Доброго времени суток всем! Делал вступительный ролик в проекте и заметил что во время прокрутки заставок на движке окно худа со здоровьем и маной не пропадает что естественно отвлекает играющего от действия в заставке. Можно ли сделать так чтобы окно худа с показателями гг появлялось только после игрового ролика.
#==============================================================================
# ¦ Angelo Vertical HUD v1.2
#------------------------------------------------------------------------------
# ?Created by Brandon *** *** Plug N' Play!
#==============================================================================
#------------------------------------------------------------------------------
# Ў Customization Options
#----------------------------#-------------------------------------------------
# ? HUD_VISIBLE_SWITCH #
#- - - - - - - - - - - - - #
# Define the switch that you want to use to turn the HUD 'ON' or 'OFF', by de-
# fault it's 1. When the switch is turned 'OFF' the HUD will be turned 'ON',
# and when the switch is turned 'ON' the HUD is turned 'OFF'.
#------------------------------#-----------------------------------------------
# ? FONT_NAME & FONT_SIZE #
#- - - - - - - - - - - - - - #
# In FONTNAME you define the font that you want to use with the HUD information.
# In FONTSIZE you define the size of the font you've decided in FONTNAME.
#-------------------#----------------------------------------------------------
# ? HP_SWITCH #
#- - - - - - - - -#
# Define the switch that you want to use to turn the HP Display 'ON' or 'OFF',
# by default it's 2. When the switch is turned 'OFF' the HP Display will be
# turned 'ON', and when the switch is turned 'ON' the HP Display is turned
# 'OFF'.
#-------------------#----------------------------------------------------------
# ? MP_SWITCH #
#- - - - - - - - -#
# Define the switch that you want to use to turn the MP Display 'ON' or 'OFF',
# by default it's 3. When the switch is turned 'OFF' the MP Display will be
# turned 'ON', and when the switch is turned 'ON' the MP Display is turned
# 'OFF'.
#------------------------------#-----------------------------------------------
# ? WEAPON_AND_NAME_SWITCH #
#- - - - - - - - - - - - - - #
# Define the switch that you want to use to turn the Currently Equipped Weapon
# Display and Actor Name 'ON' or 'OFF', by default it's 4. When the switch is
# turned 'OFF' this option will be turned 'ON', and when the switch is
# turned 'ON' this option is turned 'OFF'.
#---------------------#--------------------------------------------------------
# ? R, G, B _BLA #
#- - - - - - - - - -#
# Define the amount of each color(Red, Green, Blue) presented in the lighter a-
# rea of the Back of the HUD. By default it's black which means that R, G and B
# are setted to '0'.
#---------------------#--------------------------------------------------------
# ? R, G, B _BDA #
#- - - - - - - - - -#
# Define the amount of each color(Red, Green, Blue) presented in the darker a-
# rea of the Back of the HUD. By default it's black which means that R, G and B
# are setted to '0'.
#------------------------------------------------------------------------------
# Ў Post Scriptum
#------------------------------------------------------------------------------
# ? "I want to turn on or off all the HUD or only some part of her at the same time with
# the same switch, it's possible?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Yes, just set the parts you wanted in the same
# switch as the HUD_VISIBLE_SWITCH.
#------------------------------------------------------------------------------
# ? "Which values you recommend to use in FONT_SIZE?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Use between 8 and 18, or the text will be too
# small or too bigger. But some times it depends
# on your FONT_NAME.
#------------------------------------------------------------------------------
# ? "Which values you recommend to use in R, G, B _BLA and _BDA?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# You MUST use ONLY values between 0 and 255.
#------------------------------------------------------------------------------
module ANGELO
HUD_VISIBLE_SWITCH = 1
FONT_NAME = "Times New Roman"
FONT_SIZE = 16
HP_SWITCH = 2
MP_SWITCH = 3
WEAPON_AND_NAME_SWITCH = 4
R_BLA = 0
G_BLA = 0
B_BLA = 0
R_BDA = 0
G_BDA = 0
B_BDA = 0
#=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT
# * * * IF YOU ARE USING OTHER ANGELO SCRIPTS, ENABLE THIS * * *
#=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT
ENABLE_ANGELO_LINK = false
end
#------------------------------------------------------------------------------
# !!!!DO NOT EDIT FROM HERE UNLESS YOU KNOW WHAT YOU'RE DOING!!!!
#------------------------------------------------------------------------------
include ANGELO
class AngeloVHUD < Window_Base
def initialize
super(-16, -16, Graphics.width + standard_padding * 3, Graphics.height + standard_padding * 3)
self.opacity = 0
$AngeloHUD = true
refresh
end
def refresh
self.contents.clear
contents.clear
draw_angcal_contents
end
def draw_angcal_contents
self.contents.clear
actor = $game_party.members[0]
@hpr = actor.hp_rate
@mpr = actor.mp_rate
@visible_switch = $game_switches[HUD_VISIBLE_SWITCH]
@mp_switch = $game_switches[MP_SWITCH]
@hp_switch = $game_switches[HP_SWITCH]
@weapon_and_name_switch = $game_switches[WEAPON_AND_NAME_SWITCH]
colorback = Color.new(R_BLA, G_BLA, B_BLA, 150)
colorback2 = Color.new(R_BDA, G_BDA, B_BDA, 190)
index = 0
self.contents.font = Font.new(FONT_NAME, FONT_SIZE)
def draw_vertical(x, y, height, rate, color1, color2)
fill_h = (height * rate).to_i
contents.fill_rect(x, y, 6, height, gauge_back_color)
contents.gradient_fill_rect(x, y, 6, fill_h, color1, color2)
end
if $game_switches[HUD_VISIBLE_SWITCH] == false
unless $game_switches[HP_SWITCH] == true
self.contents.fill_rect(Graphics.width - 32, (standard_padding / 2) + 3, 35, 24, colorback2)
self.contents.fill_rect(Graphics.width - 32, (standard_padding / 2) + 6, 35, 18, colorback)
self.contents.fill_rect(Graphics.width - 12, (standard_padding / 2) - 2, 18, Graphics.height / 2, colorback)
self.contents.fill_rect(Graphics.width - 8, (standard_padding / 2) - 2, 10, Graphics.height / 2, colorback2)
draw_vertical(Graphics.width - 6, (standard_padding / 2) - 2, Graphics.height / 2, @hpr, hp_gauge_color1, hp_gauge_color2)
draw_text(Graphics.width - 32, standard_padding / 2, 100, 32, Vocab::hp_a)
end
unless $game_switches[MP_SWITCH] == true
self.contents.fill_rect(Graphics.width - 32, Graphics.height - 26, 35, 24, colorback2)
self.contents.fill_rect(Graphics.width - 32, Graphics.height - 23, 35, 18, colorback)
self.contents.fill_rect(Graphics.width - 12, (standard_padding / 2) - 2 + (Graphics.height / 2), 18, Graphics.height / 2, colorback)
self.contents.fill_rect(Graphics.width - 8, (standard_padding / 2) - 2 + (Graphics.height / 2), 10, Graphics.height / 2, colorback2)
draw_vertical(Graphics.width - 6, (standard_padding / 2) - 2 + (Graphics.height / 2), Graphics.height / 2, @mpr, mp_gauge_color1, mp_gauge_color2)
draw_text(Graphics.width - 32, Graphics.height - 29, 100, 32, Vocab::mp_a)
end
unless $game_switches[WEAPON_AND_NAME_SWITCH] == true
self.contents.fill_rect(-64 + 80, 386, 125, 19, colorback)
self.contents.fill_rect(-64 + 85, 386, 115, 19, colorback2)
draw_actor_name(actor, -40 + 87, 383, 100)
return unless actor.equips[index]
draw_icon(actor.equips[index].icon_index, -64 + 87, 382, true)#(actor.equips[index], -64 + 92, 376, true)
end
end
def hud_changed
return (@hpr != $game_party.members[0].hp_rate ||
@mpr != $game_party.members[0].mp_rate ||
@visible_switch != $game_switches[HUD_VISIBLE_SWITCH] ||
@mp_switch != $game_switches[MP_SWITCH] ||
@hp_switch != $game_switches[HP_SWITCH] ||
@weapon_and_name_switch != $game_switches[WEAPON_AND_NAME_SWITCH])
end
end
def update
super
if hud_changed
refresh
end
end
end
class Scene_Map
alias hud_angelo_vertical create_all_windows
def create_all_windows
hud_angelo_vertical
create_hud_window
end
def create_hud_window
@hud = AngeloVHUD.new
if ENABLE_ANGELO_LINK && $Menu_Angelo == true
@gold = Window_Gold.new
@gold.opacity = 0
@gold.x = 146 - @gold.contents.width - 10
@gold.y = Graphics.height - 68
end
end
end