#=========================================================================
=====
# Requiem HUD
#==============================================================================
OnOff_Switch = 0 # Switch that show or hide the HUD
Skills_Text = "Skills" # Text displayed on skills window
Items_Text = "Items" # Text displayed on items window
Ammo_Text = "Ammo" # Text displayed on ammunitions window
#------------------------------------------------------------------------------
if Requiem_Masterpiece.enabled?("Requiem ABS", 5.0)
#------------------------------------------------------------------------------
Requiem_Masterpiece.register("Requiem HUD", 1.1, "06/05/2009")
#------------------------------------------------------------------------------
class Requiem_HUD1 < Window_Base
def initialize
super(-32,-32,608,480)
self.opacity = 0
@actor = $game_party.members[0]
refresh
end
def update
return if $game_party.members.size <= 0
if @actor != $game_party.members[0]
@actor = $game_party.members[0]
refresh
end
end
def refresh
return if $game_party.members.size <= 0
self.contents.clear
self.contents.font.size = 16
bitmap = Cache.system("HUD")
rect = Rect.new(0, 0, 544, 416)
self.contents.blt(16, 16, bitmap, rect)
draw_skills(464, 28)
draw_items(464, 396)
draw_ammo(32, 396)
end
def draw_skills(x, y)
skill_count = 0
@actor.skill_hotkeys.each { |key, value|
next if value.nil?
skill = $data_skills[value]
next if skill.nil?
draw_icon(skill.icon_index, (32*skill_count)+x-4, y)
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text((32*skill_count)+x+5, y+17, 64, 24, Input.name?(key))
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text((32*skill_count)+x+4, y+16, 64, 24, Input.name?(key))
skill_count += 1
}
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(x-7, y-15, 96, 24, Skills_Text, 1)
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(x-8, y-16, 96, 24, Skills_Text, 1)
end
def draw_items(x, y)
item_count = 0
@actor.item_hotkeys.each { |key, value|
next if value.nil?
item = $data_items[value]
next if item.nil?
draw_icon(item.icon_index, (32*item_count)+x-4, y)
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text((32*item_count)+x+5, y+17, 64, 24, Input.name?(key))
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text((32*item_count)+x+4, y+16, 64, 24, Input.name?(key))
item_count += 1
}
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(x-7, y-15, 96, 24, Items_Text, 1)
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(x-8, y-16, 96, 24, Items_Text, 1)
end
def draw_ammo(x, y)
if @actor.weapons[0] != nil and @actor.weapons[0].ranged?
if @actor.weapons[0].ammo1 != nil
draw_icon(@actor.equips[0].ammo1.icon_index, x-4, y) if @actor.equips[0].ammo1 != nil
end
if @actor.weapons[0].ammo2 != nil
draw_icon(@actor.equips[0].ammo2.icon_index, x+28, y) if @actor.equips[0].ammo2 != nil
end
self.contents.font.color = Color.new(0,0,0)
if $Requiem_ABS.attack_key1.is_a?(Numeric)
self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1]))
elsif $Requiem_ABS.attack_key1 == "Enter"
self.contents.draw_text(x+5, y+17, 32, 24, "Enter")
else
self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1]))
end
if $Requiem_ABS.attack_key2.is_a?(Numeric)
self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2]))
elsif $Requiem_ABS.attack_key2 == "Enter"
self.contents.draw_text(x+37, y+17, 32, 24, "Enter")
else
self.contents.draw_text(x+37, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2]))
end
self.contents.font.color = Color.new(255,255,255)
if $Requiem_ABS.attack_key1.is_a?(Numeric)
self.contents.draw_text(x+4, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key1]))
elsif $Requiem_ABS.attack_key1 == "Enter"
self.contents.draw_text(x+4, y+16, 32, 24, "Enter")
else
self.contents.draw_text(x+5, y+17, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key1]))
end
if $Requiem_ABS.attack_key2.is_a?(Numeric)
self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Numberkeys[$Requiem_ABS.attack_key2]))
elsif $Requiem_ABS.attack_key2 == "Enter"
self.contents.draw_text(x+36, y+16, 32, 24, "Enter")
else
self.contents.draw_text(x+36, y+16, 32, 24, Input.name?(Input::Letters[$Requiem_ABS.attack_key2]))
end
end
self.contents.font.color = Color.new(0,0,0)
self.contents.draw_text(x-7, y-16, 64, 24, Ammo_Text, 1)
self.contents.font.color = Color.new(255,255,255)
self.contents.draw_text(x-8, y-16, 64, 24, Ammo_Text, 1)
end
end
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
alias requiem_hudstart start
alias requiem_hudupdate update
alias requiem_hudterminate terminate
def start
requiem_hudstart
@hud_window1 = Requiem_HUD1.new
@hud_window1.visible = false
showing_hud
end
def update
requiem_hudupdate
showing_hud
@hud_window1.update if @hud_window1.visible
end
def terminate
requiem_hudterminate
@hud_window1.dispose
end
def showing_hud
if OnOff_Switch <= 0 or $game_switches[OnOff_Switch]
@hud_window1.visible = true
else
@hud_window1.visible = false
end
end
end
#------------------------------------------------------------------------------
end