Danger Force Ryder Advance
Posts : 307 Thanked : 1 Engine : RMXP Skill : Very Beginner Type : Writer
| Subyek: [LOCKED] Script Hud 2012-06-27, 09:24 | |
| Silakan dipilih mau yg mana aja terserah EXP di HUD untuk Blizz-ABS - Quote :
- Screensot
- Quote :
- Hanya membuat script baru di atas utama dan paste kode ini ke dalamnya
- Code:
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#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # EXP in HUD for Blizz-ABS by Blizzard # Version: 1.01b # Type: Blizz-ABS Add-on # Date: 27.11.2008 # Date 1.01b: 23.2.2010 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # This script is to be distributed under the same terms and conditions like # the script it was created for: Blizz-ABS. # #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Information: # # This script must be placed below Blizz-ABS and requires Blizz-ABS v2.7 or # higher to work properly. It will add an EXP bar to the default HUD. # # # If you find any bugs, please report them here: # http://forum.chaos-project.com #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
if !$BlizzABS || BlizzABS::VERSION < 2.7 raise 'ERROR: The "EXP in HUD" requires Blizz-ABS 2.7 or higher.' end
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # START Configuration #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# word displayed for EXP EXP_WORD = 'EXP'
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # END Configuration #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
$blizzabs_exp_in_hud = 1.01
#============================================================================== # Hud #==============================================================================
class Hud alias create_positions_expinhud_later create_positions def create_positions create_positions_expinhud_later @exp_x, @exp_y = 4, 49 + @hud_height - @original_height @hud_height += 16 @hot_y += 16 @left_y += 16 end alias draw_basic_expinhud_later draw_basic def draw_basic draw_basic_expinhud_later color = case BlizzABS::Config::HUD_TYPE when 0 then Color.new(255, 255, 255, 192) when 1 then Color.new(0, 0, 0, 0) end self.bitmap.fill_rect(@exp_x+32, @exp_y+3, 116, 14, color) if color.is_a?(Color) self.bitmap.fill_rect(@exp_x, @exp_y, 32, 20, Color.new(0, 0, 0, 128)) self.bitmap.font.color = system_color self.bitmap.draw_text_full(@exp_x, @exp_y, 80, 20, EXP_WORD) self.bitmap.font.color = normal_color end alias draw_empty_expinhud_later draw_empty def draw_empty draw_empty_expinhud_later self.bitmap.gradient_bar_hud(@exp_x + 32, @exp_y + 3, 114, 0, 'hud_white_bar') self.bitmap.font.color = disabled_color self.bitmap.draw_text_full(@exp_x + 54, @exp_y, 84, 20, '0', 2) @exp = nil end def draw_exp @exp = actor.exp rate = (actor.next_exp != 0 ? actor.now_exp.to_f / actor.next_exp : 1) self.bitmap.gradient_bar_hud(@exp_x + 32, @exp_y + 3, 114, rate, 'hud_white_bar') self.bitmap.font.color = normal_color self.bitmap.draw_text_full(@exp_x + 54, @exp_y, 84, 20, actor.next_rest_exp_s, 2) end alias upd_expinhud_later update def update $game_temp.hud_refresh ? draw_exp : test_exp if actor != nil upd_expinhud_later end def test_exp draw_exp if actor.exp != @exp end
end - Quote :
- Demo: Tidak Perlu
EXP, HP dan SP HUD - Quote :
- Screenshot
- Quote :
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- Code:
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#_______________________________________________________________________________ # MOG - C Hud 2.0 (Classic Hud) #_______________________________________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_______________________________________________________________________________ # Hud estilo clássico. # # ARQUIVOS NECESSÁRIOS # # C_Layout # C_Exp_Meter # C_Layout # C_HP_Meter # C_SP_Meter # Hud_HP_Number # Hud_SP_Number # Hud_Exp_Number # # Deixe as imagens na pasta Windowskins #_______________________________________________________________________________ # HISTÓRICO # 30/12/2010 (v2.0) -> Melhor codificação e compatibilidade. #_______________________________________________________________________________ module MOG_C_HUD #Posição geral da HUD HUD_POS = [0,0] #Posição do numero de HP HP_NUMBER_POS = [120,5] #Posição do medidor de HP HP_METER_POS = [140,5] #Posição do numero de SP SP_NUMBER_POS = [80,25] #Posição do medidor de SP SP_METER_POS = [100,25] #Posição posição do level LEVEL_POS = [55,0] #Posição posição do medidor de exp LEVEL_METER_POS = [72,47] #Posição dos ícones de status STATES_POS = [460,0] #Deixar a HUD opaco caso o herói estiver em cima da HUD. FADE = true #Tamanho planejado da hud, isso influência no sensor do FADE. HUD_SIZE = [420,64] #Switch que desativa a HUD DISABLE_C_HUD_SWITCH = 5 #Prioridade da hud. (Z) HUD_PRIORITY = 5000 end #============================================================================== # Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Now Exp #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # * Next Exp #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end
#============================================================================== # ** C_Hud #============================================================================== class C_Hud < Sprite include MOG_C_HUD #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize(viewport) super(viewport) @actor = $game_party.actors[0] return if @actor == nil setup create_layout create_hp_number create_hp_meter create_sp_number create_sp_meter create_level_number create_level_meter create_state update_visible sp_flow_update sp_number_refresh hp_flow_update hp_number_refresh end #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- def setup @low_sp = 30 @low_hp = 30 @hp = @actor.hp @sp = @actor.sp @exp = @actor.exp @level = @actor.level @hp_old = @actor.hp @hp_ref = @hp_old @hp_refresh = false @sp_old = @actor.sp @sp_ref = @sp_old @sp_refresh = false hud_size_x = HUD_SIZE[0] hud_size_y = HUD_SIZE[1] @oc_range_x = hud_size_x + HUD_POS[0] @oc_range_y = hud_size_y + HUD_POS[1] end #-------------------------------------------------------------------------- # * Create Layout #-------------------------------------------------------------------------- def create_layout @layout_sprite = Sprite.new @layout_sprite.bitmap = RPG::Cache.windowskin("C_Layout") @layout_sprite.z = 1 + HUD_PRIORITY @layout_sprite.x = HUD_POS[0] @layout_sprite.y = HUD_POS[1] end #-------------------------------------------------------------------------- # * Create HP Number #-------------------------------------------------------------------------- def create_hp_number @hp_number_image = RPG::Cache.windowskin("Hud_HP_Number") @hp_number_bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height) @hp_number_sprite = Sprite.new @hp_number_sprite.bitmap = @hp_number_bitmap @hp_number_sprite.z = 3 + HUD_PRIORITY @hp_number_sprite.x = HUD_POS[0] + HP_NUMBER_POS[0] @hp_number_sprite.y = HUD_POS[1] + HP_NUMBER_POS[1] @im_cw = @hp_number_image.width / 10 @im_ch = @hp_number_image.height / 2 @hp_src_rect = Rect.new(@im_cw,0, @im_cw, @im_ch) @hp_number_text = @actor.hp.abs.to_s.split(//) lowhp2 = @actor.maxhp * 30 / 100 if @actor.hp < lowhp2 @health2 = @im_ch else @health2 = 0 end @hp_health = @health2 for r in 0..@hp_number_text.size - 1 @hp_number_abs = @hp_number_text[r].to_i @hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch) @hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect) end end #-------------------------------------------------------------------------- # * Create HP Meter #-------------------------------------------------------------------------- def create_hp_meter @hp_flow = 0 @hp_damage_flow = 0 @hp_image = RPG::Cache.windowskin("C_HP_Meter") @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height) @hp_range = @hp_image.width @hp_width = @hp_range * @actor.hp / @actor.maxhp @hp_height = @hp_image.height @hp_width_old = @hp_width @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height) @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) @hp_sprite = Sprite.new @hp_sprite.bitmap = @hp_bitmap @hp_sprite.z = 2 + HUD_PRIORITY @hp_sprite.x = HUD_POS[0] + HP_METER_POS[0] @hp_sprite.y = HUD_POS[1] + HP_METER_POS[1] end
#-------------------------------------------------------------------------- # * Create SP Number #-------------------------------------------------------------------------- def create_sp_number @sp_number_image = RPG::Cache.windowskin("Hud_SP_Number") @sp_number_bitmap = Bitmap.new(@sp_number_image.width,@sp_number_image.height) @sp_number_sprite = Sprite.new @sp_number_sprite.bitmap = @sp_number_bitmap @sp_number_sprite.z = 3 + HUD_PRIORITY @sp_number_sprite.x = HUD_POS[0] + SP_NUMBER_POS[0] @sp_number_sprite.y = HUD_POS[1] + SP_NUMBER_POS[1] @sp_im_cw = @sp_number_image.width / 10 @sp_im_ch = @sp_number_image.height / 2 @sp_src_rect = Rect.new(@sp_im_cw,0, @sp_im_cw, @sp_im_ch) @sp_number_text = @actor.sp.abs.to_s.split(//) for r in 0..@sp_number_text.size - 1 @sp_number_abs = @sp_number_text[r].to_i @sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch) @sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect) end end #-------------------------------------------------------------------------- # * Create SP Meter #-------------------------------------------------------------------------- def create_sp_meter @sp_flow = 0 @sp_damage_flow = 0 @sp_image = RPG::Cache.windowskin("C_SP_Meter") @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height) @sp_range = @sp_image.width @sp_width = @sp_range * @actor.sp / @actor.maxsp @sp_height = @sp_image.height @sp_width_old = @sp_width @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height) @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect) @sp_sprite = Sprite.new @sp_sprite.bitmap = @sp_bitmap @sp_sprite.z = 2 + HUD_PRIORITY @sp_sprite.x = HUD_POS[0] + SP_METER_POS[0] @sp_sprite.y = HUD_POS[1] + SP_METER_POS[1] end #-------------------------------------------------------------------------- # * Create Level Number #-------------------------------------------------------------------------- def create_level_number @level_number_image = RPG::Cache.windowskin("Hud_Exp_Number") @level_number_bitmap = Bitmap.new(@level_number_image.width,@level_number_image.height) @level_number_sprite = Sprite.new @level_number_sprite.bitmap = @level_number_bitmap @level_number_sprite.z = 3 + HUD_PRIORITY @level_number_sprite.x = HUD_POS[0] + LEVEL_POS[0] @level_number_sprite.y = HUD_POS[1] + LEVEL_POS[1] @level_im_cw = @level_number_image.width / 10 @level_im_ch = @level_number_image.height @level_number_text = @actor.level.abs.to_s.split(//) for r in 0..@level_number_text.size - 1 @level_number_abs = @level_number_text[r].to_i @level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch) @level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect) end end #-------------------------------------------------------------------------- # * Create Level Meter #-------------------------------------------------------------------------- def create_level_meter @level_image = RPG::Cache.windowskin("C_Exp_Meter") @level_bitmap = Bitmap.new(@level_image.width,@level_image.height) @level_sprite = Sprite.new rate = @actor.now_exp.to_f / @actor.next_exp rate = 1 if @actor.next_exp == 0 @level_cw = @level_image.width * rate @level_cw = @level_image.width if @actor.level == 99 @level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height) @level_bitmap.blt(0,0, @level_image, @level_src_rect_back) @level_sprite.bitmap = @level_bitmap @level_sprite.z = 2 + HUD_PRIORITY @level_sprite.x = HUD_POS[0] + LEVEL_METER_POS[0] @level_sprite.y = HUD_POS[1] + LEVEL_METER_POS[1] end #-------------------------------------------------------------------------- # * Create State #-------------------------------------------------------------------------- def create_state @states_max = 0 @states = Sprite.new @states.bitmap = Bitmap.new(156,24) @states_x = @actor.states.size @states_y = 0 @states_f = false sta = [] for i in @actor.states unless @states_max > 5 sta.push($data_states[i].name) image = RPG::Cache.icon(sta[@states_max]) cw = image.width ch = image.height @states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch)) @states_max += 1 end end @states.x = HUD_POS[0] + STATES_POS[0] @states.y = HUD_POS[1] + STATES_POS[1] @states.z = 4 + HUD_PRIORITY end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose return if @actor == nil #Layout Dispose @layout_sprite.bitmap.dispose @layout_sprite.dispose #Hp Number Dispose @hp_number_sprite.bitmap.dispose @hp_number_sprite.dispose @hp_number_bitmap.dispose #HP Meter Dispose @hp_sprite.bitmap.dispose @hp_sprite.dispose @hp_bitmap.dispose #SP Number Dispose @sp_number_sprite.bitmap.dispose @sp_number_sprite.dispose @sp_number_bitmap.dispose #SP Meter Dispose @sp_sprite.bitmap.dispose @sp_sprite.dispose @sp_bitmap.dispose #Level Number Dispose @level_number_sprite.bitmap.dispose @level_number_sprite.dispose @level_number_bitmap.dispose #Level Meter Dispose @level_sprite.bitmap.dispose @level_sprite.dispose @level_bitmap.dispose #States Dispose @states.bitmap.dispose @states.dispose @states = nil super end #-------------------------------------------------------------------------- # * Updade #-------------------------------------------------------------------------- def update super return if @actor == nil update_visible hp_number_update if @hp_old != @actor.hp hp_number_refresh if @hp_refresh == true or @actor.hp == 0 sp_number_update if @sp_old != @actor.sp sp_number_refresh if @sp_refresh == true level_update if @level != @actor.level exp_update if @exp != @actor.exp hp_flow_update sp_flow_update update_fade if FADE == true update_states end #-------------------------------------------------------------------------- # * update fade #-------------------------------------------------------------------------- def update_fade x = ($game_player.real_x - $game_map.display_x) / 4 y = ($game_player.real_y - $game_map.display_y) / 4 if x < @oc_range_x and x > HUD_POS[0] - 5 and y > HUD_POS[1] - 5 and y < @oc_range_y and @hp_number_sprite.opacity > 120 @hp_number_sprite.opacity -= 10 @hp_sprite.opacity -= 10 @sp_number_sprite.opacity -= 10 @sp_sprite.opacity -= 10 @states.opacity -= 10 @level_sprite.opacity -= 10 @level_number_sprite.opacity -= 10 @layout_sprite.opacity -= 10 elsif @hp_number_sprite.opacity < 255 @hp_number_sprite.opacity += 10 @hp_sprite.opacity += 10 @sp_number_sprite.opacity += 10 @sp_sprite.opacity += 10 @states.opacity += 10 @level_sprite.opacity += 10 @level_number_sprite.opacity += 10 @layout_sprite.opacity += 10 end end #-------------------------------------------------------------------------- # * Update States #-------------------------------------------------------------------------- def update_states @states.x = HUD_POS[0] + STATES_POS[0] @states.y = HUD_POS[1] + STATES_POS[1] if @states_x != @actor.states.size @states_x = @actor.states.size @states.bitmap.clear @states_max = 0 sta = [] for i in @actor.states unless @states_max > 5 sta.push($data_states[i].name) image = RPG::Cache.icon(sta[@states_max]) cw = image.width ch = image.height @states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch)) @states_max += 1 end end sta = nil end end #-------------------------------------------------------------------------- # * update_visible #-------------------------------------------------------------------------- def update_visible if $game_switches[DISABLE_C_HUD_SWITCH] == true hud_visible = false else hud_visible = true end @layout_sprite.visible = hud_visible @hp_number_sprite.visible = hud_visible @hp_sprite.visible = hud_visible @sp_number_sprite.visible = hud_visible @sp_sprite.visible = hud_visible @level_number_sprite.visible = hud_visible @states.visible = hud_visible end #-------------------------------------------------------------------------- # * hp_number_update #-------------------------------------------------------------------------- def hp_number_update @hp_refresh = true if @hp_old < @actor.hp @hp_ref = 5 * (@actor.hp - @hp_old) / 100 @hp_ref = 1 if @hp_ref < 1 @hp += @hp_ref if @hp >= @actor.hp @hp_old = @actor.hp @hp = @actor.hp @hp_ref = 0 end elsif @hp_old > @actor.hp @hp_refresh = true @hp_ref = 5 * (@hp_old - @actor.hp) / 100 @hp_ref = 1 if @hp_ref < 1 @hp -= @hp_ref if @hp <= @actor.hp @hp_old = @actor.hp @hp = @actor.hp @hp_ref = 0 end end end #-------------------------------------------------------------------------- # * hp_number_refresh #-------------------------------------------------------------------------- def hp_number_refresh @hp_number_sprite.bitmap.clear @hp = 0 if @actor.hp == 0 @hp_number_text = @hp.abs.to_s.split(//) lowhp2 = @actor.maxhp * @low_hp / 100 if @actor.hp < lowhp2 @health2 = @im_ch else @health2 = 0 end @hp_health = @health2 for r in 0..@hp_number_text.size - 1 @hp_number_abs = @hp_number_text[r].to_i @hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch) @hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect) end @hp_refresh = false if @hp == @actor.hp end #-------------------------------------------------------------------------- # * Hp Flow Update #-------------------------------------------------------------------------- def hp_flow_update @hp_sprite.bitmap.clear @hp_width = @hp_range * @actor.hp / @actor.maxhp #HP Damage--------------------------------- valor = (@hp_width_old - @hp_width) * 3 / 100 valor = 0.5 if valor < 1 if @hp_width_old != @hp_width @hp_width_old -= valor if @hp_width_old > @hp_width @hp_width_old = 0 if @actor.hp == 0 if @hp_width_old < @hp_width @hp_width_old = @hp_width end @hp_src_rect_old = Rect.new(@hp_flow, 0,@hp_width_old, @hp_height) @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) end #HP Real------------------------------------ @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height) @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) end #-------------------------------------------------------------------------- # * Sp_number_update #-------------------------------------------------------------------------- def sp_number_update @sp_refresh = true if @sp_old < @actor.sp @sp_refresh = true @sp_ref = 5 * (@actor.sp - @sp_old) / 100 @sp_ref = 1 if @sp_ref < 1 @sp += @sp_ref if @sp >= @actor.sp @sp_old = @actor.sp @sp = @actor.sp @sp_ref = 0 end elsif @sp_old >= @actor.sp @sp_ref = 5 * (@sp_old - @actor.sp) / 100 @sp_ref = 1 if @sp_ref < 1 @sp -= @sp_ref if @sp <= @actor.sp @sp_old = @actor.sp @sp = @actor.sp @sp_ref = 0 end end end #-------------------------------------------------------------------------- # * sp_number_refresh #-------------------------------------------------------------------------- def sp_number_refresh @sp_number_sprite.bitmap.clear @s = @actor.sp * 100 / @actor.maxsp @sp_number_text = @sp.abs.to_s.split(//) for r in 0..@sp_number_text.size - 1 @sp_number_abs = @sp_number_text[r].to_i if @actor.sp <= @actor.maxsp * @low_sp / 100 @sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, @sp_im_ch, @sp_im_cw, @sp_im_ch) else @sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch) end @sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect) end @sp_refresh = false if @sp == @actor.sp end #-------------------------------------------------------------------------- # * Sp Flow Update #-------------------------------------------------------------------------- def sp_flow_update @sp_sprite.bitmap.clear @sp_width = @sp_range * @actor.sp / @actor.maxsp #SP Damage--------------------------------- if @sp_width_old != @sp_width valor = (@sp_width_old - @sp_width) * 3 / 100 valor = 0.5 if valor < 1 @sp_width_old -= valor if @sp_width_old > @sp_width if @sp_width_old < @sp_width @sp_width_old = @sp_width end @sp_src_rect_old = Rect.new(@sp_flow, 0,@sp_width_old, @sp_height) @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) end #SP Real------------------------------------ @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height) @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect) end #-------------------------------------------------------------------------- # * level_update #-------------------------------------------------------------------------- def level_update @level_number_sprite.bitmap.clear @level_number_text = @actor.level.abs.to_s.split(//) for r in 0..@level_number_text.size - 1 @level_number_abs = @level_number_text[r].to_i @level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch) @level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect) end @level = @actor.level end #-------------------------------------------------------------------------- # * exp_update #-------------------------------------------------------------------------- def exp_update @level_sprite.bitmap.clear rate = @actor.now_exp.to_f / @actor.next_exp rate = 1 if @actor.next_exp == 0 @level_cw = @level_image.width * rate @level_cw = @level_image.width if @actor.level == 99 @level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height) @level_bitmap.blt(0,0, @level_image, @level_src_rect_back) @exp = @actor.exp end end
#=============================================================================== # ** Spriteset_Map #=============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- alias mog_chud_initialize initialize def initialize @cthud = C_Hud.new(@viewport3) mog_chud_initialize end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- alias mog_chud_dispose dispose def dispose mog_chud_dispose @cthud.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias mog_chud_update update def update mog_chud_update @cthud.update end end
$mog_rgssxp_c_hud = true - Quote :
- Gambar yang di perlukan
C_EXP_Meter C_HP_Meter C_Layout C_SP_Meter Hud_EXP_NumberHUD_HP_Number HUD_SP_Number" />" />
Terakhir diubah oleh Danger Force tanggal 2012-06-27, 09:39, total 2 kali diubah | |
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