MOG MPW Elena é um script para o RPG Maker XP desenvolvido pelo Moghunter que apresenta o status do personagem principal no mapa (HP, XP, SP, LVL e condição).
O nome da face deve ser o nome do personagem mais o sufixo _face. Por exemplo:
Ashes_Face.png
A demo já possuia todas as imagens, exemplos e o script, mas infelizmente não achamos ainda a demo para publicar junto.
O código abaixo deve ser inserido acima do Main:
#_______________________________________________________________________________ # MOG_MPW HUD Elena V2.0 #_______________________________________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_______________________________________________________________________________ module MOG #HUD Position. STMAPX = 0 # X Pos STMAPY = 370 # Y Pos #Disable HUD Switch ID. STMAPVIS = 5 #Windowskin name. STMAPSKIN = "001-Blue01" #Window Opacity. STMAPOPA = 0 end $mogscript = {} if $mogscript == nil $mogscript["mpstelen"] = true ############### # Window_Base # ############### class Window_Base < Window def draw_maphp2(actor, x, y) back = RPG::Cache.picture("BAR_Meter") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("HP_Meter") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("HP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 161, y - 1, 48, 32, actor.hp.to_s, 2) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 160, y - 2, 48, 32, actor.hp.to_s, 2) end def draw_mapsp2(actor, x, y) back = RPG::Cache.picture("BAR_Meter") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_Meter") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("SP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 40, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 161, y - 1, 48, 32, actor.sp.to_s, 2) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 160, y - 2, 48, 32, actor.sp.to_s, 2) end def draw_mexp(actor, x, y) actor = $game_party.actors[0] bitmap2 = RPG::Cache.picture("Exp_Back") cw = bitmap2.width ch = bitmap2.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect) if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end bitmap = RPG::Cache.picture("Exp_Meter") if actor.level < 99 cw = bitmap.width * rate else cw = bitmap.width end ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 54, y, 84, 32, "Exp",0) end def nada face = RPG::Cache.picture("") end def draw_heroface(actor,x,y) face = RPG::Cache.picture(actor.name + "_face") rescue nada cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_actor_statemap(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 1, y + 1, width, 32, text) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x, y, width, 32, text) end def draw_actor_levelmap(actor, x, y) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = Color.new(50,255,250,255) self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv") self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 30, y, 24, 32, actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 1) end end ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end ##################### # Window_Status_Map # ##################### class Window_Sthero < Window_Base def initialize super(0, 0, 310, 120) self.contents = Bitmap.new(width - 32, height - 32) self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN) self.contents.font.bold = true self.contents.font.size = 20 self.contents.font.name = "Georgia" self.opacity = MOG::STMAPOPA refresh end def refresh self.contents.clear actor = $game_party.actors[0] draw_maphp2(actor, 35, 35) draw_mapsp2(actor, - 40, 60) draw_heroface(actor, 0, 70) draw_actor_statemap(actor, 200, 60, 70) draw_actor_levelmap(actor, 80, 10) draw_mexp(actor, 100, 10) end end ############### # Game_Player # ############### class Game_Player < Game_Character attr_accessor :wref end ############# # Scene_Map # ############# class Scene_Map alias mog11_main main def main @sthero = Window_Sthero.new @sthero.x = MOG::STMAPX @sthero.y = MOG::STMAPY if $game_switches[MOG::STMAPVIS] == false @sthero.visible = true else @sthero.visible = false end mog11_main @sthero.dispose end alias mog11_update update def update if $game_switches[MOG::STMAPVIS] == false @sthero.visible = true else @sthero.visible = false end if $game_player.wref == true @sthero.refresh $game_player.wref = false end mog11_update end end ############## # Game_Party # ############### class Game_Party alias mog11_check_map_slip_damage check_map_slip_damage def check_map_slip_damage for actor in @actors if actor.hp > 0 and actor.slip_damage? $game_player.wref = true end end mog11_check_map_slip_damage end end ############### # Interpreter # ############### class Interpreter alias mog11_command_311 command_311 def command_311 mog11_command_311 $game_player.wref = true end alias mog11_command_312 command_312 def command_312 mog11_command_312 $game_player.wref = true end alias mog11_command_313 command_313 def command_313 mog11_command_313 $game_player.wref = true end alias mog11_command_314 command_314 def command_314 mog11_command_314 $game_player.wref = true end alias mog11_command_315 command_315 def command_315 mog11_command_315 $game_player.wref = true end end ################ # Game_Battler # ################ class Game_Battler alias mog11_attack_effect attack_effect def attack_effect(attacker) mog11_attack_effect(attacker) $game_player.wref = true end alias mog11_skill_effect skill_effect def skill_effect(user, skill) mog11_skill_effect(user, skill) $game_player.wref = true end alias mog11_item_effect item_effect def item_effect(item) mog11_item_effect(item) $game_player.wref = true end alias mog11_add_state add_state def add_state(state_id, force = false) mog11_add_state(state_id, force = false) $game_player.wref = true end end
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