_battler?
return false if @battler.is_a?(Game_Enemy)
return true
end
end
end
#==============================================================================
# ** Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
ACTOR_WINDOW_SIZE[0]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
alias mog_monogatari_refresh refresh
def refresh
mog_monogatari_refresh
self.visible = false
end
end
#==============================================================================
# ** Window Actor Command
#==============================================================================
class Window_ActorCommand < Window_Command
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_hud_battle_hud_ex_turn_sprite_update update
def update
mog_hud_battle_hud_ex_turn_sprite_update
$game_temp.command_visible = self.visible
end
end
if MOG_BATTLE_HUD_EX::ENABLE_CUSTOM_WINDOWS
#==============================================================================
# ** Window BattleLog
#==============================================================================
class Window_BattleLog < Window_Selectable
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_log_initialize initialize
def initialize
mog_battle_hud_ex_log_initialize
self.x = BATTLE_LOG_POSITION[0]
self.y = BATTLE_LOG_POSITION[1]
end
#--------------------------------------------------------------------------
# * Create Back Sprite
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_log_create_back_sprite create_back_sprite
def create_back_sprite
self.x = BATTLE_LOG_POSITION[0]
self.y = BATTLE_LOG_POSITION[1]
mog_battle_hud_ex_log_create_back_sprite
end
end
#==============================================================================
# ** Window Actor Command
#==============================================================================
class Window_ActorCommand < Window_Command
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_monogatari_initialize initialize
def initialize
mog_monogatari_initialize
create_layout
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_monogatari_actor_command_dispose dispose
def dispose
mog_monogatari_actor_command_dispose
dispose_layout
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
return if @layout != nil
return if !ACTOR_COMMAND_LAYOUT
return if $game_temp.mbhud_window[0]
$game_temp.mbhud_window[0] = true
@layout = Sprite.new
@layout.bitmap = Cache.battle_hud("Layout_Command")
@layout.z = self.z - 1
@layout.x = self.x + ACTOR_COMMAND_LAYOUT_POSITION[0]
@layout.y = self.y + ACTOR_COMMAND_LAYOUT_POSITION[1]
@layout.visible = false
end
#--------------------------------------------------------------------------
# * Dispose Layout
#--------------------------------------------------------------------------
def dispose_layout
return if @layout == nil
@layout.dispose
@layout = nil
end
#--------------------------------------------------------------------------
# * Refresh Layout
#--------------------------------------------------------------------------
def refresh_layout
return if @layout == nil
@layout.x = self.x + ACTOR_COMMAND_LAYOUT_POSITION[0]
@layout.y = self.y + ACTOR_COMMAND_LAYOUT_POSITION[1]
@layout.visible = self.active
end
#--------------------------------------------------------------------------
# * Select
#--------------------------------------------------------------------------
alias mog_monogatari_select_actor_command select
def select(index)
mog_monogatari_select_actor_command(index)
set_command_position
end
#--------------------------------------------------------------------------
# * Set Command Position
#--------------------------------------------------------------------------
def set_command_position
self.viewport = nil
self.opacity = ACTOR_COMMAND_OPACITY
battler_index = BattleManager.current_index rescue nil
battler_index = 0 if battler_index == nil
if @actor != nil and $game_temp.hud_pos[battler_index] != nil
if FIXED_COMMAND_POSITION[battler_index] != nil
self.x = FIXED_COMMAND_POSITION[battler_index][0]
self.y = FIXED_COMMAND_POSITION[battler_index][1]
else
self.x = ACTOR_COMMAND_POSITION[0] + $game_temp.hud_pos[battler_index][0] - (self.width / 2)
self.x = Graphics.width - self.width if self.x + self.width > Graphics.width
self.x = 0 if self.x < 0
self.y = ACTOR_COMMAND_POSITION[1] + $game_temp.hud_pos[battler_index][1] - self.height
end
end
refresh_layout
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_refresh refresh
def refresh
mog_battle_hud_ex_refresh
$game_temp.refresh_turn_sprite = true
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_monogatari_actor_commnand_update update
def update
mog_monogatari_actor_commnand_update
self.visible = self.active
if @layout.visible != nil
refresh_layout if @layout.visible != self.visible
end
end
end
#==============================================================================
# ** Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_Command
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_monogatari_party_initialize initialize
def initialize
mog_monogatari_party_initialize
create_layout
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_monogatari_party_window_dispose dispose
def dispose
mog_monogatari_party_window_dispose
dispose_layout
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
return if @layout != nil
return if !PARTY_COMMAND_LAYOUT
return if $game_temp.mbhud_window[1]
$game_temp.mbhud_window[1] = true
@layout = Sprite.new
@layout.bitmap = Cache.battle_hud("Layout_Party")
@layout.z = self.z - 1
refresh_layout
@layout.visible = false
end
#--------------------------------------------------------------------------
# * Dispose Layout
#--------------------------------------------------------------------------
def dispose_layout
return if @layout == nil
@layout.dispose
@layout = nil
end
#--------------------------------------------------------------------------
# * Refresh Layout
#--------------------------------------------------------------------------
def refresh_layout
return if @layout == nil
@layout.x = self.x + PARTY_COMMAND_LAYOUT_POSITION[0]
@layout.y = self.y + PARTY_COMMAND_LAYOUT_POSITION[1]
@layout.visible = self.visible
end
#--------------------------------------------------------------------------
# * Select
#--------------------------------------------------------------------------
alias mog_monogatari_select_partycommand select
def select(index)
mog_monogatari_select_partycommand(index)
self.viewport = nil
self.x = PARTY_COMMAND_POSITION[0] - (self.width / 2)
self.y = PARTY_COMMAND_POSITION[1] - (self.height / 2)
self.opacity = PARTY_COMMAND_OPACITY
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_monogatari_party_window_update update
def update
mog_monogatari_party_window_update
self.visible = self.active
if @layout != nil and @layout.visible != self.visible
refresh_layout
end
end
end
#==============================================================================
# ** Window_Help
#==============================================================================
class Window_Help < Window_Base
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias mog_monogatari_battle_help_initialize initialize
def initialize(line_number = 2)
@battle_phase = false
mog_monogatari_battle_help_initialize(line_number)
if SceneManager.scene_is?(Scene_Battle)
@battle_phase = true
self.width = HELP_WINDOW_SIZE[0]
self.height = HELP_WINDOW_SIZE[1]
@org_position = [HELP_WINDOW_POSITION[0] - (self.width / 2),
HELP_WINDOW_POSITION[1]]
self.x = @org_position[0]
self.y = @org_position[1]
self.opacity = HELP_WINDOW_OPACITY
create_layout
end
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_monogatari_help_window_dispose dispose
def dispose
mog_monogatari_help_window_dispose
dispose_layout
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
return if @layout != nil
return if !HELP_WINDOW_LAYOUT
return if $game_temp.mbhud_window[2]
return if !SceneManager.scene_is?(Scene_Battle)
$game_temp.mbhud_window[2] = true
@layout = Sprite.new
@layout.bitmap = Cache.battle_hud("Layout_Help")
@layout.z = self.z - 1
refresh_layout
@layout.visible = false
end
#--------------------------------------------------------------------------
# * Dispose Layout
#--------------------------------------------------------------------------
def dispose_layout
return if @layout == nil
@layout.dispose
@layout = nil
end
#--------------------------------------------------------------------------
# * Refresh Layout
#--------------------------------------------------------------------------
def refresh_layout
return if @layout == nil
@layout.x = self.x + HELP_WINDOW_LAYOUT_POSITION[0]
@layout.y = self.y + HELP_WINDOW_LAYOUT_POSITION[1]
@layout.visible = self.visible
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
alias mog_monogatari_battle_help_refresh refresh
def refresh
mog_monogatari_battle_help_refresh
if @battle_phase
self.x = @org_position[0]
self.y = @org_position[1]
self.opacity = HELP_WINDOW_OPACITY
end
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_monogatari_help_window_update update
def update
mog_monogatari_help_window_update
if @layout != nil
refresh_layout if @layout.visible != self.visible
@layout.visible = self.visible
end
end
end
#==============================================================================
# ** Window_BattleActor
#==============================================================================
class Window_BattleActor < Window_BattleStatus
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_monogatari_battle_actor_initialize initialize
def initialize(info_viewport)
@force_hide = can_force_hide?
mog_monogatari_battle_actor_initialize(info_viewport)
self.width = ACTOR_WINDOW_SIZE[0]
self.height = ACTOR_WINDOW_SIZE[1]
@org_position = [ACTOR_WINDOW_POSITION[0] - (self.width / 2),
ACTOR_WINDOW_POSITION[1] - self.height]
@org_position[1] = Graphics.height + 64 if @force_hide
self.x = @org_position[0]
self.y = @org_position[1]
self.opacity = ACTOR_WINDOW_OPACITY
self.z += 1
self.viewport = nil
create_layout
end
#--------------------------------------------------------------------------
# * Can Force Hide?
#--------------------------------------------------------------------------
def can_force_hide?
return true if $imported[:ve_target_arrow]
return true if $imported[:mog_battle_cursor]
return false
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_monogatari_actor_window_dispose dispose
def dispose
mog_monogatari_actor_window_dispose
dispose_layout
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
return if @layout != nil
return if !ACTOR_WINDOW_LAYOUT
return if $game_temp.mbhud_window[3]
$game_temp.mbhud_window[3] = true
@layout = Sprite.new
@layout.bitmap = Cache.battle_hud("Layout_Target_Actor")
@layout.z = self.z - 1
refresh_layout
@layout.visible = false
end
#--------------------------------------------------------------------------
# * Dispose Layout
#--------------------------------------------------------------------------
def dispose_layout
return if @layout == nil
@layout.dispose
@layout = nil
end
#--------------------------------------------------------------------------
# * Refresh Layout
#--------------------------------------------------------------------------
def refresh_layout
return if @layout == nil
@layout.x = self.x + ACTOR_WINDOW_LAYOUT_POSITION[0]
@layout.y = self.y + ACTOR_WINDOW_LAYOUT_POSITION[1]
@layout.visible = self.visible
end
if $imported[:ve_target_arrow]
#--------------------------------------------------------------------------
# * New method: show_actor
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_show_actor show_actor
def show_actor
return true if SceneManager.face_battler?
mog_battle_hud_ex_show_actor
end
end
#--------------------------------------------------------------------------
# * Select
#--------------------------------------------------------------------------
alias mog_monogatari_select_actor select
def select(index)
mog_monogatari_select_actor(index)
self.viewport = nil
self.visible = true
self.x = @org_position[0]
self.y = @org_position[1]
self.opacity = ACTOR_WINDOW_OPACITY
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_monogatari_actor_window_update update
def update
mog_monogatari_actor_window_update
self.visible = self.active
self.visible = false if @force_hide
if @layout != nil
refresh_layout if @layout.visible != self.visible
end
end
end
#==============================================================================
# ** Window_BattleEnemy
#==============================================================================
class Window_BattleEnemy < Window_Selectable
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_monogatari_battle_enemy_initialize initialize
def initialize(info_viewport)
@force_hide = can_force_hide?
mog_monogatari_battle_enemy_initialize(info_viewport)
self.width = ENEMY_WINDOW_SIZE[0]
self.height = ENEMY_WINDOW_SIZE[1]
@org_position = [ENEMY_WINDOW_POSITION[0] - (self.width / 2),
ENEMY_WINDOW_POSITION[1] - self.height]
@org_position[1] = Graphics.height + 64 if @force_hide
self.x = @org_position[0]
self.y = @org_position[1]
self.opacity = ENEMY_WINDOW_OPACITY
self.z += 1
create_layout
end
#--------------------------------------------------------------------------
# * Can Force Hide?
#--------------------------------------------------------------------------
def can_force_hide?
return true if $imported[:ve_target_arrow]
return true if $imported[:mog_battle_cursor]
return false
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_monogatari_enemy_window_dispose dispose
def dispose
mog_monogatari_enemy_window_dispose
dispose_layout
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
return if @layout != nil
return if !ENEMY_WINDOW_LAYOUT
return if $game_temp.mbhud_window[4]
$game_temp.mbhud_window[4] = true
@layout = Sprite.new
@layout.bitmap = Cache.battle_hud("Layout_Target_Enemy")
@layout.z = self.z - 1
refresh_layout
@layout.visible = false
end
#--------------------------------------------------------------------------
# * Dispose Layout
#--------------------------------------------------------------------------
def dispose_layout
return if @layout == nil
@layout.dispose
@layout = nil
end
#--------------------------------------------------------------------------
# * Refresh Layout
#--------------------------------------------------------------------------
def refresh_layout
return if @layout == nil
@layout.x = self.x + ENEMY_WINDOW_LAYOUT_POSITION[0]
@layout.y = self.y + ENEMY_WINDOW_LAYOUT_POSITION[1]
@layout.visible = self.visible
end
#--------------------------------------------------------------------------
# * Select
#--------------------------------------------------------------------------
alias mog_monogatari_select_enemy select
def select(index)
mog_monogatari_select_enemy(index)
self.viewport = nil
self.visible = true
self.x = @org_position[0]
self.y = @org_position[1]
self.opacity = ENEMY_WINDOW_OPACITY
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_monogatari_enemy_window_update update
def update
mog_monogatari_enemy_window_update
self.visible = false if @force_hide
if @layout != nil and @layout.visible != self.visible
refresh_layout
end
end
if $imported["YEA-BattleEngine"]
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
change_color(normal_color)
name = $game_troop.alive_members[index].name
draw_text(item_rect_for_text(index), name)
end
end
end
#==============================================================================
# ** Window_BattleSkill
#==============================================================================
class Window_BattleSkill < Window_SkillList
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_monogatari_battle_skill_initialize initialize
def initialize(help_window, info_viewport)
@force_hide = can_force_hide?
@force_hide_active = can_force_hide_active?
mog_monogatari_battle_skill_initialize(help_window, info_viewport)
self.width = SKILL_WINDOW_SIZE[0]
self.height = SKILL_WINDOW_SIZE[1]
@org_position = [SKILL_WINDOW_POSITION[0],
Graphics.height - self.height + SKILL_WINDOW_POSITION[1]]
self.x = @org_position[0]
self.y = @org_position[1]
self.opacity = SKILL_WINDOW_OPACITY
self.viewport = nil
create_layout
end
#--------------------------------------------------------------------------
# * Can Force Hide Active?
#--------------------------------------------------------------------------
def can_force_hide_active?
return true if $imported[:ve_target_arrow]
return true if $imported[:mog_battle_cursor] != nil
return false
end
#--------------------------------------------------------------------------
# * Can Force Hide?
#--------------------------------------------------------------------------
def can_force_hide?
return false
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_monogatari_skill_window_dispose dispose
def dispose
mog_monogatari_skill_window_dispose
dispose_layout
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
return if @layout != nil
return if !SKILL_WINDOW_LAYOUT
return if $game_temp.mbhud_window[5]
$game_temp.mbhud_window[5] = true
@layout = Sprite.new
@layout.bitmap = Cache.battle_hud("Layout_Skill")
@layout.z = self.z - 1
refresh_layout
@layout.visible = false
end
#--------------------------------------------------------------------------
# * Dispose Layout
#--------------------------------------------------------------------------
def dispose_layout
return if @layout == nil
@layout.dispose
@layout = nil
end
#--------------------------------------------------------------------------
# * Refresh Layout
#--------------------------------------------------------------------------
def refresh_layout
return if @layout == nil
@layout.x = self.x + SKILL_WINDOW_LAYOUT_POSITION[0]
@layout.y = self.y + SKILL_WINDOW_LAYOUT_POSITION[1]
@layout.visible = self.visible
end
#--------------------------------------------------------------------------
# * Select
#--------------------------------------------------------------------------
alias mog_monogatari_select_battle_skill select
def select(index)
mog_monogatari_select_battle_skill(index)
self.x = @org_position[0]
self.y = @org_position[1]
self.opacity = SKILL_WINDOW_OPACITY
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_monogatari_skill_window_update update
def update
mog_monogatari_skill_window_update
self.visible = self.active if @force_hide_active
self.visible = false if @force_hide
if @layout != nil and @layout.visible != self.visible
refresh_layout
end
end
end
#==============================================================================
# ** Window_BattleItem
#==============================================================================
class Window_BattleItem < Window_ItemList
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_monogatari_battle_item_initialize initialize
def initialize(help_window, info_viewport)
@force_hide = can_force_hide?
@force_hide_active = can_force_hide_active?
mog_monogatari_battle_item_initialize(help_window, info_viewport)
self.width = ITEM_WINDOW_SIZE[0]
self.height = ITEM_WINDOW_SIZE[1]
@org_position = [ITEM_WINDOW_POSITION[0],
Graphics.height - self.height + ITEM_WINDOW_POSITION[1]]
self.x = @org_position[0]
self.y = @org_position[1]
self.viewport = nil
self.opacity = ITEM_WINDOW_OPACITY
create_layout
end
#--------------------------------------------------------------------------
# * Can Force Hide Active?
#--------------------------------------------------------------------------
def can_force_hide_active?
return true if $imported[:ve_target_arrow]
return true if $imported[:mog_battle_cursor] != nil
return false
end
#--------------------------------------------------------------------------
# * Can Force Hide?
#--------------------------------------------------------------------------
def can_force_hide?
return false
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_monogatari_item_window_dispose dispose
def dispose
mog_monogatari_item_window_dispose
dispose_layout
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
return if @layout != nil
return if !ITEM_WINDOW_LAYOUT
return if $game_temp.mbhud_window[6]
$game_temp.mbhud_window[6] = true
@layout = Sprite.new
@layout.bitmap = Cache.battle_hud("Layout_Item")
@layout.z = self.z - 1
refresh_layout
@layout.visible = false
end
#--------------------------------------------------------------------------
# * Dispose Layout
#--------------------------------------------------------------------------
def dispose_layout
return if @layout == nil
@layout.dispose
@layout = nil
end
#--------------------------------------------------------------------------
# * Refresh Layout
#--------------------------------------------------------------------------
def refresh_layout
return if @layout == nil
@layout.x = self.x + ITEM_WINDOW_LAYOUT_POSITION[0]
@layout.y = self.y + ITEM_WINDOW_LAYOUT_POSITION[1]
@layout.visible = self.visible
end
#--------------------------------------------------------------------------
# * Select
#--------------------------------------------------------------------------
alias mog_monogatari_select_battle_item select
def select(index)
mog_monogatari_select_battle_item(index)
self.x = @org_position[0]
self.y = @org_position[1]
self.opacity = ITEM_WINDOW_OPACITY
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_monogatari_item_window_update update
def update
mog_monogatari_item_window_update
self.visible = self.active if @force_hide_active
self.visible = false if @force_hide
if @layout != nil
refresh_layout if @layout.visible != self.visible
end
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#################################
if $imported["YEA-BattleEngine"]
#################################
#==============================================================================
# ** Window_BattleStatusAid
#==============================================================================
class Window_BattleStatusAid < Window_BattleStatus
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
self.visible = false
end
end
#==============================================================================
# ** Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_monogatari_bhud_yf_update update
def update
mog_monogatari_bhud_yf_update
update_visible_yf
end
#--------------------------------------------------------------------------
# * Update Visible Yf
#--------------------------------------------------------------------------
def update_visible_yf
self.visible = self.active
end
end
#==============================================================================
# ■ Window ActorCommand
#==============================================================================
class Window_ActorCommand < Window_Command
#--------------------------------------------------------------------------
# * Show
#--------------------------------------------------------------------------
alias mog_bhud_yf_command_show show
def show
return if !BattleManager.can_enable_window?
mog_bhud_yf_command_show
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_monogatari_bhud_yf_actorcommand_update update
def update
mog_monogatari_bhud_yf_actorcommand_update
update_visible_yf
end
#--------------------------------------------------------------------------
# * Update Visible Yf
#--------------------------------------------------------------------------
def update_visible_yf
self.visible = self.active
end
end
#==============================================================================
# ** Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# alias method: create_skill_window
#--------------------------------------------------------------------------
alias mog_yf_scene_battle_create_skill_window create_skill_window
def create_skill_window
mog_yf_scene_battle_create_skill_window
@skill_window.width = SKILL_WINDOW_SIZE[0]
@skill_window.height = SKILL_WINDOW_SIZE[1]
@skill_window.x = SKILL_WINDOW_POSITION[0]
@skill_window.y = SKILL_WINDOW_POSITION[1]
end
#--------------------------------------------------------------------------
# alias method: create_item_window
#--------------------------------------------------------------------------
alias mog_yf_scene_battle_create_item_window create_item_window
def create_item_window
mog_yf_scene_battle_create_item_window
@item_window.width = ITEM_WINDOW_SIZE[0]
@item_window.height = ITEM_WINDOW_SIZE[1]
@item_window.x = ITEM_WINDOW_POSITION[0]
@item_window.y = ITEM_WINDOW_POSITION[1]
end
#--------------------------------------------------------------------------
# * Next Command
#--------------------------------------------------------------------------
def next_command
if BattleManager.next_command
@status_window.show
redraw_current_status
@actor_command_window.show
@status_aid_window.hide
start_actor_command_selection
else
turn_start
end
end
#--------------------------------------------------------------------------
# ● Update Battle Hud_ex
#--------------------------------------------------------------------------
alias mog_monogatari_yf_sb_update_battle_hud_ex update_battle_hud_ex
def update_battle_hud_ex
update_yf_visible
mog_monogatari_yf_sb_update_battle_hud_ex
end
#--------------------------------------------------------------------------
# ● Update Yf Visible
#--------------------------------------------------------------------------
def update_yf_visible
return if @force_clear_duration > 0
@actor_window.visible = stw_can_visible?
@status_window.visible = @actor_window.visible
@status_window.opacity = @actor_window.opacity
end
#--------------------------------------------------------------------------
# * STW Can Visible
#--------------------------------------------------------------------------
def stw_can_visible?
return false if !BattleManager.can_enable_window?
return false if @item_window.visible
return false if @skill_window.visible
return true if @actor_window.active
return false
end
end
end
#--------------------------------------------------------------------------
#################################
if $imported["YEA-EnemyTargetInfo"]
#################################
class Window_Comparison < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
alias mog_battle_hud_yf_wcomparison_initialize initialize
def initialize(type)
mog_battle_hud_yf_wcomparison_initialize(type)
self.z = 102
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#################################
if $imported["YSA-CATB"]
#################################
#==============================================================================
# ■ Enemy CATB Gauge Viewport
#==============================================================================
class Enemy_CATB_Gauge_Viewport < Viewport
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_yami_initialize initialize
def initialize(battler, sprite, type)
mog_battle_hud_ex_yami_initialize(battler, sprite, type)
self.z = 90
end
end
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
attr_accessor :catb_value
attr_accessor :max_atb
#--------------------------------------------------------------------------
# * Max ATB
#--------------------------------------------------------------------------
def max_atb
return MAX_CATB_VALUE
return 1
end
end
end
#--------------------------------------------------------------------------
#--------------------------------------------------------------------------
#==============================================================================
# ** Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_initialize initialize
def initialize
check_screen_xyz_nil rescue nil
mog_battle_hud_ex_initialize
create_battle_hud_ex
end
#--------------------------------------------------------------------------
# * Check Screen Xyz
#--------------------------------------------------------------------------
def check_screen_xyz_nil
return if !SceneManager.face_battler?
for actor in $game_party.battle_members
actor.screen_x = 0 if actor.screen_x == nil
actor.screen_y = 0 if actor.screen_y == nil
actor.screen_z = 0 if actor.screen_z == nil
end
end
#--------------------------------------------------------------------------
# * Check Screen Xyz after
#--------------------------------------------------------------------------
def check_screen_xyz_after
return if !SceneManager.face_battler?
index = 0
for actor in $game_party.battle_members
actor.screen_x = $game_temp.battler_face_pos[index][0] rescue nil
actor.screen_y = $game_temp.battler_face_pos[index][1] rescue nil
actor.screen_z = $game_temp.battler_face_pos[index][2] rescue nil
index += 1
end
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_dispose dispose
def dispose
dispose_battle_hud_ex
mog_battle_hud_ex_dispose
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_update update
def update
mog_battle_hud_ex_update
update_battle_hud_ex
end
#--------------------------------------------------------------------------
# * Create Battle Hud EX
#--------------------------------------------------------------------------
def create_battle_hud_ex
return if @battle_hud_ex != nil
@battle_hud_ex = Monogatari_Bhud.new(@viewport1)
check_screen_xyz_after
end
#--------------------------------------------------------------------------
# * Dispose Battle Hud EX
#--------------------------------------------------------------------------
def dispose_battle_hud_ex
return if @battle_hud_ex == nil
@battle_hud_ex.dispose
@battle_hud_ex = nil
$game_temp.mbhud_window = [false,false,false,false,false,false,false]
end
#--------------------------------------------------------------------------
# * Update Battle Hud EX
#--------------------------------------------------------------------------
def update_battle_hud_ex
refresh_battle_hud if $game_temp.mbhud_force_refresh
return if @battle_hud_ex == nil
@battle_hud_ex.update
end
#--------------------------------------------------------------------------
# * Refresh Battle Hud
#--------------------------------------------------------------------------
def refresh_battle_hud
$game_temp.mbhud_force_refresh = false
check_screen_xyz_nil rescue nil
dispose_battle_hud_ex
create_battle_hud_ex
end
end
#==============================================================================
# ** Monogatari Bhud
#==============================================================================
class Monogatari_Bhud
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport)
@pre_message_position = $game_message.position
$game_message.position = MOG_BATTLE_HUD_EX::BATTLE_MESSAGE_POSITION
@battle_hud = []
index = 0
for actor in $game_party.battle_members
@battle_hud.push(Battle_Hud_EX.new(actor,index,max_members,viewport))
index += 1
end
create_turn_sprite(viewport)
end
#--------------------------------------------------------------------------
# * Max members
#--------------------------------------------------------------------------
def max_members
if $game_party.members.size > $game_party.max_battle_members
return $game_party.max_battle_members
end
return $game_party.members.size
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
@battle_hud.each {|sprite| sprite.dispose }
dispose_turn_sprite
$game_message.position = @pre_message_position
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
@battle_hud.each {|sprite| sprite.update }
update_turn_sprite
end
end
#==============================================================================
# ** Monogatari Bhud
#==============================================================================
class Monogatari_Bhud
#--------------------------------------------------------------------------
# * Can Update Turn Sprite
#--------------------------------------------------------------------------
def can_refresh_turn_sprite?
return true if @turn_sprite.visible != $game_temp.command_visible
return true if $game_temp.refresh_turn_sprite
return false
end
#--------------------------------------------------------------------------
# * Create Turn Sprite
#--------------------------------------------------------------------------
def create_turn_sprite(viewport)
return if !TURN_SPRITE_VISIBLE
return if @turn_sprite != nil
@turn_sprite = Sprite.new
@turn_sprite.bitmap = Cache.battle_hud("Turn")
@turn_sprite.viewport = viewport
@turn_sprite.z = HUD_Z + TURN_SPRITE_Z
@turn_sprite.visible = false
@turn_sprite_update_time = 5
@turn_sprite_blink = [0,0]
end
#--------------------------------------------------------------------------
# * Dispose Turn Sprite
#--------------------------------------------------------------------------
def dispose_turn_sprite
return if @turn_sprite == nil
@turn_sprite.dispose
@turn_sprite = nil
end
#--------------------------------------------------------------------------
# * Update Turn Sprite
#--------------------------------------------------------------------------
def update_turn_sprite
return if @turn_sprite == nil
if @turn_sprite_update_time > 0
@turn_sprite_update_time -= 1
return
end
update_turn_visible if can_refresh_turn_sprite?
update_turn_blink
end
#--------------------------------------------------------------------------
# * Update Turn Visible
#--------------------------------------------------------------------------
def update_turn_visible
$game_temp.refresh_turn_sprite = false
@turn_sprite.visible = $game_temp.command_visible
battler_index = BattleManager.current_index rescue nil
battler_index = 0 if battler_index == nil
x = $game_temp.hud_pos_real[battler_index][0] + TURN_SPRITE_POSITION[0]
y = $game_temp.hud_pos_real[battler_index][1] + TURN_SPRITE_POSITION[1]
@turn_sprite.x = x
@turn_sprite.y = y
end
#--------------------------------------------------------------------------
# * Update Turn Blink
#--------------------------------------------------------------------------
def update_turn_blink
return if !TURN_BLINK_EFFECT
return if !@turn_sprite.visible
@turn_sprite_blink[0] += 1
case @turn_sprite_blink[0]
when 0..30
@turn_sprite_blink[1] += 3
when 31..60
@turn_sprite_blink[1] -= 3
else
@turn_sprite_blink = [0,0]
end
@turn_sprite.opacity = 150 + @turn_sprite_blink[1]
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
include MOG_BATTLE_HUD_EX
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(actor = nil,index = 0, max_members = 0,viewport = nil)
pre_cache
setup(actor,index,max_members)
create_sprites(viewport)
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(actor,index,max_members)
@actor = actor
@actor_index = index
@max_members = max_members
@actor.face_animation = [0,0,0]
@hp_icon_max = -1
@hp_icon_old = -1
@hp_icon_col_max = HP_ICON_COL_MAX
@hp_icon_col_max = 1 if @hp_icon_col_max <= 0
@hp_icon_row_max = HP_ICON_ROW_MAX
@hp_icon_row_max = 1 if @hp_icon_row_max <= 0
@hp_icon_real_max = @hp_icon_col_max * @hp_icon_row_max
@mp_icon_max = -1
@mp_icon_old = -1
@mp_icon_col_max = MP_ICON_COL_MAX
@mp_icon_col_max = 1 if @mp_icon_col_max <= 0
@mp_icon_row_max = MP_ICON_ROW_MAX
@mp_icon_row_max = 1 if @mp_icon_row_max <= 0
@mp_icon_real_max = @mp_icon_col_max * @mp_icon_row_max
@tp_icon_max = -1
@tp_icon_old = -1
@tp_icon_col_max = TP_ICON_COL_MAX
@tp_icon_col_max = 1 if @tp_icon_col_max <= 0
@tp_icon_row_max = TP_ICON_ROW_MAX
@tp_icon_row_max = 1 if @tp_icon_row_max <= 0
@tp_icon_real_max = @tp_icon_col_max * @tp_icon_row_max
setup_actor
setup_position
end
#--------------------------------------------------------------------------
# * Setup Actor
#--------------------------------------------------------------------------
def setup_actor
return if @actor == nil
@hp_number_refresh = true
@hp_number2_refresh = true
@hp_number_old = @actor.hp
@hp_number2_old = @actor.mhp
@hp_old_meter = 0
@mp_number_refresh = true
@mp_number2_refresh = true
@mp_number_old = @actor.mp
@mp_number2_old = @actor.mmp
@mp_old_meter = 0
@tp_number_refresh = true
@tp_number2_refresh = true
@tp_number_old = @actor.tp
@tp_number2_old = @actor.max_tp
@tp_old_meter = 0
@at_number_refresh = true
@at_number2_refresh = true
@at_number_old = actor_at
@at_number2_old = actor_max_at
@at_old_meter = 0
catb = ATB::MAX_AP rescue nil
@ccwinter_atb = true if catb != nil
end
#--------------------------------------------------------------------------
# * Terminate
#--------------------------------------------------------------------------
def terminate
if $imported[:ve_active_time_battle]
@actor.atb = 0 rescue nil
end
end
#--------------------------------------------------------------------------
# * AT
#--------------------------------------------------------------------------
def actor_at
return @actor.at if $imported[:mog_atb_system]
return @actor.atb if $imported[:ve_active_time_battle]
return @actor.catb_value if $imported["YSA-CATB"]
return @actor.ap if @ccwinter_atb != nil
return 0
end
#--------------------------------------------------------------------------
# * Max AT
#--------------------------------------------------------------------------
def actor_max_at
return $game_system.at_max if $imported[:mog_atb_system]
return @actor.max_atb if $imported[:ve_active_time_battle]
return @actor.max_atb if $imported["YSA-CATB"]
return ATB::MAX_AP if @ccwinter_atb != nil
return 1
end
#--------------------------------------------------------------------------
# ● Actor Cast
#--------------------------------------------------------------------------
def actor_cast
return @actor.at_cast[1] if $imported[:mog_atb_system]
return @actor.atb if $imported[:ve_active_time_battle]
return @actor.chant_count if @ccwinter_atb
return 0
end
#--------------------------------------------------------------------------
# ● Actor Max Cast
#--------------------------------------------------------------------------
def actor_max_cast
return @actor.at_cast[0].speed.abs if $imported[:mog_atb_system]
return @actor.max_atb if $imported[:ve_active_time_battle]
return @actor.max_chant_count if @ccwinter_atb
return 1
end
#--------------------------------------------------------------------------
# ● Actor Cast?
#--------------------------------------------------------------------------
def actor_cast?
if $imported[:mog_atb_system]
return true if [email protected]_cast.empty?
end
if $imported[:ve_active_time_battle]
return true if @actor.cast_action?
end
if @ccwinter_atb
return true if @actor.chanting?
end
return false
end
#--------------------------------------------------------------------------
# * Create Sprites
#--------------------------------------------------------------------------
def create_sprites(viewport)
dispose
return if @actor == nil
create_layout(viewport)
create_layout_2(viewport)
create_name(viewport)
create_face(viewport)
create_hp_number(viewport)
create_hp_number_max(viewport)
create_hp_meter(viewport)
create_hp_icon(viewport)
create_hp_icon_ex(viewport)
create_hp_icon_number(viewport)
create_mp_number(viewport)
create_mp_number_max(viewport)
create_mp_meter(viewport)
create_mp_icon(viewport)
create_mp_icon_ex(viewport)
create_mp_icon_number(viewport)
create_tp_number(viewport)
create_tp_number_max(viewport)
create_tp_meter(viewport)
create_tp_icon(viewport)
create_tp_icon_ex(viewport)
create_tp_icon_number(viewport)
create_at_number(viewport)
create_at_number_max(viewport)
create_at_meter(viewport)
create_level_number(viewport)
create_states(viewport)
update
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Setup Position
#--------------------------------------------------------------------------
def setup_position
sprite_width = (Graphics.width - 64) / 4
sprite_center = sprite_width / 2
if $game_party.battle_members.size > 4
members = $game_party.battle_members.size - 4
fx = 32 * members
else
fx = 0
end
space_x = MEMBERS_SPACE[0] - fx
space_y = MEMBERS_SPACE[1]
center = Graphics.width / 2
members_space = (Graphics.width + space_x) / @max_members
members_space2 = (members_space * @actor_index)
members_space3 = ((members_space / 2) * (@max_members - 1))
members_space_y = space_y * @actor_index
x = HUD_POSITION[0] - sprite_center + center + members_space2 - members_space3
screen_resize_y = 0
screen_resize_y = (Graphics.height - 416) if Graphics.height > 416
y = HUD_POSITION[1] + members_space_y + screen_resize_y
@hud_position = [x,y]
$game_temp.hud_pos_real[@actor_index] = [] if $game_temp.hud_pos_real[@actor_index] == nil
$game_temp.hud_pos_real[@actor_index] = [x,y]
x2 = x + sprite_center
$game_temp.hud_pos[@actor_index] = [] if $game_temp.hud_pos[@actor_index] == nil
$game_temp.hud_pos[@actor_index] = [x2,y]
if FIXED_HUD_POSITION[@actor_index] != nil
@hud_position = [FIXED_HUD_POSITION[@actor_index][0],FIXED_HUD_POSITION[@actor_index][1]]
$game_temp.hud_pos_real[@actor_index] = [@hud_position[0],@hud_position[1]]
$game_temp.hud_pos[@actor_index] = [] if $game_temp.hud_pos[@actor_index] == nil
$game_temp.hud_pos[@actor_index] = [Graphics.width / 2,(Graphics.height / 2) + 96]
end
end
end
#==============================================================================
# ** Game Temp
#==============================================================================
class Game_Temp
attr_accessor :cache_bhud_sprites
#--------------------------------------------------------------------------
# * Cache Battle Hud
#--------------------------------------------------------------------------
def cache_battle_hud
execute_cache_bhud_sprites if @cache_bhud_sprites == nil
end
#--------------------------------------------------------------------------
# * Execute Cache Bhud Sprites
#--------------------------------------------------------------------------
def execute_cache_bhud_sprites
@cache_bhud_sprites = []
windows = ["Layout_Command","Layout_Party","Layout_Help",
"Layout_Target_Actor","Layout_Target_Enemy","Layout_Skill",
"Layout_Item"]
for s in windows
@cache_bhud_sprites.push(Cache.battle_hud(s)) rescue nil
end
sprites = ["Layout","Layout_2",
"MP_Number","Max_MP_Number","MP_Icon","MP_Icon_EX","MP_Icon_Number",
"TP_Number","Max_TP_Number","TP_Icon","TP_Icon_EX","TP_Icon_Number",
"AT_Number","Max_AT_Number","AT_Icon","AT_Icon_EX","AT_Icon_Number",
"LV_Number","Turn","Iconset"
]
for s in sprites
@cache_bhud_sprites.push(Cache.battle_hud(s)) rescue nil
end
end
end
#==============================================================================
# ** Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias mog_monogatari_bhud_initialize initialize
def initialize
$game_temp.cache_battle_hud
mog_monogatari_bhud_initialize
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Pre Cache
#--------------------------------------------------------------------------
def pre_cache
$game_temp.cache_battle_hud
@force_hide = false
@force_hide_time = 0
@fade_hud = false
@fade_hud_gold = false
@fade_hud_equip = false
@layout_image = Cache.battle_hud("Layout")
@layout_cw = @layout_image.width
@layout_ch = @layout_image.height
@layout2_image = Cache.battle_hud("Layout_2") rescue nil
@layout2_cw = @layout2_image.width if @layout2_image != nil
@layout2_ch = @layout2_image.height if @layout2_image != nil
@layout2_cw = 0 if @layout2_cw == nil
#------------------------------------------------
# HP
#------------------------------------------------
if HP_NUMBER_VISIBLE
@hp_number_image = Cache.battle_hud("HP_Number")
@hp_number_cw = @hp_number_image.width / 10
if HP_NUMBER_LOW_COLOR
@hp_number_ch = @hp_number_image.height / 2
else
@hp_number_ch = @hp_number_image.height
end
@hp_wave_number = HP_NUMBER_WAVE_ALIGN_EFFECT
@hp_number_ch += (@hp_number_ch / 2) if @hp_wave_number
end
if HP_NUMBER_MAX_VISIBLE
@hp_number2_image = Cache.battle_hud("Max_HP_Number")
@hp_number2_cw = @hp_number2_image.width / 10
@hp_number2_ch = @hp_number2_image.height
end
if HP_METER_VISIBLE
@hp_meter_image = Cache.battle_hud("HP_Meter")
if HP_METER_GRADIENT_ANIMATION
@hp_meter_cw = @hp_meter_image.width / 3
else
@hp_meter_cw = @hp_meter_image.width
end
if HP_METER_REDUCTION_ANIMATION
@hp_meter_ch = @hp_meter_image.height / 2
else
@hp_meter_ch = @hp_meter_image.height
end
end
if HP_ICON_VISIBLE
@hp_icon_image = Cache.battle_hud("HP_Icon")
@hp_icon_cw = @hp_icon_image.width / 2
@hp_icon_ch = @hp_icon_image.height
end
if HP_ICON_EX_VISIBLE
@hp_icon2_image = Cache.battle_hud("HP_Icon_EX")
@hp_icon2_cw = @hp_icon2_image.width
@hp_icon2_ch = @hp_icon2_image.height
end
if HP_ICON_NUMBER_VISIBLE
@hp_icon_number_image = Cache.battle_hud("HP_Icon_Number")
@hp_icon_number_cw = @hp_icon_number_image.width / 10
@hp_icon_number_ch = @hp_icon_number_image.height
end
#------------------------------------------------
# MP
#------------------------------------------------
if MP_NUMBER_VISIBLE
@mp_number_image = Cache.battle_hud("MP_Number")
@mp_number_cw = @mp_number_image.width / 10
if MP_NUMBER_LOW_COLOR
@mp_number_ch = @mp_number_image.height / 2
else
@mp_number_ch = @mp_number_image.height
end
@mp_wave_number = MP_NUMBER_WAVE_ALIGN_EFFECT
@mp_number_ch += (@mp_number_ch / 2) if @mp_wave_number
end
if MP_NUMBER_MAX_VISIBLE
@mp_number2_image = Cache.battle_hud("Max_MP_Number")
@mp_number2_cw = @mp_number2_image.width / 10
@mp_number2_ch = @mp_number2_image.height
end
if MP_METER_VISIBLE
@mp_meter_image = Cache.battle_hud("MP_Meter")
if MP_METER_GRADIENT_ANIMATION
@mp_meter_cw = @mp_meter_image.width / 3
else
@mp_meter_cw = @mp_meter_image.width
end
if MP_METER_REDUCTION_ANIMATION
@mp_meter_ch = @mp_meter_image.height / 2
else
@mp_meter_ch = @mp_meter_image.height
end
end
if MP_ICON_VISIBLE
@mp_icon_image = Cache.battle_hud("MP_Icon")
@mp_icon_cw = @mp_icon_image.width / 2
@mp_icon_ch = @mp_icon_image.height
end
if MP_ICON_EX_VISIBLE
@mp_icon2_image = Cache.battle_hud("MP_Icon_EX")
@mp_icon2_cw = @mp_icon2_image.width
@mp_icon2_ch = @mp_icon2_image.height
end
if MP_ICON_NUMBER_VISIBLE
@mp_icon_number_image = Cache.battle_hud("MP_Icon_Number")
@mp_icon_number_cw = @mp_icon_number_image.width / 10
@mp_icon_number_ch = @mp_icon_number_image.height
end
#------------------------------------------------
# TP
#------------------------------------------------
if TP_NUMBER_VISIBLE
@tp_number_image = Cache.battle_hud("TP_Number")
@tp_number_cw = @tp_number_image.width / 10
if TP_NUMBER_LOW_COLOR
@tp_number_ch = @tp_number_image.height / 2
else
@tp_number_ch = @tp_number_image.height
end
@tp_wave_number = TP_NUMBER_WAVE_ALIGN_EFFECT
@tp_number_ch += (@tp_number_ch / 2) if @tp_wave_number
end
if TP_NUMBER_MAX_VISIBLE
@tp_number2_image = Cache.battle_hud("Max_TP_Number")
@tp_number2_cw = @tp_number2_image.width / 10
@tp_number2_ch = @tp_number2_image.height
end
if TP_METER_VISIBLE
@tp_meter_image = Cache.battle_hud("TP_Meter")
if TP_METER_GRADIENT_ANIMATION
@tp_meter_cw = @tp_meter_image.width / 3
else
@tp_meter_cw = @tp_meter_image.width
end
if TP_METER_REDUCTION_ANIMATION
@tp_meter_ch = @tp_meter_image.height / 2
else
@tp_meter_ch = @tp_meter_image.height
end
end
if TP_ICON_VISIBLE
@tp_icon_image = Cache.battle_hud("TP_Icon")
@tp_icon_cw = @tp_icon_image.width / 2
@tp_icon_ch = @tp_icon_image.height
end
if TP_ICON_EX_VISIBLE
@tp_icon2_image = Cache.battle_hud("TP_Icon_EX")
@tp_icon2_cw = @tp_icon2_image.width
@tp_icon2_ch = @tp_icon2_image.height
end
if TP_ICON_NUMBER_VISIBLE
@tp_icon_number_image = Cache.battle_hud("TP_Icon_Number")
@tp_icon_number_cw = @tp_icon_number_image.width / 10
@tp_icon_number_ch = @tp_icon_number_image.height
end
#------------------------------------------------
# AT
#------------------------------------------------
if AT_NUMBER_VISIBLE
@at_number_image = Cache.battle_hud("AT_Number")
@at_number_cw = @at_number_image.width / 10
@at_number_ch = @at_number_image.height
@at_wave_number = AT_NUMBER_WAVE_ALIGN_EFFECT
@at_number_ch += (@at_number_ch / 2) if @at_wave_number
end
if AT_NUMBER_MAX_VISIBLE
@at_number2_image = Cache.battle_hud("Max_AT_Number")
@at_number2_cw = @at_number2_image.width / 10
@at_number2_ch = @at_number2_image.height
end
if AT_METER_VISIBLE
@at_meter_image = Cache.battle_hud("AT_Meter")
if AT_METER_GRADIENT_ANIMATION
@at_meter_cw = @at_meter_image.width / 3
else
@at_meter_cw = @at_meter_image.width
end
@at_meter_ch = @at_meter_image.height / 3
end
#------------------------------------------------
# LV
#------------------------------------------------
if LEVEL_NUMBER_VISIBLE
@lv_number_image = Cache.battle_hud("LV_Number")
@lv_number_cw = @lv_number_image.width / 10
@lv_number_ch = @lv_number_image.height
end
#------------------------------------------------
# ICON
#------------------------------------------------
if STATES_VISIBLE or EQUIPMENT_VISIBLE
@icon_image = Cache.system("Iconset")
end
end
#--------------------------------------------------------------------------
# * Check Icon Image
#--------------------------------------------------------------------------
def check_icon_image
if @icon_image == nil or @icon_image.disposed?
@icon_image = Cache.system("Iconset")
end
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Update Number
#--------------------------------------------------------------------------
def update_number(type,value)
actor_value = @actor.hp if type == 0
actor_value = @actor.mp if type == 1
actor_value = @actor.tp if type == 2
actor_value = @actor.mhp if type == 3
actor_value = @actor.mmp if type == 4
actor_value = @actor.max_tp if type == 5
actor_value = actor_at if type == 6
actor_value = actor_max_at if type == 7
if value < actor_value
value += number_refresh_speed(actor_value,value)
value = actor_value if value >= actor_value
refresh_sprite_number(type,value)
elsif value > actor_value
value -= number_refresh_speed(actor_value,value)
value = actor_value if value <= actor_value
refresh_sprite_number(type,value)
end
end
#--------------------------------------------------------------------------
# * Number Refresh Speed
#--------------------------------------------------------------------------
def number_refresh_speed(actor_value,value)
n = 1 * (actor_value - value).abs / 10
return [[n, 99999999].min,1].max
end
#--------------------------------------------------------------------------
# * Update Number Fix
#--------------------------------------------------------------------------
def update_number_fix(type)
if type == 0
@hp_number_old = @actor.hp
@hp_number_refresh = true
elsif type == 1
@mp_number_old = @actor.mp
@mp_number_refresh = true
elsif type == 2
@tp_number_old = @actor.tp
@tp_number_refresh = true
elsif type == 3
@hp_number2_old = @actor.mhp
@hp_number2_refresh = true
elsif type == 4
@mp_number2_old = @actor.mmp
@mp_number2_refresh = true
elsif type == 5
@tp_number2_old = @actor.max_tp
@tp_number2_refresh = true
elsif type == 6
@at_number_old = actor_at
@at_number_refresh = true
elsif type == 7
@at_number2_old = actor_max_at
@at_number2_refresh = true
end
end
#--------------------------------------------------------------------------
# * Refresh Sprite Number
#--------------------------------------------------------------------------
def refresh_sprite_number(type,value)
@hp_number_refresh = true if type == 0
@hp_number_old = value if type == 0
@mp_number_refresh = true if type == 1
@mp_number_old = value if type == 1
@tp_number_refresh = true if type == 2
@tp_number_old = value if type == 2
@hp_number2_refresh = true if type == 3
@hp_number2_old = value if type == 3
@mp_number2_refresh = true if type == 4
@mp_number2_old = value if type == 4
@tp_number2_refresh = true if type == 5
@tp_number2_old = value if type == 5
@at_number_refresh = true if type == 6
@at_number_old = value if type == 6
@at_number2_refresh = true if type == 7
@at_number2_old = value if type == 7
end
#--------------------------------------------------------------------------
# * Refresh Number
#--------------------------------------------------------------------------
def refresh_number(type,value,sprite,image,number_cw,number_ch,wave_number = false)
sprite.bitmap.clear
clear_number_refresh(type)
number_color = low_number_color(type,number_ch)
if type == 0 and HP_NUMBER_PERCENTAGE
value_max = @actor.mhp
value = value.to_f / value_max.to_f * 100
value = 1 if (value < 0 and @actor.hp > 0) or @actor.hp == 1
elsif type == 1 and MP_NUMBER_PERCENTAGE
value_max = @actor.mmp
value = value.to_f / value_max.to_f * 100
elsif type == 2 and TP_NUMBER_PERCENTAGE
value_max = @actor.max_tp
value = value.to_f / value_max.to_f * 100
elsif type == 3 and HP_NUMBER_PERCENTAGE
value = 100
elsif type == 4 and MP_NUMBER_PERCENTAGE
value = 100
elsif type == 5 and TP_NUMBER_PERCENTAGE
value = 100
elsif type == 6 and AT_NUMBER_PERCENTAGE
value_max = actor_max_at
value = value.to_f / value_max.to_f * 100
elsif type == 7 and AT_NUMBER_PERCENTAGE
value = 100
end
value = 9999999 if value > 9999999
number_value = value.truncate.abs.to_s.split(//)
wave_h = 0
wave_h2 = wave_number ? (number_ch / 3) : 0
wave_h3 = number_color != 0 ? wave_h2 : 0
for r in 0..number_value.size - 1
number_value_abs = number_value[r].to_i
wh = wave_h2 * wave_h
wh2 = wave_h == 0 ? wave_h2 : 0
nsrc_rect = Rect.new(number_cw * number_value_abs, number_color - wave_h3, number_cw, number_ch - wh2)
sprite.bitmap.blt(number_cw * r, wh, image, nsrc_rect)
wave_h = wave_h == 0 ? 1 : 0
end
refresh_number_position(type,number_value.size,number_cw)
end
#--------------------------------------------------------------------------
# * Refresh Number
#--------------------------------------------------------------------------
def refresh_number_position(type,number_value,number_cw)
cx = number_value * number_cw
if type == 0
case HP_NUMBER_ALIGN_TYPE
when 0; @hp_number.x = @hud_position[0] + HP_NUMBER_POSITION[0]
when 1; @hp_number.x = @hud_position[0] + HP_NUMBER_POSITION[0] - (cx / 2)
when 2; @hp_number.x = @hud_position[0] + HP_NUMBER_POSITION[0] - cx
end
elsif type == 1
case MP_NUMBER_ALIGN_TYPE
when 0; @mp_number.x = @hud_position[0] + MP_NUMBER_POSITION[0]
when 1; @mp_number.x = @hud_position[0] + MP_NUMBER_POSITION[0] - (cx / 2)
when 2; @mp_number.x = @hud_position[0] + MP_NUMBER_POSITION[0] - cx
end
elsif type == 2
case TP_NUMBER_ALIGN_TYPE
when 0; @tp_number.x = @hud_position[0] + TP_NUMBER_POSITION[0]
when 1; @tp_number.x = @hud_position[0] + TP_NUMBER_POSITION[0] - (cx / 2)
when 2; @tp_number.x = @hud_position[0] + TP_NUMBER_POSITION[0] - cx
end
elsif type == 3
case HP_NUMBER_ALIGN_TYPE
when 0; @hp_number2.x = @hud_position[0] + HP_NUMBER_MAX_POSITION[0]
when 1; @hp_number2.x = @hud_position[0] + HP_NUMBER_MAX_POSITION[0] - (cx / 2)
when 2; @hp_number2.x = @hud_position[0] + HP_NUMBER_MAX_POSITION[0] - cx
end
elsif type == 4
case MP_NUMBER_ALIGN_TYPE
when 0; @mp_number2.x = @hud_position[0] + MP_NUMBER_MAX_POSITION[0]
when 1; @mp_number2.x = @hud_position[0] + MP_NUMBER_MAX_POSITION[0] - (cx / 2)
when 2; @mp_number2.x = @hud_position[0] + MP_NUMBER_MAX_POSITION[0] - cx
end
elsif type == 5
case TP_NUMBER_ALIGN_TYPE
when 0; @tp_number2.x = @hud_position[0] + TP_NUMBER_MAX_POSITION[0]
when 1; @tp_number2.x = @hud_position[0] + TP_NUMBER_MAX_POSITION[0] - (cx / 2)
when 2; @tp_number2.x = @hud_position[0] + TP_NUMBER_MAX_POSITION[0] - cx
end
elsif type == 6
case MP_NUMBER_ALIGN_TYPE
when 0; @at_number.x = @hud_position[0] + AT_NUMBER_POSITION[0]
when 1; @at_number.x = @hud_position[0] + AT_NUMBER_POSITION[0] - (cx / 2)
when 2; @at_number.x = @hud_position[0] + AT_NUMBER_POSITION[0] - cx
end
elsif type == 7
case AT_NUMBER_ALIGN_TYPE
when 0; @at_number2.x = @hud_position[0] + AT_NUMBER_POSITION[0]
when 1; @at_number2.x = @hud_position[0] + AT_NUMBER_POSITION[0] - (cx / 2)
when 2; @at_number2.x = @hud_position[0] + AT_NUMBER_POSITION[0] - cx
end
end
end
#--------------------------------------------------------------------------
# * Low Number Color
#--------------------------------------------------------------------------
def low_number_color(type,number_ch)
if type == 0
if HP_NUMBER_LOW_COLOR
return @actor.low_hp? ? number_ch : 0
else
return 0
end
elsif type == 1
if MP_NUMBER_LOW_COLOR
return @actor.low_mp? ? number_ch : 0
else
return 0
end
elsif type == 2
if TP_NUMBER_LOW_COLOR
return @actor.low_tp? ? number_ch : 0
else
return 0
end
else
return 0
end
end
#--------------------------------------------------------------------------
# * Clear Number Refresh
#--------------------------------------------------------------------------
def clear_number_refresh(type)
@hp_number_refresh = false if type == 0
@mp_number_refresh = false if type == 1
@tp_number_refresh = false if type == 2
@hp_number2_refresh = false if type == 3
@mp_number2_refresh = false if type == 4
@tp_number2_refresh = false if type == 5
@at_number_refresh = false if type == 6
@at_number2_refresh = false if type == 7
end
#--------------------------------------------------------------------------
# * Icon Limit
#--------------------------------------------------------------------------
def icon_limit(value,value_max)
n1 = value / value_max
n2 = value - (n1 * value_max)
n2 = value_max if (n2 == 0 and value > 0)
return n2
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout(viewport)
@layout = Sprite.new
@layout.bitmap = @layout_image
@layout.z = HUD_Z
@layout.x = @hud_position[0]
@layout.y = @hud_position[1]
@layout.viewport = viewport
end
#--------------------------------------------------------------------------
# * Update Layout
#--------------------------------------------------------------------------
def update_layout
return if @layout == nil
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout_2(viewport)
return if !SECOND_LAYOUT
@layout2 = Sprite.new
@layout2.bitmap = @layout2_image
@layout2.z = HUD_Z + SECOND_LAYOUT_Z
@layout2.x = @hud_position[0] + SECOND_LAYOUT_POSITION[0]
@layout2.y = @hud_position[1] + SECOND_LAYOUT_POSITION[1]
@layout2.viewport = viewport
end
#--------------------------------------------------------------------------
# * Update Layout
#--------------------------------------------------------------------------
def update_layout_2
return if @layout2 == nil
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Create Name
#--------------------------------------------------------------------------
def create_name(viewport)
return if !NAME_VISIBLE
@name = Sprite.new
@name.bitmap = Bitmap.new(160,32)
@name.bitmap.font.name = NAME_FONT_NAME
@name.bitmap.font.size = NAME_FONT_SIZE
@name.bitmap.font.bold = NAME_FONT_BOLD
@name.bitmap.font.italic = NAME_FONT_ITALIC
@name.bitmap.font.color = NAME_FONT_COLOR
@name.z = HUD_Z + NAME_Z
@name.x = @hud_position[0] + NAME_POSITION[0]
@name.y = @hud_position[1] + NAME_POSITION[1]
@name.viewport = viewport
refresh_name
end
#--------------------------------------------------------------------------
# * Refresh Name
#--------------------------------------------------------------------------
def refresh_name
return if @name == nil
@name.bitmap.clear
if NAME_FONT_SHADOW
@name.bitmap.font.color = NAME_FONT_SHADOW_COLOR
@name.bitmap.draw_text(NAME_FONT_SHADOW_POSITION[0],NAME_FONT_SHADOW_POSITION[1],160,32,@actor.name,NAME_ALIGN_TYPE)
@name.bitmap.font.color = NAME_FONT_COLOR
end
@name.bitmap.draw_text(0,0,160,32,@actor.name,NAME_ALIGN_TYPE)
end
#--------------------------------------------------------------------------
# * Update Name
#--------------------------------------------------------------------------
def update_name
return if @name == nil
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Create HP Number
#--------------------------------------------------------------------------
def create_hp_number(viewport)
return if !HP_NUMBER_VISIBLE
@hp_number = Sprite.new
@hp_number.bitmap = Bitmap.new(@hp_number_cw * 4,@hp_number_ch)
@hp_number.z = HUD_Z + HP_NUMBER_Z
@hp_number.x = @hud_position[0] + HP_NUMBER_POSITION[0]
@hp_number.y = @hud_position[1] + HP_NUMBER_POSITION[1]
@hp_number.viewport = viewport
end
#--------------------------------------------------------------------------
# * Create HP Number Max
#--------------------------------------------------------------------------
def create_hp_number_max(viewport)
return if !HP_NUMBER_MAX_VISIBLE
@hp_number2 = Sprite.new
@hp_number2.bitmap = Bitmap.new(@hp_number2_cw * 4,@hp_number2_ch)
@hp_number2.z = HUD_Z + HP_NUMBER_Z
@hp_number2.x = @hud_position[0] + HP_NUMBER_MAX_POSITION[0]
@hp_number2.y = @hud_position[1] + HP_NUMBER_MAX_POSITION[1]
@hp_number2.viewport = viewport
end
#--------------------------------------------------------------------------
# * Create HP Meter
#--------------------------------------------------------------------------
def create_hp_meter(viewport)
return if !HP_METER_VISIBLE
@hp_flow_max = @hp_meter_cw * 2
@hp_flow = rand(@hp_flow_max)
@hp_meter = Sprite.new
@hp_meter.bitmap = Bitmap.new(@hp_meter_cw,@hp_meter_ch)
@hp_meter.z = HUD_Z + HP_METER_Z
@hp_meter.x = @hud_position[0] + HP_METER_POSITION[0]
@hp_meter.y = @hud_position[1] + HP_METER_POSITION[1]
@hp_meter.angle = HP_METER_ANGLE
@hp_meter.mirror = HP_METER_MIRROR_EFFECT
@hp_meter.viewport = viewport
end
#--------------------------------------------------------------------------
# ● Update Flow HP
#--------------------------------------------------------------------------
def update_flow_hp
@hp_meter.bitmap.clear
@hp_flow = 0 if !HP_METER_GRADIENT_ANIMATION
meter_width = @hp_meter_cw * @actor.hp / @actor.mhp rescue nil
meter_width = 0 if meter_width == nil
execute_hp_damage_flow(meter_width)
meter_src_rect = Rect.new(@hp_flow, 0,meter_width, @hp_meter_ch)
@hp_meter.bitmap.blt(0,0, @hp_meter_image, meter_src_rect)
@hp_flow += 2
@hp_flow = 0 if @hp_flow >= @hp_flow_max
end
#--------------------------------------------------------------------------
# ● Execute HP Damage Flow
#--------------------------------------------------------------------------
def execute_hp_damage_flow(meter_width)
return if !HP_METER_REDUCTION_ANIMATION
return if @hp_old_meter == meter_width
n = (@hp_old_meter - meter_width).abs * 3 / 100
damage_flow = [[n, 2].min,0.5].max
@hp_old_meter -= damage_flow
@hp_old_meter = meter_width if @hp_old_meter <= meter_width
src_rect_old = Rect.new(0,@hp_meter_ch, @hp_old_meter, @hp_meter_ch)
@hp_meter.bitmap.blt(0,0, @hp_meter_image, src_rect_old)
end
#--------------------------------------------------------------------------
# * Create HP Icon
#--------------------------------------------------------------------------
def create_hp_icon(viewport)
return if !HP_ICON_VISIBLE
@hp_icon = Sprite.new
icon_width = @hp_icon_col_max * (@hp_icon_cw + HP_ICON_SPACE[0].abs)
icon_height = @hp_icon_row_max * (@hp_icon_ch + HP_ICON_SPACE[1].abs)
@hp_icon.bitmap = Bitmap.new(icon_width,icon_height)
@hp_icon.z = HUD_Z + HP_ICON_Z
@hp_icon.x = @hud_position[0] + HP_ICON_POSITION[0]
@hp_icon.y = @hud_position[1] + HP_ICON_POSITION[1]
@hp_icon.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh HP Icon
#--------------------------------------------------------------------------
def refresh_hp_icon
@hp_icon_old = @actor.hp
@hp_icon.bitmap.clear
max_value = (@actor.mhp / @hp_icon_real_max) * @hp_icon_real_max
if @actor.hp > max_value
icon_max = icon_limit(@actor.mhp,@hp_icon_real_max)
else
icon_max = @actor.mhp
end
for i in 0...icon_max
break if (i / @hp_icon_col_max) >= @hp_icon_row_max
rx = (i * (@hp_icon_cw + HP_ICON_SPACE[0]) ) - ((i / @hp_icon_col_max) * (@hp_icon_cw + HP_ICON_SPACE[0]) * @hp_icon_col_max)
ry = (i / @hp_icon_col_max) * (@hp_icon_ch + HP_ICON_SPACE[1])
i_scr = Rect.new(0,0,@hp_icon_cw,@hp_icon_ch)
@hp_icon.bitmap.blt(rx,ry,@hp_icon_image ,i_scr )
end
icon_max = icon_limit(@actor.hp,@hp_icon_real_max)
rx = 0
ry = 0
for i in 0...icon_max
break if (i / @hp_icon_col_max) >= @hp_icon_row_max
rx = (i * (@hp_icon_cw + HP_ICON_SPACE[0]) ) - ((i / @hp_icon_col_max) * (@hp_icon_cw + HP_ICON_SPACE[0]) * @hp_icon_col_max)
ry = (i / @hp_icon_col_max) * (@hp_icon_ch + HP_ICON_SPACE[1])
i_scr = Rect.new(@hp_icon_cw,0,@hp_icon_cw,@hp_icon_ch)
@hp_icon.bitmap.blt(rx,ry,@hp_icon_image ,i_scr )
end
refresh_hp_icon_ex(rx,ry)
end
#--------------------------------------------------------------------------
# * Create HP Icon EX
#--------------------------------------------------------------------------
def create_hp_icon_ex(viewport)
return if !HP_ICON_EX_VISIBLE
@hp_icon3_anime_phase = 0
@hp_icon3 = Sprite.new
@hp_icon3.bitmap = Bitmap.new(@hp_icon2_cw,@hp_icon2_ch)
@hp_icon3.ox = @hp_icon3.bitmap.width / 2
@hp_icon3.oy = @hp_icon3.bitmap.height / 2
@hp_icon3.z = HUD_Z + HP_ICON_Z + 2
@hp_icon3_org = [@hud_position[0] + HP_ICON_POSITION[0] + HP_ICON_EX_POSITION[0] + @hp_icon3.ox,
@hud_position[1] + HP_ICON_POSITION[1] + HP_ICON_EX_POSITION[1] + @hp_icon3.oy]
@hp_icon3.x = @hp_icon3_org[0]
@hp_icon3.y = @hp_icon3_org[1]
@hp_icon3.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh HP Icon EX
#--------------------------------------------------------------------------
def refresh_hp_icon_ex(rx,ry)
return if @hp_icon3 == nil
@hp_icon3.bitmap.clear
return if @actor.hp == 0
i_scr = Rect.new(0,0,@hp_icon2_cw,@hp_icon2_ch)
@hp_icon3.bitmap.blt(0,0, @hp_icon2_image ,i_scr )
@hp_icon3.x = @hp_icon3_org[0] + rx
@hp_icon3.y = @hp_icon3_org[1] + ry
end
#--------------------------------------------------------------------------
# * Update Icon HP EX Anime
#--------------------------------------------------------------------------
def update_icon_hp_ex_anime
return if !HP_ICON_EX_ZOOM_EFFECT
if @hp_icon3_anime_phase == 0
@hp_icon3.zoom_x += 0.01
if @hp_icon3.zoom_x >= 1.30
@hp_icon3.zoom_x = 1.30
@hp_icon3_anime_phase = 1
end
else
@hp_icon3.zoom_x -= 0.01
if @hp_icon3.zoom_x <= 1.05
@hp_icon3.zoom_x = 1.05
@hp_icon3_anime_phase = 0
end
end
@hp_icon3.zoom_y = @hp_icon3.zoom_x
end
#--------------------------------------------------------------------------
# * Create HP Icon Nummber
#--------------------------------------------------------------------------
def create_hp_icon_number(viewport)
return if !HP_ICON_NUMBER_VISIBLE
@hp_icon_number_old = [-1,-1]
@hp_icon_number = Sprite.new
@hp_icon_number.bitmap = Bitmap.new(@hp_icon_number_cw * 4,@hp_icon_number_ch)
@hp_icon_number.z = HUD_Z + HP_ICON_NUMBER_Z
@hp_icon_number.x = @hud_position[0] + HP_ICON_NUMBER_POSITION[0]
@hp_icon_number.y = @hud_position[1] + HP_ICON_NUMBER_POSITION[1]
@hp_icon_number.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh Icon Number HP
#--------------------------------------------------------------------------
def refresh_icon_number_hp
@hp_icon_number_old[0] = @actor.hp
@hp_icon_number_old[1] = @actor.mhp
@hp_icon_number.bitmap.clear
value = ((@actor.hp - 1) / @hp_icon_col_max) / @hp_icon_row_max
value = 0 if value < 0
number_value = value.truncate.abs.to_s.split(//)
for r in 0..number_value.size - 1
number_value_abs = number_value[r].to_i
nsrc_rect = Rect.new(@hp_icon_number_cw * number_value_abs, 0, @hp_icon_number_cw, @hp_icon_number_ch)
@hp_icon_number.bitmap.blt(@hp_icon_number_cw * r, 0, @hp_icon_number_image, nsrc_rect)
end
cx = (number_value.size * @hp_icon_number_cw)
case HP_ICON_NUMBER_ALIGN_TYPE
when 0; @hp_icon_number.x = @hud_position[0] + HP_ICON_NUMBER_POSITION[0]
when 1; @hp_icon_number.x = @hud_position[0] + HP_ICON_NUMBER_POSITION[0] - (cx / 2)
when 2; @hp_icon_number.x = @hud_position[0] + HP_ICON_NUMBER_POSITION[0] - cx
end
end
#--------------------------------------------------------------------------
# * Can Refresh Icon Number HP
#--------------------------------------------------------------------------
def can_refresh_icon_number_hp?
return true if @hp_icon_number_old[0] != @actor.hp
return true if @hp_icon_number_old[1] != @actor.mhp
return false
end
#--------------------------------------------------------------------------
# * Update HP
#--------------------------------------------------------------------------
def update_hp
if @hp_number != nil
if HP_NUMBER_ANIMATION
update_number(0,@hp_number_old)
else
update_number_fix(0) if @hp_number_old != @actor.hp
end
refresh_number(0,@hp_number_old,@hp_number,@hp_number_image,@hp_number_cw,@hp_number_ch,@hp_wave_number) if @hp_number_refresh
end
if @hp_number2 != nil
if HP_NUMBER_ANIMATION
update_number(3,@hp_number2_old)
else
update_number_fix(3) if @hp_number2_old != @actor.mhp
end
refresh_number(3,@hp_number2_old,@hp_number2,@hp_number2_image,@hp_number2_cw,@hp_number2_ch,@hp_wave_number) if @hp_number2_refresh
end
if @hp_meter != nil
update_flow_hp
end
if @hp_icon != nil
refresh_hp_icon if @hp_icon_old != @actor.hp
end
if @hp_icon3 != nil
update_icon_hp_ex_anime
end
if @hp_icon_number != nil
refresh_icon_number_hp if can_refresh_icon_number_hp?
end
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Create MP Number
#--------------------------------------------------------------------------
def create_mp_number(viewport)
return if !MP_NUMBER_VISIBLE
@mp_number = Sprite.new
@mp_number.bitmap = Bitmap.new(@mp_number_cw * 4, @mp_number_ch)
@mp_number.z = HUD_Z + MP_NUMBER_Z
@mp_number.x = @hud_position[0] + MP_NUMBER_POSITION[0]
@mp_number.y = @hud_position[1] + MP_NUMBER_POSITION[1]
@mp_number.viewport = viewport
end
#--------------------------------------------------------------------------
# * Create MP Number Max
#--------------------------------------------------------------------------
def create_mp_number_max(viewport)
return if !MP_NUMBER_MAX_VISIBLE
@mp_number2 = Sprite.new
@mp_number2.bitmap = Bitmap.new(@mp_number2_cw * 4, @mp_number2_ch)
@mp_number2.z = HUD_Z + MP_NUMBER_Z
@mp_number2.x = @hud_position[0] + MP_NUMBER_MAX_POSITION[0]
@mp_number2.y = @hud_position[1] + MP_NUMBER_MAX_POSITION[1]
@mp_number2.viewport = viewport
end
#--------------------------------------------------------------------------
# * Create MP Meter
#--------------------------------------------------------------------------
def create_mp_meter(viewport)
return if !MP_METER_VISIBLE
@mp_flow_max = @mp_meter_cw * 2
@mp_flow = rand(@mp_flow_max)
@mp_meter = Sprite.new
@mp_meter.bitmap = Bitmap.new(@mp_meter_cw,@mp_meter_ch)
@mp_meter.z = HUD_Z + MP_METER_Z
@mp_meter.x = @hud_position[0] + MP_METER_POSITION[0]
@mp_meter.y = @hud_position[1] + MP_METER_POSITION[1]
@mp_meter.angle = MP_METER_ANGLE
@mp_meter.mirror = MP_METER_MIRROR_EFFECT
@mp_meter.viewport = viewport
end
#--------------------------------------------------------------------------
# ● Update Flow MP
#--------------------------------------------------------------------------
def update_flow_mp
@mp_meter.bitmap.clear
@mp_flow = 0 if !MP_METER_GRADIENT_ANIMATION
meter_width = @mp_meter_cw * @actor.mp / @actor.mmp rescue nil
meter_width = 0 if meter_width == nil
execute_mp_damage_flow(meter_width)
meter_src_rect = Rect.new(@mp_flow, 0,meter_width, @mp_meter_ch)
@mp_meter.bitmap.blt(0,0, @mp_meter_image, meter_src_rect)
@mp_flow += 2
@mp_flow = 0 if @mp_flow >= @mp_flow_max
end
#--------------------------------------------------------------------------
# ● Execute MP Damage Flow
#--------------------------------------------------------------------------
def execute_mp_damage_flow(meter_width)
return if !MP_METER_REDUCTION_ANIMATION
return if @mp_old_meter == meter_width
n = (@mp_old_meter - meter_width).abs * 3 / 100
damage_flow = [[n, 2].min,0.5].max
@mp_old_meter -= damage_flow
@mp_old_meter = meter_width if @mp_old_meter <= meter_width
src_rect_old = Rect.new(0,@mp_meter_ch, @mp_old_meter, @mp_meter_ch)
@mp_meter.bitmap.blt(0,0, @mp_meter_image, src_rect_old)
end
#--------------------------------------------------------------------------
# * Create MP Icon
#--------------------------------------------------------------------------
def create_mp_icon(viewport)
return if !MP_ICON_VISIBLE
@mp_icon = Sprite.new
icon_width = @mp_icon_col_max * (@mp_icon_cw + MP_ICON_SPACE[0].abs)
icon_height = @mp_icon_row_max * (@mp_icon_ch + MP_ICON_SPACE[1].abs)
@mp_icon.bitmap = Bitmap.new(icon_width,icon_height)
@mp_icon.z = HUD_Z + MP_ICON_Z
@mp_icon.x = @hud_position[0] + MP_ICON_POSITION[0]
@mp_icon.y = @hud_position[1] + MP_ICON_POSITION[1]
@mp_icon.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh MP Icon
#--------------------------------------------------------------------------
def refresh_mp_icon
@mp_icon_old = @actor.mp
@mp_icon.bitmap.clear
max_value = (@actor.mmp / @mp_icon_real_max) * @mp_icon_real_max
if @actor.mp > max_value
icon_max = icon_limit(@actor.mmp,@mp_icon_real_max)
else
icon_max = @actor.mmp
end
for i in 0...icon_max
break if (i / @mp_icon_col_max) >= @mp_icon_row_max
rx = (i * (@mp_icon_cw + MP_ICON_SPACE[0]) ) - ((i / @mp_icon_col_max) * (@mp_icon_cw + MP_ICON_SPACE[0]) * @mp_icon_col_max)
ry = (i / @mp_icon_col_max) * (@mp_icon_ch + MP_ICON_SPACE[1])
i_scr = Rect.new(0,0,@mp_icon_cw,@mp_icon_ch)
@mp_icon.bitmap.blt(rx,ry,@mp_icon_image ,i_scr )
end
icon_max = icon_limit(@actor.mp,@mp_icon_real_max)
rx = 0
ry = 0
for i in 0...icon_max
break if (i / @mp_icon_col_max) >= @mp_icon_row_max
rx = (i * (@mp_icon_cw + MP_ICON_SPACE[0]) ) - ((i / @mp_icon_col_max) * (@mp_icon_cw + MP_ICON_SPACE[0]) * @mp_icon_col_max)
ry = (i / @mp_icon_col_max) * (@mp_icon_ch + MP_ICON_SPACE[1])
i_scr = Rect.new(@mp_icon_cw,0,@mp_icon_cw,@mp_icon_ch)
@mp_icon.bitmap.blt(rx,ry,@mp_icon_image ,i_scr )
end
refresh_mp_icon_ex(rx,ry)
end
#--------------------------------------------------------------------------
# * Create MP Icon EX
#--------------------------------------------------------------------------
def create_mp_icon_ex(viewport)
return if !MP_ICON_EX_VISIBLE
@mp_icon3_anime_phase = 0
@mp_icon3 = Sprite.new
@mp_icon3.bitmap = Bitmap.new(@mp_icon2_cw,@mp_icon2_ch)
@mp_icon3.ox = @mp_icon3.bitmap.width / 2
@mp_icon3.oy = @mp_icon3.bitmap.height / 2
@mp_icon3.z = HUD_Z + MP_ICON_Z + 2
@mp_icon3_org = [@hud_position[0] + MP_ICON_POSITION[0] + MP_ICON_EX_POSITION[0] + @mp_icon3.ox,
@hud_position[1] + MP_ICON_POSITION[1] + MP_ICON_EX_POSITION[1] + @mp_icon3.oy]
@mp_icon3.x = @mp_icon3_org[0]
@mp_icon3.y = @mp_icon3_org[1]
@mp_icon3.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh MP Icon EX
#--------------------------------------------------------------------------
def refresh_mp_icon_ex(rx,ry)
return if @mp_icon3 == nil
@mp_icon3.bitmap.clear
return if @actor.mp == 0
i_scr = Rect.new(0,0,@mp_icon2_cw,@mp_icon2_ch)
@mp_icon3.bitmap.blt(0,0, @mp_icon2_image ,i_scr )
@mp_icon3.x = @mp_icon3_org[0] + rx
@mp_icon3.y = @mp_icon3_org[1] + ry
end
#--------------------------------------------------------------------------
# * Update Icon MP EX Anime
#--------------------------------------------------------------------------
def update_icon_mp_ex_anime
return if !MP_ICON_EX_ZOOM_EFFECT
if @mp_icon3_anime_phase == 0
@mp_icon3.zoom_x += 0.01
if @mp_icon3.zoom_x >= 1.30
@mp_icon3.zoom_x = 1.30
@mp_icon3_anime_phase = 1
end
else
@mp_icon3.zoom_x -= 0.01
if @mp_icon3.zoom_x <= 1.05
@mp_icon3.zoom_x = 1.05
@mp_icon3_anime_phase = 0
end
end
@mp_icon3.zoom_y = @mp_icon3.zoom_x
end
#--------------------------------------------------------------------------
# * Create MP Icon Number
#--------------------------------------------------------------------------
def create_mp_icon_number(viewport)
return if !MP_ICON_NUMBER_VISIBLE
@mp_icon_number_old = [-1,-1]
@mp_icon_number = Sprite.new
@mp_icon_number.bitmap = Bitmap.new(@mp_icon_number_cw * 4,@mp_icon_number_ch)
@mp_icon_number.z = HUD_Z + MP_ICON_NUMBER_Z
@mp_icon_number.x = @hud_position[0] + MP_ICON_NUMBER_POSITION[0]
@mp_icon_number.y = @hud_position[1] + MP_ICON_NUMBER_POSITION[1]
@mp_icon_number.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh Icon Number MP
#--------------------------------------------------------------------------
def refresh_icon_number_mp
@mp_icon_number_old[0] = @actor.mp
@mp_icon_number_old[1] = @actor.mmp
@mp_icon_number.bitmap.clear
value = ((@actor.mp - 1) / @mp_icon_col_max) / @mp_icon_row_max
value = 0 if value < 0
number_value = value.truncate.abs.to_s.split(//)
for r in 0..number_value.size - 1
number_value_abs = number_value[r].to_i
nsrc_rect = Rect.new(@mp_icon_number_cw * number_value_abs, 0, @mp_icon_number_cw, @mp_icon_number_ch)
@mp_icon_number.bitmap.blt(@mp_icon_number_cw * r, 0, @mp_icon_number_image, nsrc_rect)
end
cx = (number_value.size * @mp_icon_number_cw)
case MP_ICON_NUMBER_ALIGN_TYPE
when 0; @mp_icon_number.x = @hud_position[0] + MP_ICON_NUMBER_POSITION[0]
when 1; @mp_icon_number.x = @hud_position[0] + MP_ICON_NUMBER_POSITION[0] - (cx / 2)
when 2; @mp_icon_number.x = @hud_position[0] + MP_ICON_NUMBER_POSITION[0] - cx
end
end
#--------------------------------------------------------------------------
# * Can Refresh Icon Number MP
#--------------------------------------------------------------------------
def can_refresh_icon_number_mp?
return true if @mp_icon_number_old[0] != @actor.mp
return true if @mp_icon_number_old[1] != @actor.mmp
return false
end
#--------------------------------------------------------------------------
# * Update MP
#--------------------------------------------------------------------------
def update_mp
if @mp_number != nil
if MP_NUMBER_ANIMATION
update_number(1,@mp_number_old)
else
update_number_fix(1) if @mp_number_old != @actor.mp
end
refresh_number(1,@mp_number_old,@mp_number,@mp_number_image,@mp_number_cw,@mp_number_ch,@mp_wave_number) if @mp_number_refresh
end
if @mp_number2 != nil
if MP_NUMBER_ANIMATION
update_number(4,@mp_number2_old)
else
update_number_fix(4) if @mp_number2_old != @actor.mmp
end
refresh_number(4,@mp_number2_old,@mp_number2,@mp_number2_image,@mp_number2_cw,@mp_number2_ch,@mp_wave_number) if @mp_number2_refresh
end
if @mp_meter != nil
update_flow_mp
end
if @mp_icon != nil
refresh_mp_icon if @mp_icon_old != @actor.mp
end
if @mp_icon3 != nil
update_icon_mp_ex_anime
end
if @mp_icon_number != nil
refresh_icon_number_mp if can_refresh_icon_number_mp?
end
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Create TP Number
#--------------------------------------------------------------------------
def create_tp_number(viewport)
return if !TP_NUMBER_VISIBLE
@tp_number = Sprite.new
@tp_number.bitmap = Bitmap.new(@tp_number_cw * 3, @tp_number_ch)
@tp_number.z = HUD_Z + TP_NUMBER_Z
@tp_number.x = @hud_position[0] + TP_NUMBER_POSITION[0]
@tp_number.y = @hud_position[1] + TP_NUMBER_POSITION[1]
@tp_number.viewport = viewport
end
#--------------------------------------------------------------------------
# * Create TP Number MAX
#--------------------------------------------------------------------------
def create_tp_number_max(viewport)
return if !TP_NUMBER_MAX_VISIBLE
@tp_number2 = Sprite.new
@tp_number2.bitmap = Bitmap.new(@tp_number2_cw * 3, @tp_number2_ch)
@tp_number2.z = HUD_Z + TP_NUMBER_Z
@tp_number2.x = @hud_position[0] + TP_NUMBER_MAX_POSITION[0]
@tp_number2.y = @hud_position[1] + TP_NUMBER_MAX_POSITION[1]
@tp_number2.viewport = viewport
end
#--------------------------------------------------------------------------
# * Create TP Meter
#--------------------------------------------------------------------------
def create_tp_meter(viewport)
return if !TP_METER_VISIBLE
@tp_flow_max = @tp_meter_cw * 2
@tp_flow = rand(@tp_flow_max)
@tp_meter = Sprite.new
@tp_meter.bitmap = Bitmap.new(@tp_meter_cw,@tp_meter_ch)
@tp_meter.z = HUD_Z + TP_METER_Z
@tp_meter.x = @hud_position[0] + TP_METER_POSITION[0]
@tp_meter.y = @hud_position[1] + TP_METER_POSITION[1]
@tp_meter.angle = TP_METER_ANGLE
@tp_meter.mirror = TP_METER_MIRROR_EFFECT
@tp_meter.viewport = viewport
end
#--------------------------------------------------------------------------
# ● Update Flow TP
#--------------------------------------------------------------------------
def update_flow_tp
@tp_meter.bitmap.clear
@tp_flow = 0 if !TP_METER_GRADIENT_ANIMATION
meter_width = @tp_meter_cw * @actor.tp / @actor.max_tp rescue nil
meter_width = 0 if meter_width == nil
execute_tp_damage_flow(meter_width)
meter_src_rect = Rect.new(@tp_flow, 0,meter_width, @tp_meter_ch)
@tp_meter.bitmap.blt(0,0, @tp_meter_image, meter_src_rect)
@tp_flow += 2
@tp_flow = 0 if @tp_flow >= @tp_flow_max
end
#--------------------------------------------------------------------------
# ● Execute TP Damage Flow
#--------------------------------------------------------------------------
def execute_tp_damage_flow(meter_width)
return if !TP_METER_REDUCTION_ANIMATION
return if @tp_old_meter == meter_width
n = (@tp_old_meter - meter_width).abs * 3 / 100
damage_flow = [[n, 2].min,0.5].max
@tp_old_meter -= damage_flow
@tp_old_meter = meter_width if @tp_old_meter <= meter_width
src_rect_old = Rect.new(0,@tp_meter_ch, @tp_old_meter, @tp_meter_ch)
@tp_meter.bitmap.blt(0,0, @tp_meter_image, src_rect_old)
end
#--------------------------------------------------------------------------
# * Create TP Icon
#--------------------------------------------------------------------------
def create_tp_icon(viewport)
return if !TP_ICON_VISIBLE
@tp_icon = Sprite.new
icon_width = @tp_icon_col_max * (@tp_icon_cw + TP_ICON_SPACE[0].abs)
icon_height = @tp_icon_row_max * (@tp_icon_ch + TP_ICON_SPACE[1].abs)
@tp_icon.bitmap = Bitmap.new(icon_width,icon_height)
@tp_icon.z = HUD_Z + TP_ICON_Z
@tp_icon.x = @hud_position[0] + TP_ICON_POSITION[0]
@tp_icon.y = @hud_position[1] + TP_ICON_POSITION[1]
@tp_icon.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh TP Icon
#--------------------------------------------------------------------------
def refresh_tp_icon
@tp_icon_old = @actor.tp
@tp_icon.bitmap.clear
max_value = (@actor.max_tp / @tp_icon_real_max) * @tp_icon_real_max
if @actor.mp > max_value
icon_max = icon_limit(@actor.max_tp,@tp_icon_real_max)
else
icon_max = @actor.max_tp
end
for i in 0...icon_max
break if (i / @tp_icon_col_max) >= @tp_icon_row_max
rx = (i * (@tp_icon_cw + TP_ICON_SPACE[0]) ) - ((i / @tp_icon_col_max) * (@tp_icon_cw + TP_ICON_SPACE[0]) * @tp_icon_col_max)
ry = (i / @tp_icon_col_max) * (@tp_icon_ch + TP_ICON_SPACE[1])
i_scr = Rect.new(0,0,@tp_icon_cw,@tp_icon_ch)
@tp_icon.bitmap.blt(rx,ry,@tp_icon_image ,i_scr )
end
icon_max = icon_limit(@actor.tp,@tp_icon_real_max)
rx = 0
ry = 0
for i in 0...icon_max
break if (i / @tp_icon_col_max) >= @tp_icon_row_max
rx = (i * (@tp_icon_cw + TP_ICON_SPACE[0]) ) - ((i / @tp_icon_col_max) * (@tp_icon_cw + TP_ICON_SPACE[0]) * @tp_icon_col_max)
ry = (i / @tp_icon_col_max) * (@tp_icon_ch + TP_ICON_SPACE[1])
i_scr = Rect.new(@mp_icon_cw,0,@tp_icon_cw,@tp_icon_ch)
@tp_icon.bitmap.blt(rx,ry,@tp_icon_image ,i_scr )
end
refresh_tp_icon_ex(rx,ry)
end
#--------------------------------------------------------------------------
# * Create TP Icon EX
#--------------------------------------------------------------------------
def create_tp_icon_ex(viewport)
return if !TP_ICON_EX_VISIBLE
@tp_icon3_anime_phase = 0
@tp_icon3 = Sprite.new
@tp_icon3.bitmap = Bitmap.new(@tp_icon2_cw,@tp_icon2_ch)
@tp_icon3.ox = @tp_icon3.bitmap.width / 2
@tp_icon3.oy = @tp_icon3.bitmap.height / 2
@tp_icon3.z = HUD_Z + TP_ICON_Z + 2
@tp_icon3_org = [@hud_position[0] + TP_ICON_POSITION[0] + TP_ICON_EX_POSITION[0] + @tp_icon3.ox,
@hud_position[1] + TP_ICON_POSITION[1] + TP_ICON_EX_POSITION[1] + @tp_icon3.oy]
@tp_icon3.x = @tp_icon3_org[0]
@tp_icon3.y = @tp_icon3_org[1]
@tp_icon3.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh TP Icon EX
#--------------------------------------------------------------------------
def refresh_tp_icon_ex(rx,ry)
return if @tp_icon3 == nil
@tp_icon3.bitmap.clear
return if @actor.tp == 0
i_scr = Rect.new(0,0,@tp_icon2_cw,@tp_icon2_ch)
@tp_icon3.bitmap.blt(0,0, @tp_icon2_image ,i_scr )
@tp_icon3.x = @tp_icon3_org[0] + rx
@tp_icon3.y = @tp_icon3_org[1] + ry
end
#--------------------------------------------------------------------------
# * Update Icon TP EX Anime
#--------------------------------------------------------------------------
def update_icon_tp_ex_anime
return if !MP_ICON_EX_ZOOM_EFFECT
if @tp_icon3_anime_phase == 0
@tp_icon3.zoom_x += 0.01
if @tp_icon3.zoom_x >= 1.30
@tp_icon3.zoom_x = 1.30
@tp_icon3_anime_phase = 1
end
else
@tp_icon3.zoom_x -= 0.01
if @tp_icon3.zoom_x <= 1.05
@tp_icon3.zoom_x = 1.05
@tp_icon3_anime_phase = 0
end
end
@tp_icon3.zoom_y = @tp_icon3.zoom_x
end
#--------------------------------------------------------------------------
# * Create HP Icon Number
#--------------------------------------------------------------------------
def create_tp_icon_number(viewport)
return if !TP_ICON_NUMBER_VISIBLE
@tp_icon_number_old = [-1,-1]
@tp_icon_number = Sprite.new
@tp_icon_number.bitmap = Bitmap.new(@tp_icon_number_cw * 3,@tp_icon_number_ch)
@tp_icon_number.z = HUD_Z + TP_ICON_NUMBER_Z
@tp_icon_number.x = @hud_position[0] + TP_ICON_NUMBER_POSITION[0]
@tp_icon_number.y = @hud_position[1] + TP_ICON_NUMBER_POSITION[1]
@tp_icon_number.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh Icon Number TP
#--------------------------------------------------------------------------
def refresh_icon_number_tp
@tp_icon_number_old[0] = @actor.tp
@tp_icon_number_old[1] = @actor.max_tp
@tp_icon_number.bitmap.clear
value = ((@actor.tp - 1) / @tp_icon_col_max) / @tp_icon_row_max
value = 0 if value < 0
number_value = value.truncate.abs.to_s.split(//)
for r in 0..number_value.size - 1
number_value_abs = number_value[r].to_i
nsrc_rect = Rect.new(@tp_icon_number_cw * number_value_abs, 0, @tp_icon_number_cw, @tp_icon_number_ch)
@tp_icon_number.bitmap.blt(@tp_icon_number_cw * r, 0, @tp_icon_number_image, nsrc_rect)
end
cx = (number_value.size * @tp_icon_number_cw)
case TP_ICON_NUMBER_ALIGN_TYPE
when 0; @tp_icon_number.x = @hud_position[0] + TP_ICON_NUMBER_POSITION[0]
when 1; @tp_icon_number.x = @hud_position[0] + TP_ICON_NUMBER_POSITION[0] - (cx / 2)
when 2; @tp_icon_number.x = @hud_position[0] + TP_ICON_NUMBER_POSITION[0] - cx
end
end
#--------------------------------------------------------------------------
# * Can Refresh Icon Number TP
#--------------------------------------------------------------------------
def can_refresh_icon_number_tp?
return true if @tp_icon_number_old[0] != @actor.tp
return true if @tp_icon_number_old[1] != @actor.max_tp
return false
end
#--------------------------------------------------------------------------
# * Update TP
#--------------------------------------------------------------------------
def update_tp
if @tp_number != nil
if MP_NUMBER_ANIMATION
update_number(2,@tp_number_old)
else
update_number_fix(2) if @tp_number_old != @actor.tp
end
refresh_number(2,@tp_number_old,@tp_number,@tp_number_image,@tp_number_cw,@tp_number_ch,@tp_wave_number) if @tp_number_refresh
end
if @tp_number2 != nil
if MP_NUMBER_ANIMATION
update_number(5,@tp_number2_old)
else
update_number_fix(5) if @tp_number2_old != @actor.max_tp
end
refresh_number(5,@tp_number2_old,@tp_number2,@tp_number2_image,@tp_number2_cw,@tp_number2_ch,@tp_wave_number) if @tp_number2_refresh
end
if @tp_meter != nil
update_flow_tp
end
if @tp_icon != nil
refresh_tp_icon if @tp_icon_old != @actor.tp
end
if @tp_icon3 != nil
update_icon_tp_ex_anime
end
if @tp_icon_number != nil
refresh_icon_number_tp if can_refresh_icon_number_tp?
end
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Create AT Number
#--------------------------------------------------------------------------
def create_at_number(viewport)
return if !AT_NUMBER_VISIBLE
@at_number = Sprite.new
@at_number.bitmap = Bitmap.new(@at_number_cw * 4,@at_number_ch)
@at_number.z = HUD_Z + AT_NUMBER_Z
@at_number.x = @hud_position[0] + AT_NUMBER_POSITION[0]
@at_number.y = @hud_position[1] + AT_NUMBER_POSITION[1]
@at_number.viewport = viewport
end
#--------------------------------------------------------------------------
# * Create AT Number Max
#--------------------------------------------------------------------------
def create_at_number_max(viewport)
return if !AT_NUMBER_MAX_VISIBLE
@at_number2 = Sprite.new
@at_number2.bitmap = Bitmap.new(@at_number2_cw * 4,@at_number2_ch)
@at_number2.z = HUD_Z + AT_NUMBER_Z
@at_number2.x = @hud_position[0] + AT_NUMBER_MAX_POSITION[0]
@at_number2.y = @hud_position[1] + AT_NUMBER_MAX_POSITION[1]
@at_number2.viewport = viewport
end
#--------------------------------------------------------------------------
# * Create AT Meter
#--------------------------------------------------------------------------
def create_at_meter(viewport)
return if !AT_METER_VISIBLE
@at_flow_max = @at_meter_cw * 2
@at_flow = rand(@at_flow_max)
@at_meter = Sprite.new
@at_meter.bitmap = Bitmap.new(@at_meter_cw,@at_meter_ch)
@at_meter.z = HUD_Z + AT_METER_Z
@at_meter.x = @hud_position[0] + AT_METER_POSITION[0]
@at_meter.y = @hud_position[1] + AT_METER_POSITION[1]
@at_meter.angle = AT_METER_ANGLE
@at_meter.mirror = AT_METER_MIRROR_EFFECT
@at_meter.viewport = viewport
end
#--------------------------------------------------------------------------
# ● Update Flow AT
#--------------------------------------------------------------------------
def update_flow_at
@at_meter.bitmap.clear
@at_flow = 0 if !AT_METER_GRADIENT_ANIMATION
if actor_cast?
meter_width = @at_meter_cw * actor_cast / actor_max_cast rescue nil
meter_width = 0 if meter_width == nil
ch = @at_meter_ch * 2
else
meter_width = @at_meter_cw * actor_at / actor_max_at rescue nil
meter_width = 0 if meter_width == nil
ch = actor_at >= actor_max_at ? @at_meter_ch : 0
end
meter_src_rect = Rect.new(@at_flow, ch,meter_width, @at_meter_ch)
@at_meter.bitmap.blt(0,0, @at_meter_image, meter_src_rect)
@at_flow += 2
@at_flow = 0 if @at_flow >= @at_flow_max
end
#--------------------------------------------------------------------------
# * Update AT
#--------------------------------------------------------------------------
def update_at
if @at_number != nil
if AT_NUMBER_ANIMATION
update_number(6,@at_number_old)
else
update_number_fix(6) if @at_number_old != actor_at
end
refresh_number(6,@at_number_old,@at_number,@at_number_image,@at_number_cw,@at_number_ch,@at_wave_number) if @at_number_refresh
end
if @at_number2 != nil
if AT_NUMBER_ANIMATION
update_number(7,@at_number2_old)
else
update_number_fix(7) if @at_number2_old != actor_max_at
end
refresh_number(7,@at_number2_old,@at_number2,@at_number2_image,@at_number2_cw,@at_number2_ch,@at_wave_number) if @at_number2_refresh
end
if @at_meter != nil
update_flow_at
end
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Create Level Number
#--------------------------------------------------------------------------
def create_level_number(viewport)
return if !LEVEL_NUMBER_VISIBLE
@old_level = -1
@lv_number = Sprite.new
@lv_number.bitmap = Bitmap.new(@lv_number_cw * 2, @lv_number_ch)
@lv_number.z = HUD_Z + LEVEL_NUMBER_Z
@lv_number.x = @hud_position[0] + LEVEL_NUMBER_POSITION[0]
@lv_number.y = @hud_position[1] + LEVEL_NUMBER_POSITION[1]
@lv_number.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh Level Number
#--------------------------------------------------------------------------
def refresh_level_number
@lv_number.bitmap.clear
@old_level = @actor.level
number_value = @actor.level.abs.to_s.split(//)
for r in 0..number_value.size - 1
number_value_abs = number_value[r].to_i
nsrc_rect = Rect.new(@lv_number_cw * number_value_abs, 0, @lv_number_cw, @lv_number_ch)
@lv_number.bitmap.blt(@lv_number_cw * r, 0, @lv_number_image, nsrc_rect)
end
cx = (number_value.size * @lv_number_cw)
case LEVEL_NUMBER_ALIGN_TYPE
when 0; @lv_number.x = @hud_position[0] + LEVEL_NUMBER_POSITION[0]
when 1; @lv_number.x = @hud_position[0] + LEVEL_NUMBER_POSITION[0] - (cx / 2)
when 2; @lv_number.x = @hud_position[0] + LEVEL_NUMBER_POSITION[0] - cx
end
end
#--------------------------------------------------------------------------
# * Update Level
#--------------------------------------------------------------------------
def update_level
if @lv_number != nil
refresh_level_number if @old_level != @actor.level
end
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Create States
#--------------------------------------------------------------------------
def create_states(viewport)
return if !STATES_VISIBLE
@status_old = nil
@status_flow = [-24,0]
@status = Sprite.new
@status.bitmap = Bitmap.new(24,24)
@status.x = @hud_position[0] + STATES_POSITION[0]
@status.y = @hud_position[1] + STATES_POSITION[1]
@status.z = HUD_Z + STATES_Z
@status.angle = STATE_ANGLE
@status.viewport = viewport
end
#--------------------------------------------------------------------------
# * Refresh States
#--------------------------------------------------------------------------
def refresh_states
check_icon_image
@status_old = @actor.states
@status_flow = [0,0]
@actor_status.dispose if @actor_status != nil
@states_size = @actor.states.size > 0 ? (26 * @actor.states.size) : 24
@actor_status = Bitmap.new(@states_size,24)
index = 0
for i in @actor.states
rect = Rect.new(i.icon_index % 16 * 24, i.icon_index / 16 * 24, 24, 24)
@actor_status.blt(26 * index , 0, @icon_image, rect)
index += 1
end
end
#--------------------------------------------------------------------------
# * Flow_Status
#--------------------------------------------------------------------------
def flow_states
return if @actor_status == nil
@status.bitmap.clear
return if @actor.states.size == 0
st_src_rect = Rect.new(@status_flow[0],0, 24,24)
@status.bitmap.blt(0,0, @actor_status, st_src_rect)
if STATES_SCROLLING_ANIMATION
@status_flow[0] += 1
@status_flow[0] = -24 if @status_flow[0] >= @states_size + 2
else
@status_flow[1] += 1 unless @actor.states.size <= 1
if @status_flow[1] > 30
@status_flow[1] = 0
@status_flow[0] += 26
@status_flow[0] = 0 if @status_flow[0] >= (@states_size - 0)
end
end
end
#--------------------------------------------------------------------------
# * Update States
#--------------------------------------------------------------------------
def update_states
return if @status == nil
refresh_states if @status_old != @actor.states
flow_states
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Create Face
#--------------------------------------------------------------------------
def create_face(viewport)
return if !FACE_VISIBLE
@face_old_hp = @actor.hp
@face_old_mp = @actor.mp
@face_old_tp = @actor.tp
@face_name = ""
@face = Sprite.new
@face_org = [@hud_position[0] + FACE_POSITION[0], @hud_position[1] + FACE_POSITION[1]]
@face.x = @face_org[0]
@face.y = @face_org[1]
@face.z = HUD_Z + FACE_Z
@face.viewport = viewport
refresh_face_name
end
#--------------------------------------------------------------------------
# * Refresh Face Name
#--------------------------------------------------------------------------
def refresh_face_name
@face_image.dispose if @face_image != nil
@face.bitmap.dispose if @face.bitmap != nil
return if @actor == nil or @actor.id == nil
@face_image = Cache.battle_hud(@actor.battler_face_name.to_s) rescue nil
@face_image = Bitmap.new(32,32) if @face_image == nil
@face_cw = FACE_ANIMATION ? @face_image.width / 5 : @face_image.width
@face_ch = @face_image.height
@face.ox = @face_cw / 2
@face.oy = @face_ch / 2
@face.bitmap = Bitmap.new(@face_cw,@face_ch)
@face_org = [@hud_position[0] + FACE_POSITION[0],
@hud_position[1] + @face.oy + FACE_POSITION[1]]
if $game_temp.battler_face_pos[@actor_index] == nil
$game_temp.battler_face_pos[@actor_index] = []
end
@face.x = @face_org[0]
@face.y = @face_org[1]
limit_Y = (@hud_position[1] + FACE_POSITION[1] + @face_image.height)
fy = @face_org[1]
if limit_Y > Graphics.height
@face.y = Graphics.height - (@face_image.height - @face.oy)
fy = Graphics.height - 16
end
$game_temp.battler_face_pos[@actor_index][0] = @face_org[0]
$game_temp.battler_face_pos[@actor_index][1] = fy
$game_temp.battler_face_pos[@actor_index][2] = @face.z
clear_face_index
end
#--------------------------------------------------------------------------
# * Refresh Face
#--------------------------------------------------------------------------
def refresh_face
@face.mirror = false
@face.zoom_x = 1.00
@face.zoom_y = 1.00
@face_index = @actor.face_animation[1]
@face.bitmap.clear
if !FACE_ANIMATION
f_scr = Rect.new(0,0,@face_cw,@face_ch)
else
f_scr = Rect.new(@face_index * @face_cw,0,@face_cw,@face_ch)
end
@face.bitmap.blt(0,0,@face_image,f_scr)
end
#--------------------------------------------------------------------------
# * Update Face Duration
#--------------------------------------------------------------------------
def update_face_duration
return if @actor.face_animation[0] == 0
@actor.face_animation[0] -= 1
update_face_shake_effect
update_face_zoom if @actor.face_animation[1] == 2
return if @actor.face_animation[0] > 0
clear_face_index
end
#--------------------------------------------------------------------------
# * Clear Face Index
#--------------------------------------------------------------------------
def clear_face_index
@actor.face_animation[1] = @actor.low_hp? ? 3 : 0
@actor.face_animation[1] = 4 if @actor.dead?
refresh_face
end
#--------------------------------------------------------------------------
# * Update Face Zoom
#--------------------------------------------------------------------------
def update_face_zoom
return if !FACE_ZOOM_ANIMATION
case @actor.face_animation[0]
when 30..60
@face.zoom_x += 0.01
@face.zoom_x = 1.30 if @face.zoom_x > 1.30
@face.mirror = true unless !FACE_ZOOM_MIRROR_EFFECT
when 1..29
@face.zoom_x -= 0.01
@face.zoom_x = 1.00 if @face.zoom_x < 1.00
@face.mirror = false
else
@face.zoom_x = 1.00
@face.mirror = false
end
@face.zoom_y = @face.zoom_x
end
#--------------------------------------------------------------------------
# * Can Refresh Index MP TP?
#--------------------------------------------------------------------------
def can_refresh_index_mp_tp?
return true if @face_old_mp != @actor.mp
return false
end
#--------------------------------------------------------------------------
# * Refresh Face Index HP
#--------------------------------------------------------------------------
def refresh_face_index_hp
@actor.face_animation[0] = FACE_ANIMATION_DURATION
@actor.face_animation[1] = @face_old_hp > @actor.hp ? 3 : 1
@face_old_hp = @actor.hp
end
#--------------------------------------------------------------------------
# * Refresh Face Index MP TP
#--------------------------------------------------------------------------
def refresh_face_index_mp_tp
if @face_old_mp < @actor.mp
@actor.face_animation[0] = FACE_ANIMATION_DURATION
@actor.face_animation[1] = 1
end
@face_old_mp = @actor.mp
@face_old_tp = @actor.tp
end
#--------------------------------------------------------------------------
# * Update Face Shake Effect
#--------------------------------------------------------------------------
def update_face_shake_effect
return if !FACE_SHAKE_EFFECT
if FACE_ANIMATION
update_shake_animated_face
else
update_shake_still_face
end
end
#--------------------------------------------------------------------------
# * Update Shake Still Effect Face
#--------------------------------------------------------------------------
def update_shake_still_face
if @actor.face_animation[0] > 0 and @actor.face_animation[1] == 3 and @actor.hp > 0
@face.x = @face_org[0] - 4 + rand(8)
else
@face.x = @face_org[0]
end
end
#--------------------------------------------------------------------------
# * Update Shake Animated Face
#--------------------------------------------------------------------------
def update_shake_animated_face
if @actor.face_animation[0] == 0
@face.x = @face_org[0]
return
end
if @actor.face_animation[1] == 3 and @actor.hp > 0
@face.x = @face_org[0] - 4 + rand(8)
else
@face.x = @face_org[0]
end
end
#--------------------------------------------------------------------------
# * Update Face
#--------------------------------------------------------------------------
def update_face
return if @face == nil
refresh_face_index_hp if !FACE_ANIMATION and @face_old_hp != @actor.hp
update_face_duration
return if !FACE_ANIMATION
refresh_face_index_mp_tp if can_refresh_index_mp_tp?
refresh_face_index_hp if @face_old_hp != @actor.hp
refresh_face if @face_index != @actor.face_animation[1]
end
end
#==============================================================================
# ■ Battle Manager
#==============================================================================
class << BattleManager
#--------------------------------------------------------------------------
# ● Battle End
#--------------------------------------------------------------------------
alias mog_battle_hud_battle_process_victory process_victory
def process_victory
execute_face_effect
mog_battle_hud_battle_process_victory
end
#--------------------------------------------------------------------------
# ● Prepare
#--------------------------------------------------------------------------
def execute_face_effect
$game_message.position = MOG_BATTLE_HUD_EX::BATTLE_MESSAGE_POSITION
for i in $game_party.members
i.face_animation = [120,1,0] if i.hp > 0
end
end
#--------------------------------------------------------------------------
# * Display EXP Earned
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_message_battle_process_defeat process_defeat
def process_defeat
$game_message.position = MOG_BATTLE_HUD_EX::BATTLE_MESSAGE_POSITION
mog_battle_hud_ex_message_battle_process_defeat
end
#--------------------------------------------------------------------------
# * Process Escape
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_message_battle_process_escape process_escape
def process_escape
$game_message.position = MOG_BATTLE_HUD_EX::BATTLE_MESSAGE_POSITION
mog_battle_hud_ex_message_battle_process_escape
end
#--------------------------------------------------------------------------
# * Display EXP Earned
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_message_battle_display_exp display_exp
def display_exp
$game_message.position = MOG_BATTLE_HUD_EX::BATTLE_MESSAGE_POSITION
mog_battle_hud_ex_message_battle_display_exp
end
#--------------------------------------------------------------------------
# * Gold Acquisition and Display
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_message_battle_gain_gold gain_gold
def gain_gold
$game_message.position = MOG_BATTLE_HUD_EX::BATTLE_MESSAGE_POSITION
mog_battle_hud_ex_message_battle_gain_gold
end
#--------------------------------------------------------------------------
# * Dropped Item Acquisition and Display
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_message_battle_gain_drop_items gain_drop_items
def gain_drop_items
$game_message.position = MOG_BATTLE_HUD_EX::BATTLE_MESSAGE_POSITION
mog_battle_hud_ex_message_battle_gain_drop_items
end
#--------------------------------------------------------------------------
# * EXP Acquisition and Level Up Display
#--------------------------------------------------------------------------
alias mog_battle_hud_ex_message_battle_gain_exp gain_exp
def gain_exp
$game_message.position = MOG_BATTLE_HUD_EX::BATTLE_MESSAGE_POSITION
mog_battle_hud_ex_message_battle_gain_exp
end
end
#==============================================================================
# ** Scene Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Use Item
#--------------------------------------------------------------------------
alias mog_monogatari_use_item use_item
def use_item
execute_face_animation
mog_monogatari_use_item
end
#--------------------------------------------------------------------------
# * Execute Face Animation
#--------------------------------------------------------------------------
def execute_face_animation
return if @subject.is_a?(Game_Enemy)
@subject.face_animation = [60 ,2,0]
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
terminate
dispose_layout
dispose_layout_2
dispose_name
dispose_face
dispose_hp_number
dispose_hp_number_max
dispose_hp_meter
dispose_hp_icon
dispose_hp_icon_ex
dispose_hp_icon_number
dispose_mp_number
dispose_mp_number_max
dispose_mp_meter
dispose_mp_icon
dispose_mp_icon_ex
dispose_mp_icon_number
dispose_tp_number
dispose_tp_number_max
dispose_tp_meter
dispose_tp_icon
dispose_tp_icon_ex
dispose_tp_icon_number
dispose_at_number
dispose_at_number_max
dispose_at_meter
dispose_lv_number
dispose_states
end
#--------------------------------------------------------------------------
# * Dispose Layout
#--------------------------------------------------------------------------
def dispose_layout
return if @layout == nil
@layout.dispose
@layout = nil
end
#--------------------------------------------------------------------------
# * Dispose Layout 2
#--------------------------------------------------------------------------
def dispose_layout_2
return if @layout2 == nil
@layout2.dispose
@layout2 = nil
end
#--------------------------------------------------------------------------
# * Dispose Name
#--------------------------------------------------------------------------
def dispose_name
return if @name == nil
@name.bitmap.dispose
@name.dispose
@name = nil
end
#--------------------------------------------------------------------------
# * Dispose Face
#--------------------------------------------------------------------------
def dispose_face
return if @face == nil
@face.bitmap.dispose if @face.bitmap != nil
@face.dispose
@face = nil
@face_image.dispose if @face_image != nil
end
#--------------------------------------------------------------------------
# * Dispose HP Number
#--------------------------------------------------------------------------
def dispose_hp_number
return if @hp_number == nil
@hp_number.bitmap.dispose
@hp_number.dispose
@hp_number = nil
end
#--------------------------------------------------------------------------
# * Dispose HP Number Max
#--------------------------------------------------------------------------
def dispose_hp_number_max
return if @hp_number2 == nil
@hp_number2.bitmap.dispose
@hp_number2.dispose
@hp_number2 = nil
end
#--------------------------------------------------------------------------
# * Dispose HP Meter
#--------------------------------------------------------------------------
def dispose_hp_meter
return if @hp_meter == nil
@hp_meter.bitmap.dispose
@hp_meter.dispose
@hp_meter = nil
end
#--------------------------------------------------------------------------
# * Dispose HP Icon
#--------------------------------------------------------------------------
def dispose_hp_icon
return if @hp_icon == nil
@hp_icon.bitmap.dispose if @hp_icon.bitmap != nil
@hp_icon.dispose
@hp_icon = nil
end
#--------------------------------------------------------------------------
# * Dispose HP Icon EX
#--------------------------------------------------------------------------
def dispose_hp_icon_ex
return if @hp_icon3 == nil
@hp_icon3.bitmap.dispose
@hp_icon3.dispose
@hp_icon3 = nil
end
#--------------------------------------------------------------------------
# * Dispose HP Icon Number
#--------------------------------------------------------------------------
def dispose_hp_icon_number
return if @hp_icon_number == nil
@hp_icon_number.bitmap.dispose
@hp_icon_number.dispose
@hp_icon_number = nil
end
#--------------------------------------------------------------------------
# * Dispose MP Number
#--------------------------------------------------------------------------
def dispose_mp_number
return if @mp_number == nil
@mp_number.bitmap.dispose
@mp_number.dispose
@mp_number = nil
end
#--------------------------------------------------------------------------
# * Dispose MP Number Max
#--------------------------------------------------------------------------
def dispose_mp_number_max
return if @mp_number2 == nil
@mp_number2.bitmap.dispose
@mp_number2.dispose
@mp_number2 = nil
end
#--------------------------------------------------------------------------
# * Dispose MP Meter
#--------------------------------------------------------------------------
def dispose_mp_meter
return if @mp_meter == nil
@mp_meter.bitmap.dispose
@mp_meter.dispose
@mp_meter = nil
end
#--------------------------------------------------------------------------
# * Dispose MP Icon
#--------------------------------------------------------------------------
def dispose_mp_icon
return if @mp_icon == nil
@mp_icon.bitmap.dispose if @mp_icon.bitmap != nil
@mp_icon.dispose
@mp_icon = nil
end
#--------------------------------------------------------------------------
# * Dispose MP Icon EX
#--------------------------------------------------------------------------
def dispose_mp_icon_ex
return if @mp_icon3 == nil
@mp_icon3.bitmap.dispose
@mp_icon3.dispose
@mp_icon3 = nil
end
#--------------------------------------------------------------------------
# * Dispose MP Icon Number
#--------------------------------------------------------------------------
def dispose_mp_icon_number
return if @mp_icon_number == nil
@mp_icon_number.bitmap.dispose
@mp_icon_number.dispose
@mp_icon_number = nil
end
#--------------------------------------------------------------------------
# * Dispose TP Number
#--------------------------------------------------------------------------
def dispose_tp_number
return if @tp_number == nil
@tp_number.bitmap.dispose
@tp_number.dispose
@tp_number = nil
end
#--------------------------------------------------------------------------
# * Dispose TP Number Max
#--------------------------------------------------------------------------
def dispose_tp_number_max
return if @tp_number2 == nil
@tp_number2.bitmap.dispose
@tp_number2.dispose
@tp_number2 = nil
end
#--------------------------------------------------------------------------
# * Dispose TP Meter
#--------------------------------------------------------------------------
def dispose_tp_meter
return if @tp_meter == nil
@tp_meter.bitmap.dispose
@tp_meter.dispose
@tp_meter = nil
end
#--------------------------------------------------------------------------
# * Dispose TP Icon
#--------------------------------------------------------------------------
def dispose_tp_icon
return if @tp_icon == nil
@tp_icon.bitmap.dispose if @tp_icon.bitmap != nil
@tp_icon.dispose
@tp_icon = nil
end
#--------------------------------------------------------------------------
# * Dispose TP Icon EX
#--------------------------------------------------------------------------
def dispose_tp_icon_ex
return if @tp_icon3 == nil
@tp_icon3.bitmap.dispose
@tp_icon3.dispose
@tp_icon3 = nil
end
#--------------------------------------------------------------------------
# * Dispose TP Icon Number
#--------------------------------------------------------------------------
def dispose_tp_icon_number
return if @tp_icon_number == nil
@tp_icon_number.bitmap.dispose
@tp_icon_number.dispose
@tp_icon_numbe = nil
end
#--------------------------------------------------------------------------
# * Dispose AT Number
#--------------------------------------------------------------------------
def dispose_at_number
return if @at_number == nil
@at_number.bitmap.dispose
@at_number.dispose
@at_number = nil
end
#--------------------------------------------------------------------------
# * Dispose AT Number Max
#--------------------------------------------------------------------------
def dispose_at_number_max
return if @at_number2 == nil
@at_number2.bitmap.dispose
@at_number2.dispose
@at_number2 = nil
end
#--------------------------------------------------------------------------
# * Dispose AT Meter
#--------------------------------------------------------------------------
def dispose_at_meter
return if @at_meter == nil
@at_meter.bitmap.dispose
@at_meter.dispose
@at_meter = nil
end
#--------------------------------------------------------------------------
# * Dispose Lv Number
#--------------------------------------------------------------------------
def dispose_lv_number
return if @lv_number == nil
@lv_number.bitmap.dispose
@lv_number.dispose
@lv_number = nil
end
#--------------------------------------------------------------------------
# * Dispose States
#--------------------------------------------------------------------------
def dispose_states
return if @status == nil
@status.bitmap.dispose if @status.bitmap != nil
@status.dispose
@actor_status.dispose if @actor_status != nil
@status = nil
end
end
#==============================================================================
#==============================================================================
# ** Battle Hud EX
#==============================================================================
#==============================================================================
class Battle_Hud_EX
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
return if @actor == nil
update_layout
update_layout_2
update_name
update_face
update_hp
update_mp
update_tp
update_at
update_level
update_states
endend
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