3mmis
23.09.2009, 22:20
Hi allerseits,
seit einiger Zeit bin ich dabei, mich beim VX hineinzudenken und wollte nun ein Script (Requiem ABS 9.0) in meinem Spiel einbauen.
Durch das Script wird u.a. im Spiel ein HUD angezeigt, was ich aber während Zwischensequenzen nicht haben möchte.
Um es im Script-Editor zu deaktivieren muss man in der folgenden Zeile...
OnOff_Switch = 0
... die 0 durch eine 1 ersetzen. (die Zeile Steht unter "Materials"->"Requiem HUD")
Wie lautet nun der Code, wenn ich das ganze während des Spieles an- und ausschalten möchte?
Ich hoffe mir kann da jemand weiterhelfen.
Gruß 3mmis
PS: Falls es etwas nützt hier die Seite aus dem Script-Editor:
#==============================================================================
# Requiem HUD
#==============================================================================
OnOff_Switch = 0 # Switch ID that show or hide the HUD
Skills_Text = "Skills" # Text displayed on skills window
Items_Text = "Items" # Text displayed on items window
Ammo_Text = "Munition" # 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, 224, 140)
self.opacity = 0
@actor = $game_party.members[0]
@old_hp = @actor.hp if @actor != nil
@old_mp = @actor.mp if @actor != nil
@old_exp = @actor.exp if @actor != nil
update
refresh
end
def update
return if $game_party.members.size <= 0
@actor = $game_party.members[0] if @actor != $game_party.members[0]
return unless @old_hp != @actor.hp or @old_mp != @actor.mp or @old_exp != @actor.exp
@old_hp = @actor.hp
@old_mp = @actor.mp
@old_exp = @actor.exp
refresh
end
def refresh
return if $game_party.members.size <= 0
self.contents.clear
draw_hpbar(@actor, 42, 16)
draw_mpbar(@actor, 42, 38)
draw_expbar(@actor, 42, 60) if @actor.next_exp > 0
self.contents.font.size = 16
self.contents.draw_outlined_text(18, 14, 24, 24, Vocab::hp_a)
self.contents.draw_outlined_text(18, 36, 24, 24, Vocab::mp_a)
self.contents.draw_outlined_text(18, 56, 24, 24, "Exp") if @actor.next_exp > 0
end
def draw_hpbar(actor, x, y)
base = Cache.system("Base")
self.contents.blt(x, y, base, base.rect)
bar = Cache.system("HP Bar")
meter = Rect.new(0, 0, base.width * actor.hp / actor.maxhp, base.height)
self.contents.blt(x, y, bar, meter)
end
def draw_mpbar(actor, x, y)
base = Cache.system("Base")
self.contents.blt(x, y, base, base.rect)
bar = Cache.system("MP Bar")
meter = Rect.new(0, 0, base.width * actor.mp / actor.maxmp, base.height)
self.contents.blt(x, y, bar, meter)
end
def draw_expbar(actor, x, y)
base = Cache.system("Base")
self.contents.blt(x, y, base, base.rect)
bar = Cache.system("Exp Bar")
meter = Rect.new(0, 0, base.width * actor.current_exp / actor.next_exp, base.height)
self.contents.blt(x, y, bar, meter)
end
end
#------------------------------------------------------------------------------
class Requiem_HUD2 < Window_Base
def initialize
super(-32, -32, 608, 480)
self.opacity = 0
@actor = $game_party.members[0]
@skills = (@actor.nil? ? nil : @actor.skill_hotkeys.values)
@items = (@actor.nil? ? nil : @actor.item_hotkeys.values)
refresh
end
def update
return if $game_party.members.size <= 0
refresh if something_changed?
end
def something_changed?
return true if @actor != $game_party.members[0]
return true if @actor != nil and @skills != @actor.skill_hotkeys.values
return true if @actor != nil and @items != @actor.item_hotkeys.values
return false
end
def refresh
return if $game_party.members.size <= 0
@actor = $game_party.members[0]
@skills = @actor.skill_hotkeys.values
@items = @actor.item_hotkeys.values
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)
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*count)+x-4, y)
self.contents.draw_outlined_text((32*count)+x+5, y+17, 64, 24, Keys.name(key))
count += 1
}
self.contents.draw_outlined_text(x-7, y-15, 96, 24, Skills_Text, 1)
end
def draw_items(x, y)
count = 0
@actor.item_hotkeys.each { |key, value|
next if value.nil?
item = $data_items[value]
next if item.nil?
draw_icon(item.icon_index, (32*count)+x-4, y)
self.contents.draw_outlined_text((32*count)+x+5, y+17, 64, 24, Keys.name(key))
count += 1
}
self.contents.draw_outlined_text(x-7, y-15, 96, 24, Items_Text, 1)
end
def draw_ammo(x, y)
if @actor.weapons[0] != nil and @actor.weapons[0].ranged?
if @actor.weapons[0].ammo1 != nil
draw_icon(@actor.equips[0].ammo1.icon_index, x-4, y) if @actor.equips[0].ammo1 != nil
end
if @actor.weapons[0].ammo2 != nil
draw_icon(@actor.equips[0].ammo2.icon_index, x+28, y) if @actor.equips[0].ammo2 != nil
end
self.contents.draw_outlined_text(x+5, y+17, 32, 24, Keys.name($Requiem_ABS.attack_key1))
self.contents.draw_outlined_text(x+37, y+17, 32, 24, Keys.name($Requiem_ABS.attack_key2))
end
self.contents.draw_outlined_text(x-7, y-16, 64, 24, Ammo_Text, 1)
end
end
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
alias requiem_hud_start start
alias requiem_hud_update update
alias requiem_hud_terminate terminate
def start
requiem_hud_start
@hud_window1 = Requiem_HUD1.new
@hud_window2 = Requiem_HUD2.new
@hud_window1.visible = false
@hud_window2.visible = false
showing_hud
end
def update
requiem_hud_update
showing_hud
@hud_window1.update if @hud_window1.visible
@hud_window2.update if @hud_window2.visible
end
def terminate
requiem_hud_terminate
@hud_window1.dispose
@hud_window2.dispose
end
def showing_hud
if OnOff_Switch <= 0 or $game_switches[OnOff_Switch]
@hud_window1.visible = true
@hud_window2.visible = true
else
@hud_window1.visible = false
@hud_window2.visible = false
end
end
end
#------------------------------------------------------------------------------
end
seit einiger Zeit bin ich dabei, mich beim VX hineinzudenken und wollte nun ein Script (Requiem ABS 9.0) in meinem Spiel einbauen.
Durch das Script wird u.a. im Spiel ein HUD angezeigt, was ich aber während Zwischensequenzen nicht haben möchte.
Um es im Script-Editor zu deaktivieren muss man in der folgenden Zeile...
OnOff_Switch = 0
... die 0 durch eine 1 ersetzen. (die Zeile Steht unter "Materials"->"Requiem HUD")
Wie lautet nun der Code, wenn ich das ganze während des Spieles an- und ausschalten möchte?
Ich hoffe mir kann da jemand weiterhelfen.
Gruß 3mmis
PS: Falls es etwas nützt hier die Seite aus dem Script-Editor:
#==============================================================================
# Requiem HUD
#==============================================================================
OnOff_Switch = 0 # Switch ID that show or hide the HUD
Skills_Text = "Skills" # Text displayed on skills window
Items_Text = "Items" # Text displayed on items window
Ammo_Text = "Munition" # 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, 224, 140)
self.opacity = 0
@actor = $game_party.members[0]
@old_hp = @actor.hp if @actor != nil
@old_mp = @actor.mp if @actor != nil
@old_exp = @actor.exp if @actor != nil
update
refresh
end
def update
return if $game_party.members.size <= 0
@actor = $game_party.members[0] if @actor != $game_party.members[0]
return unless @old_hp != @actor.hp or @old_mp != @actor.mp or @old_exp != @actor.exp
@old_hp = @actor.hp
@old_mp = @actor.mp
@old_exp = @actor.exp
refresh
end
def refresh
return if $game_party.members.size <= 0
self.contents.clear
draw_hpbar(@actor, 42, 16)
draw_mpbar(@actor, 42, 38)
draw_expbar(@actor, 42, 60) if @actor.next_exp > 0
self.contents.font.size = 16
self.contents.draw_outlined_text(18, 14, 24, 24, Vocab::hp_a)
self.contents.draw_outlined_text(18, 36, 24, 24, Vocab::mp_a)
self.contents.draw_outlined_text(18, 56, 24, 24, "Exp") if @actor.next_exp > 0
end
def draw_hpbar(actor, x, y)
base = Cache.system("Base")
self.contents.blt(x, y, base, base.rect)
bar = Cache.system("HP Bar")
meter = Rect.new(0, 0, base.width * actor.hp / actor.maxhp, base.height)
self.contents.blt(x, y, bar, meter)
end
def draw_mpbar(actor, x, y)
base = Cache.system("Base")
self.contents.blt(x, y, base, base.rect)
bar = Cache.system("MP Bar")
meter = Rect.new(0, 0, base.width * actor.mp / actor.maxmp, base.height)
self.contents.blt(x, y, bar, meter)
end
def draw_expbar(actor, x, y)
base = Cache.system("Base")
self.contents.blt(x, y, base, base.rect)
bar = Cache.system("Exp Bar")
meter = Rect.new(0, 0, base.width * actor.current_exp / actor.next_exp, base.height)
self.contents.blt(x, y, bar, meter)
end
end
#------------------------------------------------------------------------------
class Requiem_HUD2 < Window_Base
def initialize
super(-32, -32, 608, 480)
self.opacity = 0
@actor = $game_party.members[0]
@skills = (@actor.nil? ? nil : @actor.skill_hotkeys.values)
@items = (@actor.nil? ? nil : @actor.item_hotkeys.values)
refresh
end
def update
return if $game_party.members.size <= 0
refresh if something_changed?
end
def something_changed?
return true if @actor != $game_party.members[0]
return true if @actor != nil and @skills != @actor.skill_hotkeys.values
return true if @actor != nil and @items != @actor.item_hotkeys.values
return false
end
def refresh
return if $game_party.members.size <= 0
@actor = $game_party.members[0]
@skills = @actor.skill_hotkeys.values
@items = @actor.item_hotkeys.values
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)
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*count)+x-4, y)
self.contents.draw_outlined_text((32*count)+x+5, y+17, 64, 24, Keys.name(key))
count += 1
}
self.contents.draw_outlined_text(x-7, y-15, 96, 24, Skills_Text, 1)
end
def draw_items(x, y)
count = 0
@actor.item_hotkeys.each { |key, value|
next if value.nil?
item = $data_items[value]
next if item.nil?
draw_icon(item.icon_index, (32*count)+x-4, y)
self.contents.draw_outlined_text((32*count)+x+5, y+17, 64, 24, Keys.name(key))
count += 1
}
self.contents.draw_outlined_text(x-7, y-15, 96, 24, Items_Text, 1)
end
def draw_ammo(x, y)
if @actor.weapons[0] != nil and @actor.weapons[0].ranged?
if @actor.weapons[0].ammo1 != nil
draw_icon(@actor.equips[0].ammo1.icon_index, x-4, y) if @actor.equips[0].ammo1 != nil
end
if @actor.weapons[0].ammo2 != nil
draw_icon(@actor.equips[0].ammo2.icon_index, x+28, y) if @actor.equips[0].ammo2 != nil
end
self.contents.draw_outlined_text(x+5, y+17, 32, 24, Keys.name($Requiem_ABS.attack_key1))
self.contents.draw_outlined_text(x+37, y+17, 32, 24, Keys.name($Requiem_ABS.attack_key2))
end
self.contents.draw_outlined_text(x-7, y-16, 64, 24, Ammo_Text, 1)
end
end
#------------------------------------------------------------------------------
class Scene_Map < Scene_Base
alias requiem_hud_start start
alias requiem_hud_update update
alias requiem_hud_terminate terminate
def start
requiem_hud_start
@hud_window1 = Requiem_HUD1.new
@hud_window2 = Requiem_HUD2.new
@hud_window1.visible = false
@hud_window2.visible = false
showing_hud
end
def update
requiem_hud_update
showing_hud
@hud_window1.update if @hud_window1.visible
@hud_window2.update if @hud_window2.visible
end
def terminate
requiem_hud_terminate
@hud_window1.dispose
@hud_window2.dispose
end
def showing_hud
if OnOff_Switch <= 0 or $game_switches[OnOff_Switch]
@hud_window1.visible = true
@hud_window2.visible = true
else
@hud_window1.visible = false
@hud_window2.visible = false
end
end
end
#------------------------------------------------------------------------------
end