MOG MPW Lena é um script do RPG Maker XP desenvolvido pelo Moghunter que apresenta uma janela com os status dos personagens (HP, MP, LV etc).
Ele adiciona uma HUD com pictures personalizada e muito bonita feita por Moghunter.
Você pode esconder a HUD ativando um Switch. Você define a ID desse Switch na linha:
STMAPVIS = 5
O script necessita de imagens que devem estar na pasta Pictures da demo. Recomendamos então que baixe ela e edite as imagens, assim você não correrá o risco de esquecer alguma.
Para instalá-lo, apenas cole o script abaixo acima do “Main”:
#============================================================================== # MOG MPW HUD Lena V1.1 # Por Moghunter #============================================================================== if true # True = Habilita / False = Desabilita module MOG #Posição da HUD STMAPX = 0 # X Pos STMAPY = 0 # Y Pos #ID do Switch que desabilita a HUD. STMAPVIS = 5 #Windowskin da HUD STMAPSKIN = "001-Blue01" #Opacidade da HUD STMAPOPA = 0 end $mogscript = {} if $mogscript == nil $mogscript["mpstelen"] = true #============================================================================== # Window_Base #============================================================================== class Window_Base < Window def draw_maphp(actor, x, y) back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("HP_BAR") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("HP_T") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60, y - ch + 15, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 91, y - 7, 48, 32, actor.hp.to_s, 2) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 90, y - 8, 48, 32, actor.hp.to_s, 2) end def draw_mapsp(actor, x, y) back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_BAR") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("SP_T") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60, y - ch + 15, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 91, y - 7, 48, 32, actor.sp.to_s, 2) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 90, y - 8, 48, 32, actor.sp.to_s, 2) end def draw_actor_head(actor, x, y) bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 src_rect = Rect.new(0, ch, cw, ch / 2) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end def draw_actor_statemap(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 1, y + 1, width, 32, text) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x, y, width, 32, text) end def draw_actor_levelmap(actor, x, y) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = Color.new(50,255,250,255) self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv") self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 30, y, 24, 32, actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 1) end end #============================================================================== # Window_Status_Map #============================================================================== class Window_Stmap < Window_Base def initialize super(0, 0, 640, 110) self.contents = Bitmap.new(width - 32, height - 32) self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN) self.contents.font.bold = true self.contents.font.size = 20 self.contents.font.name = "Georgia" self.opacity = MOG::STMAPOPA refresh end def refresh self.contents.clear for i in 0...$game_party.actors.size actor = $game_party.actors[i] actor_x = i * 160 + 4 actor = $game_party.actors[i] draw_maphp(actor, actor_x - 25, y + 5) draw_mapsp(actor, actor_x - 60, y + 30) draw_actor_head(actor, actor_x + 14, 48) draw_actor_statemap(actor, actor_x, 48, 70) draw_actor_levelmap(actor, actor_x + 70, 47) end end end #============================================================================== # Game_Player #============================================================================== class Game_Player < Game_Character attr_accessor :wref end #============================================================================== # Scene_Map #============================================================================== class Scene_Map alias mog9_main main def main @stmap = Window_Stmap.new @stmap.x = MOG::STMAPX @stmap.y = MOG::STMAPY if $game_switches[MOG::STMAPVIS] == false @stmap.visible = true else @stmap.visible = false end mog9_main @stmap.dispose end alias mog9_update update def update if $game_switches[MOG::STMAPVIS] == false @stmap.visible = true else @stmap.visible = false end if $game_player.wref == true @stmap.refresh $game_player.wref = false end mog9_update end end #============================================================================== # Game_Party #============================================================================== class Game_Party alias mog9_check_map_slip_damage check_map_slip_damage def check_map_slip_damage for actor in @actors if actor.hp > 0 and actor.slip_damage? $game_player.wref = true end end mog9_check_map_slip_damage end end #============================================================================== # Game_Interpreter #============================================================================== class Interpreter alias mog311ref command_311 def command_311 $game_player.wref = true return mog311ref end alias mog312ref command_312 def command_312 $game_player.wref = true return mog312ref end alias mog313ref command_313 def command_313 $game_player.wref = true return mog313ref end alias mog314ref command_314 def command_314 $game_player.wref = true return mog314ref end alias mog315ref command_315 def command_315 $game_player.wref = true return mog315ref end alias mog316ref command_316 def command_316 $game_player.wref = true return mog316ref end alias mog317ref command_317 def command_317 $game_player.wref = true return mog317ref end end ################ # Game_Battler # ################ class Game_Battler alias mog11_attack_effect attack_effect def attack_effect(attacker) mog11_attack_effect(attacker) $game_player.wref = true end alias mog11_skill_effect skill_effect def skill_effect(user, skill) mog11_skill_effect(user, skill) $game_player.wref = true end alias mog11_item_effect item_effect def item_effect(item) mog11_item_effect(item) $game_player.wref = true end alias mog11_add_state add_state def add_state(state_id, force = false) mog11_add_state(state_id, force = false) $game_player.wref = true end end end
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