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  1. //=============================================================================
  2. // MOG_PartyHud.js
  3. //=============================================================================
  4.  
  5. /*:
  6.  * @plugindesc (v1.1) Apresenta Huds com as condições básicas do grupo.
  7.  * @author Moghunter
  8.  *
  9.  * @param Skip Leader
  10.  * @desc Ignorar o lider
  11.  * @default true
  12.  *
  13.  * @param Start Visible
  14.  * @desc Apresentar a Hud  ao iniciar o jogo.
  15.  * @default true
  16.  *  
  17.  * @param Font Size
  18.  * @desc Definição do tamanho da fonte.
  19.  * @default 14
  20.  *
  21.  * @param Name Visible
  22.  * @desc Ativar Face
  23.  * @default true
  24.  *
  25.  * @param Name X
  26.  * @desc Posição X-Axis do nome.
  27.  * @default 5
  28.  *
  29.  * @param Name Y
  30.  * @desc Posição Y-Axis do nome.
  31.  * @default -16
  32.  *
  33.  * @param Name Align
  34.  * @desc Definição do alinhamento dos números.
  35.  * 0 - Left    1 - Center    2 - Right
  36.  * @default 0
  37.  *
  38.  * @param Face Visible
  39.  * @desc Ativar Face
  40.  * @default true
  41.  *
  42.  * @param Face X
  43.  * @desc Posição X-Axis da Face.
  44.  * @default 5
  45.  *
  46.  * @param Face Y
  47.  * @desc Posição Y-Axis da Face.
  48.  * @default 23
  49.  *
  50.  * @param HP Meter Visible
  51.  * @desc Ativar Medidor de HP.
  52.  * @default true
  53.  *
  54.  * @param HP Meter X
  55.  * @desc Definição do X-Axis do medidor de HP.
  56.  * @default 52
  57.  *
  58.  * @param HP Meter Y
  59.  * @desc Definição do Y-Axis do medidor de HP.
  60.  * @default 33
  61.  *
  62.  * @param HP Number Visible
  63.  * @desc Ativar número de HP.
  64.  * @default true
  65.  *
  66.  * @param HP Number X
  67.  * @desc Definição do X-Axis do número de HP.
  68.  * @default 90
  69.  *
  70.  * @param HP Number Y
  71.  * @desc Definição do Y-Axis do número de HP.
  72.  * @default 7
  73.  *
  74.  * @param HP Number Align
  75.  * @desc Definição do alinhamento dos números.
  76.  * 0 - Left    1 - Center    2 - Right
  77.  * @default 2
  78.  *
  79.  * @param MP Meter Visible
  80.  * @desc Ativar medidor de MP.
  81.  * @default true
  82.  *
  83.  * @param MP Meter X
  84.  * @desc Definição do X-Axis do medidor de MP.
  85.  * @default 52
  86.  *
  87.  * @param MP Meter Y
  88.  * @desc Definição do Y-Axis do medidor de MP.
  89.  * @default 57
  90.  *
  91.  * @param MP Number Visible
  92.  * @desc Ativar número de MP.
  93.  * @default true
  94.  *
  95.  * @param MP Number X
  96.  * @desc Definição do X-Axis do número de MP.
  97.  * @default 90
  98.  *
  99.  * @param MP Number Y
  100.  * @desc Definição do Y-Axis do número de MP.
  101.  * @default 31
  102.  *
  103.  * @param MP Number Align
  104.  * @desc Definição do alinhamento dos números.
  105.  * 0 - Left    1 - Center    2 - Right
  106.  * @default 2
  107.  *
  108.  * @param TP Meter Visible
  109.  * @desc Ativar medidor de TP.
  110.  * @default false
  111.  *
  112.  * @param TP Meter X
  113.  * @desc Definição do X-Axis do medidor de TP.
  114.  * @default 52
  115.  *
  116.  * @param TP Meter Y
  117.  * @desc Definição do Y-Axis do medidor de TP.
  118.  * @default 82
  119.  *  
  120.  * @param TP Number Visible
  121.  * @desc Ativar número de TP.
  122.  * @default false
  123.  *
  124.  * @param TP Number X
  125.  * @desc Definição do X-Axis do número de TP.
  126.  * @default 90
  127.  *
  128.  * @param TP Number Y
  129.  * @desc Definição do Y-Axis do número de TP.
  130.  * @default 66
  131.  *
  132.  * @param TP Number Align
  133.  * @desc Definição do alinhamento dos números.
  134.  * 0 - Left    1 - Center    2 - Right
  135.  * @default 2
  136.  *
  137.  * @param LV Number Visible
  138.  * @desc Ativar level.
  139.  * @default true
  140.  *  
  141.  * @param LV Number X
  142.  * @desc Definição do X-Axis do level.
  143.  * @default 30
  144.  *
  145.  * @param LV Number Y
  146.  * @desc Definição do Y-Axis do level.
  147.  * @default 0
  148.  *
  149.  * @param LV Number Align
  150.  * @desc Definição do alinhamento dos números.
  151.  * 0 - Left    1 - Center    2 - Right
  152.  * @default 1
  153.  *
  154.  * @param Exp Visible
  155.  * @desc Ativar a experiência.
  156.  * @default true
  157.  *
  158.  * @param Exp X
  159.  * @desc Definição do X-Axis da exp.
  160.  * @default 30
  161.  *
  162.  * @param Exp Y
  163.  * @desc Definição do Y-Axis da exp.
  164.  * @default 71
  165.  *
  166.  * @param States Visible
  167.  * @desc Ativar as condições.
  168.  * @default true
  169.  *
  170.  * @param States X
  171.  * @desc Definição do X-Axis das condições.
  172.  * @default 4
  173.  *
  174.  * @param States Y
  175.  * @desc Definição do Y-Axis das condições.
  176.  * @default 24
  177.  *
  178.  * @param States Scale
  179.  * @desc Scale/Zoom do sprite das condições.
  180.  * @default 70
  181.  *
  182.  * @param ---------------------------------------------------------------------
  183.  *
  184.  * @param Hud 1 Position X
  185.  * @desc Definição do X-Axis da Hud.
  186.  * @default 0
  187.  *
  188.  * @param Hud 1 Position Y
  189.  * @desc Definição do Y-Axis da Hud.
  190.  * @default 390
  191.  *
  192.  * @param ---------------------------------------------------------------------
  193.  *
  194.  * @param Hud 2 Position X
  195.  * @desc Definição do X-Axis da Hud.
  196.  * @default 0
  197.  *
  198.  * @param Hud 2 Position Y
  199.  * @desc Definição do Y-Axis da Hud.
  200.  * @default 300
  201.  *
  202.  * @param ---------------------------------------------------------------------
  203.  *
  204.  * @param Hud 3 Position X
  205.  * @desc Definição do X-Axis da Hud.
  206.  * @default 0
  207.  *
  208.  * @param Hud 3 Position Y
  209.  * @desc Definição do Y-Axis da Hud.
  210.  * @default 210
  211.  *
  212.  * @param ---------------------------------------------------------------------
  213.  *
  214.  * @param Hud 4 Position X
  215.  * @desc Definição do X-Axis da Hud.
  216.  * @default 0
  217.  *
  218.  * @param Hud 4 Position Y
  219.  * @desc Definição do Y-Axis da Hud.
  220.  * @default 120
  221.  *
  222.  * @param ---------------------------------------------------------------------
  223.  *
  224.  * @param Hud 5 Position X
  225.  * @desc Definição do X-Axis da Hud.
  226.  * @default 0
  227.  *
  228.  * @param Hud 5 Position Y
  229.  * @desc Definição do Y-Axis da Hud.
  230.  * @default 30
  231.  *
  232.  * @param ---------------------------------------------------------------------
  233.  *
  234.  * @param Hud 6 Position X
  235.  * @desc Definição do X-Axis da Hud.
  236.  * @default 0
  237.  *
  238.  * @param Hud 6 Position Y
  239.  * @desc Definição do Y-Axis da Hud.
  240.  * @default 0
  241.  *
  242.  * @param ---------------------------------------------------------------------
  243.  *
  244.  * @param Hud 7 Position X
  245.  * @desc Definição do X-Axis da Hud.
  246.  * @default 150
  247.  *
  248.  * @param Hud 7 Position Y
  249.  * @desc Definição do Y-Axis da Hud.
  250.  * @default 0
  251.  *
  252.  * @param ---------------------------------------------------------------------
  253.  *
  254.  * @param Hud 8 Position X
  255.  * @desc Definição do X-Axis da Hud.
  256.  * @default 300
  257.  *
  258.  * @param Hud 8 Position Y
  259.  * @desc Definição do Y-Axis da Hud.
  260.  * @default 0
  261.  *
  262.  * @param ---------------------------------------------------------------------
  263.  *
  264.  * @param Hud 9 Position X
  265.  * @desc Definição do X-Axis da Hud.
  266.  * @default 450
  267.  *
  268.  * @param Hud 9 Position Y
  269.  * @desc Definição do Y-Axis da Hud.
  270.  * @default 0
  271.  *
  272.  * @param ---------------------------------------------------------------------
  273.  *
  274.  * @param Hud 10 Position X
  275.  * @desc Definição do X-Axis da Hud.
  276.  * @default 600
  277.  *
  278.  * @param Hud 10 Position Y
  279.  * @desc Definição do Y-Axis da Hud.
  280.  * @default 0
  281.  *
  282.  * @help  
  283.  * =============================================================================
  284.  * +++ MOG - Party HUD (v1.0) +++
  285.  * By Moghunter
  286.  * https://atelierrgss.wordpress.com/
  287.  * =============================================================================
  288.  * Apresenta Huds com os parâmetros básicos do personagems.
  289.  *
  290.  * =============================================================================
  291.  * UTILIZAÇÃO
  292.  * =============================================================================
  293.  * Grave as imagens na pasta /img/partyhud/
  294.  *
  295.  * =============================================================================
  296.  * PLUGIN COMMAND
  297.  * =============================================================================
  298.  * Para ativar ou desativar a hud use os commandos abaixo.
  299.  *
  300.  * show_party_hud
  301.  * hide_party_hud
  302.  *
  303.  */
  304.  
  305. //=============================================================================
  306. // ** PLUGIN PARAMETERS
  307. //=============================================================================
  308.   var Imported = Imported || {};
  309.   Imported.MOG_PartyHud = true;
  310.   var Moghunter = Moghunter || {};
  311.  
  312.    Moghunter.parameters = PluginManager.parameters('MOG_PartyHud');
  313.     Moghunter.partyHud_Max = 10;   
  314.     Moghunter.partyHud_SkipLeader = String(Moghunter.parameters['Skip Leader'] || 'true');
  315.     Moghunter.partyHud_StartVisible = String(Moghunter.parameters['Start Visible'] || 'true');
  316.     Moghunter.partyHud_NumberFontSize = Number(Moghunter.parameters['Font Size'] || 14);   
  317.     Moghunter.partyHud_FaceV = String(Moghunter.parameters['Face Visible'] || 'true');
  318.     Moghunter.partyHud_FaceX = Number(Moghunter.parameters['Face X'] || 5);
  319.     Moghunter.partyHud_FaceY = Number(Moghunter.parameters['Face Y'] || 25);   
  320.     Moghunter.partyHud_HPMeterV = String(Moghunter.parameters['HP Meter Visible'] || 'true');
  321.     Moghunter.partyHud_HPMeterX = Number(Moghunter.parameters['HP Meter X'] || 52);
  322.     Moghunter.partyHud_HPMeterY = Number(Moghunter.parameters['HP Meter Y'] || 34);
  323.     Moghunter.partyHud_MPMeterV = String(Moghunter.parameters['MP Meter Visible'] || 'true');
  324.     Moghunter.partyHud_MPMeterX = Number(Moghunter.parameters['MP Meter X'] || 52);
  325.     Moghunter.partyHud_MPMeterY = Number(Moghunter.parameters['MP Meter Y'] || 58);    
  326.     Moghunter.partyHud_TPMeterV = String(Moghunter.parameters['TP Meter Visible'] || 'true');
  327.     Moghunter.partyHud_TPMeterX = Number(Moghunter.parameters['TP Meter X'] || 52);
  328.     Moghunter.partyHud_TPMeterY = Number(Moghunter.parameters['TP Meter Y'] || 82);    
  329.     Moghunter.partyHud_HPNumberV = String(Moghunter.parameters['HP Number Visible'] || 'true');
  330.     Moghunter.partyHud_HPNumberX = Number(Moghunter.parameters['HP Number X'] || 90);
  331.     Moghunter.partyHud_HPNumberY = Number(Moghunter.parameters['HP Number Y'] || 8);
  332.     Moghunter.partyHud_HPNumberA = Number(Moghunter.parameters['HP Number Align'] || 2);   
  333.     Moghunter.partyHud_MPNumberV = String(Moghunter.parameters['MP Number Visible'] || 'true');
  334.     Moghunter.partyHud_MPNumberX = Number(Moghunter.parameters['MP Number X'] || 90);
  335.     Moghunter.partyHud_MPNumberY = Number(Moghunter.parameters['MP Number Y'] || 32);      
  336.     Moghunter.partyHud_MPNumberA = Number(Moghunter.parameters['MP Number Align'] || 2);
  337.     Moghunter.partyHud_TPNumberV = String(Moghunter.parameters['TP Number Visible'] || 'true');
  338.     Moghunter.partyHud_TPNumberX = Number(Moghunter.parameters['TP Number X'] || 90);
  339.     Moghunter.partyHud_TPNumberY = Number(Moghunter.parameters['TP Number Y'] || 66);      
  340.     Moghunter.partyHud_TPNumberA = Number(Moghunter.parameters['TP Number Align'] || 2);           
  341.     Moghunter.partyHud_LVNumberV = String(Moghunter.parameters['LV Number Visible'] || 'true');
  342.     Moghunter.partyHud_LVNumberX = Number(Moghunter.parameters['LV Number X'] || 30);
  343.     Moghunter.partyHud_LVNumberY = Number(Moghunter.parameters['LV Number Y'] || 0);
  344.     Moghunter.partyHud_LVNumberA = Number(Moghunter.parameters['LV Number Align'] || 1);       
  345.     Moghunter.partyHud_NameV = String(Moghunter.parameters['Name Visible'] || 'true');
  346.     Moghunter.partyHud_NameX = Number(Moghunter.parameters['Name X'] || 5);
  347.     Moghunter.partyHud_NameY = Number(Moghunter.parameters['Name Y'] || -16);  
  348.     Moghunter.partyHud_NameA = Number(Moghunter.parameters['Name Align'] || 0);
  349.     Moghunter.partyHud_StatesV = String(Moghunter.parameters['States Visible'] || 'true');
  350.     Moghunter.partyHud_StatesX = Number(Moghunter.parameters['States X'] || 4);
  351.     Moghunter.partyHud_StatesY = Number(Moghunter.parameters['States Y'] || 26);   
  352.     Moghunter.partyHud_StatesS = Number(Moghunter.parameters['States Scale'] || 70);   
  353.     Moghunter.partyHud_ExpMeterV = String(Moghunter.parameters['Exp Visible'] || 'true');
  354.     Moghunter.partyHud_ExpMeterX = Number(Moghunter.parameters['Exp X'] || 30);
  355.     Moghunter.partyHud_ExpMeterY = Number(Moghunter.parameters['Exp Y'] || 71);            
  356.     Moghunter.partyHud_Visible = []; Moghunter.partyHud_LayX = [];  Moghunter.partyHud_LayY = [];    
  357.     for (var i = 0; i < Moghunter.partyHud_Max; i++) {
  358.         Moghunter.partyHud_LayX[i] = Number(Moghunter.parameters['Hud ' + String(i + 1) + ' Position X'] || 0);
  359.         Moghunter.partyHud_LayY[i] = Number(Moghunter.parameters['Hud ' + String(i + 1) + ' Position Y'] || 0);
  360.     }; 
  361.  
  362. //=============================================================================
  363. // ** ImageManager
  364. //=============================================================================
  365.  
  366. //=============================
  367. // ** Load Party Hud
  368. //=============================
  369. ImageManager.loadPartyHud = function(filename) {
  370.     return this.loadBitmap('img/partyhud/', filename, 0, true);
  371. }; 
  372.    
  373. //=============================================================================
  374. // ** Game_Interpreter
  375. //=============================================================================
  376.  
  377. //==============================
  378. // * PluginCommand
  379. //==============================
  380. var _mog_partyHud_pluginCommand = Game_Interpreter.prototype.pluginCommand
  381. Game_Interpreter.prototype.pluginCommand = function(command, args) {
  382.     _mog_partyHud_pluginCommand.call(this,command, args)
  383.     if (command === "hide_party_hud") {
  384.         $gameSystem._partyHudData[0] = false;
  385.     } else if (command === "show_party_hud") {
  386.         $gameSystem._partyHudData[0] = true;   
  387.     };
  388.     return true;
  389. };
  390.  
  391. //==============================
  392. // * Command129
  393. //==============================
  394. var _mog_partyHud_command129 = Game_Interpreter.prototype.command129;
  395. Game_Interpreter.prototype.command129 = function() {   
  396.     _mog_partyHud_command129.call(this);   
  397.     $gameSystem._partyHudData[1] = true;
  398.     return true;
  399. };
  400.  
  401. //=============================================================================
  402. // ** Game System
  403. //=============================================================================
  404.  
  405. //==============================
  406. // * Initialize
  407. //==============================
  408. var _mog_partyHud_gsys_initialize = Game_System.prototype.initialize;
  409. Game_System.prototype.initialize = function() {
  410.     _mog_partyHud_gsys_initialize.call(this);
  411.     var v = String(Moghunter.partyHud_StartVisible) === 'true' ? true : false;
  412.     this._partyHudData = [v,false];
  413. };
  414.  
  415. //=============================================================================
  416. // ** Game BattlerBase
  417. //=============================================================================
  418.  
  419. //==============================
  420. // * Initialize
  421. //==============================
  422. var _mog_partyHud_gbat_initMembers = Game_BattlerBase.prototype.initMembers
  423. Game_BattlerBase.prototype.initMembers = function() {
  424.     _mog_partyHud_gbat_initMembers.call(this);
  425.     this._needRefStatesHud = false;
  426. };
  427.  
  428. //==============================
  429. // * addNewState
  430. //==============================
  431. var _mog_partyHud_addNewState = Game_BattlerBase.prototype.addNewState
  432. Game_BattlerBase.prototype.addNewState = function(stateId) {
  433.     _mog_partyHud_addNewState.call(this,stateId);
  434.     this._needRefStatesHud = true;
  435. };
  436.  
  437. //==============================
  438. // * eraseState
  439. //==============================
  440. var _mog_partyHud_eraseState = Game_BattlerBase.prototype.eraseState
  441. Game_BattlerBase.prototype.eraseState = function(stateId) {
  442.     _mog_partyHud_eraseState.call(this,stateId);
  443.     this._needRefStatesHud = true;
  444. };
  445.  
  446. //=============================================================================
  447. // ** Game Actor
  448. //=============================================================================
  449.  
  450. //==============================
  451. // * Current EXP R
  452. //==============================
  453. Game_Actor.prototype.current_exp_r = function() {
  454.     return this.nextLevelExp() - this.nextRequiredExp() - this.expForLevel(this._level);
  455. };
  456.  
  457. //==============================
  458. // * Next Level EXP R
  459. //==============================
  460. Game_Actor.prototype.nextLevelExp_r = function() {
  461.     return this.expForLevel(this._level + 1) - this.expForLevel(this._level) ;
  462. };
  463.  
  464. //=============================================================================
  465. // ** Game_Party
  466. //=============================================================================
  467.  
  468. //==============================
  469. // * Swap Order
  470. //==============================
  471. var _mog_partyHud_gparty_swapOrder = Game_Party.prototype.swapOrder;
  472. Game_Party.prototype.swapOrder = function(index1, index2) {
  473.     _mog_partyHud_gparty_swapOrder.call(this,index1,index2);
  474.     $gameSystem._partyHudData[1] = true;
  475. };
  476.  
  477. //=============================================================================
  478. // ** Game Character Base
  479. //=============================================================================
  480.  
  481. //==============================
  482. // * Screen RealX
  483. //==============================
  484. Game_CharacterBase.prototype.screen_realX = function() {
  485.     return this.scrolledX() * $gameMap.tileWidth()
  486. };
  487.  
  488. //==============================
  489. // * Screen RealY
  490. //==============================
  491. Game_CharacterBase.prototype.screen_realY = function() {
  492.     return this.scrolledY() * $gameMap.tileHeight()
  493. };
  494.  
  495. //=============================================================================
  496. // ** Scene Map
  497. //=============================================================================
  498.  
  499. //==============================
  500. // * create All Windows
  501. //==============================
  502. var _mog_partyHud_scMap_createAllWindows = Scene_Map.prototype.createAllWindows;
  503. Scene_Map.prototype.createAllWindows = function() {
  504.     this.createPartyHudField();
  505.     this.createPartyHuds();
  506.     _mog_partyHud_scMap_createAllWindows.call(this);   
  507. };
  508.  
  509. //==============================
  510. // * create Party Huds
  511. //==============================
  512. Scene_Map.prototype.createPartyHuds = function() {
  513.     this._partyHud = [];
  514.     var s = String(Moghunter.partyHud_SkipLeader) === 'true' ? 1 : 0;
  515.     for (var i = 0; i < $gameParty.maxBattleMembers() - s; i++) {
  516.         var actor = $gameParty.members()[i + s];
  517.         this._partyHud[i] = new PartyHud(i,actor);
  518.         this._partyField.addChild(this._partyHud[i]);
  519.     };
  520. };
  521.  
  522. //==============================
  523. // * create Party Hud Field
  524. //==============================
  525. Scene_Map.prototype.createPartyHudField = function() {
  526.     this._partyField = new Sprite();
  527.     this.addChild(this._partyField);
  528. };
  529.  
  530. //==============================
  531. // * refresh Party Hud
  532. //==============================
  533. Scene_Map.prototype.refreshPartyHud = function() {
  534.     $gameSystem._partyHudData[1] = false;
  535.     for (var i = 0; i < this._partyHud.length; i++) {
  536.          this._partyField.removeChild(this._partyHud[i]);
  537.     };
  538.     this.createPartyHuds();
  539. };
  540.  
  541. //==============================
  542. // * update
  543. //==============================
  544. var _mog_partyHud_scnMap_update = Scene_Map.prototype.update;
  545. Scene_Map.prototype.update = function() {
  546.     _mog_partyHud_scnMap_update.call(this);
  547.     if ($gameSystem._partyHudData[1]) {this.refreshPartyHud()};
  548. };
  549.  
  550. //=============================================================================
  551. // ** Party Hud
  552. //=============================================================================
  553. function PartyHud() {
  554.     this.initialize.apply(this, arguments);
  555. };
  556.  
  557. PartyHud.prototype = Object.create(Sprite.prototype);
  558. PartyHud.prototype.constructor =PartyHud;
  559.  
  560. //==============================
  561. // * Initialize
  562. //==============================
  563. PartyHud.prototype.initialize = function(index,actor) {
  564.     Sprite.prototype.initialize.call(this);
  565.     this._index = index;
  566.     this._actor = actor;
  567.     this._actorId = null;
  568.     this._enabled = this._actor ? true : false;
  569.     if (this._enabled) {this.createSprites()};
  570. };
  571.  
  572. //==============================
  573. // * Create Sprites
  574. //==============================
  575. PartyHud.prototype.createSprites = function() {
  576.      this._hud_size = [-1,0,0,0];
  577.      this._hp = [this._actor.hp,this._actor.mhp];
  578.      this._mp = [this._actor.mp,this._actor.mmp];
  579.      this._lv = this._actor.level;
  580.      this._state_img = ImageManager.loadSystem("IconSet");
  581.      this.createLayout();
  582.      if (String(Moghunter.partyHud_FaceV) === 'true') {this.createFace()};
  583.      if (String(Moghunter.partyHud_HPMeterV) === 'true') {this.createHPMeter()};
  584.      if (String(Moghunter.partyHud_MPMeterV) === 'true') {this.createMPMeter()};
  585.      if (String(Moghunter.partyHud_TPMeterV) === 'true') {this.createTPMeter()};
  586.      if (String(Moghunter.partyHud_ExpMeterV) === 'true') {this.createExpMeter()};
  587.      if (String(Moghunter.partyHud_HPNumberV) === 'true') {this.createHPNumber()};
  588.      if (String(Moghunter.partyHud_MPNumberV) === 'true') {this.createMPNumber()};
  589.      if (String(Moghunter.partyHud_TPNumberV) === 'true') {this.createTPNumber()};
  590.      if (String(Moghunter.partyHud_LVNumberV) === 'true') {this.createLVNumber()};
  591.      if (String(Moghunter.partyHud_StatesV) === 'true') {this.createStates()};
  592.      if (String(Moghunter.partyHud_NameV) === 'true') {this.createName()};
  593.      if (this.needHide()) {this.opacity = 0};
  594. };
  595.        
  596. //==============================
  597. // * Create Layout
  598. //==============================
  599. PartyHud.prototype.createLayout = function() {
  600.      this._layout = new Sprite(ImageManager.loadPartyHud("Layout"));
  601.      this._layout.x = Number(Moghunter.partyHud_LayX[this._index]);
  602.      this._layout.y = Number(Moghunter.partyHud_LayY[this._index]);
  603.      this.addChild(this._layout);
  604. };
  605.  
  606. //==============================
  607. // * Create Name
  608. //==============================
  609. PartyHud.prototype.createName = function() {
  610.      this._name = new Sprite(new Bitmap(200,32));
  611.      this._name.x = this._layout.x + Number(Moghunter.partyHud_NameX);
  612.      this._name.y = this._layout.y + Number(Moghunter.partyHud_NameY);
  613.      this._name.org = [this._name.x,this._name.y];
  614.      this._name.bitmap.fontSize = Number(Moghunter.partyHud_NumberFontSize);
  615.      this.addChild(this._name);
  616. };
  617.  
  618. //==============================
  619. // * Create Face
  620. //==============================
  621. PartyHud.prototype.createFace = function() {
  622.      var fileName = "Face_" + this._actor._actorId;
  623.      this._face = new Sprite(ImageManager.loadPartyHud(String(fileName)));
  624.      this._face.x = this._layout.x + Number(Moghunter.partyHud_FaceX);
  625.      this._face.y = this._layout.y + Number(Moghunter.partyHud_FaceY);
  626.      this.refreshFace();
  627.      this.addChild(this._face);
  628. };
  629.  
  630. //==============================
  631. // * Refresh Face
  632. //==============================
  633. PartyHud.prototype.refreshFace = function() {
  634.      var fileName = "Face_" + this._actor._actorId;
  635.      this._face.bitmap = ImageManager.loadPartyHud(String(fileName));
  636. };
  637.  
  638. //==============================
  639. // * Create HP Meter
  640. //==============================
  641. PartyHud.prototype.createHPMeter = function() {
  642.      this._hpmeter = new Sprite(ImageManager.loadPartyHud("HPMeter"));
  643.      this._hpmeter.x = this._layout.x + Number(Moghunter.partyHud_HPMeterX);
  644.      this._hpmeter.y = this._layout.y + Number(Moghunter.partyHud_HPMeterY);
  645.      this.addChild(this._hpmeter);
  646. };
  647.  
  648. //==============================
  649. // * Create MP Meter
  650. //==============================
  651. PartyHud.prototype.createMPMeter = function() {
  652.      this._mpmeter = new Sprite(ImageManager.loadPartyHud("MPMeter"));
  653.      this._mpmeter.x = this._layout.x + Number(Moghunter.partyHud_MPMeterX);
  654.      this._mpmeter.y = this._layout.y + Number(Moghunter.partyHud_MPMeterY);
  655.      this.addChild(this._mpmeter);
  656. };
  657.  
  658. //==============================
  659. // * Create TP Meter
  660. //==============================
  661. PartyHud.prototype.createTPMeter = function() {
  662.      this._tpmeter = new Sprite(ImageManager.loadPartyHud("TPMeter"));
  663.      this._tpmeter.x = this._layout.x + Number(Moghunter.partyHud_TPMeterX);
  664.      this._tpmeter.y = this._layout.y + Number(Moghunter.partyHud_TPMeterY);
  665.      this.addChild(this._tpmeter);
  666. };
  667.  
  668. //==============================
  669. // * Create Exp Meter
  670. //==============================
  671. PartyHud.prototype.createExpMeter = function() {
  672.      this._expmeter = new Sprite(ImageManager.loadPartyHud("EXPmeter"));
  673.      this._expmeter.x = this._layout.x + Number(Moghunter.partyHud_ExpMeterX);
  674.      this._expmeter.y = this._layout.y + Number(Moghunter.partyHud_ExpMeterY);
  675.      this.addChild(this._expmeter);
  676. };
  677.  
  678. //==============================
  679. // * refresh Meter
  680. //==============================
  681. PartyHud.prototype.refreshMeter = function(sprite,value1,value2) {
  682.      var w = sprite.bitmap.width;
  683.      var h = sprite.bitmap.height;
  684.      var wd = w * value1 / value2;
  685.      sprite.setFrame(0,0,wd,h);
  686. };
  687.  
  688. //==============================
  689. // * Create HP Number
  690. //==============================
  691. PartyHud.prototype.createHPNumber = function() {
  692.      this._hpnumber = new Sprite(new Bitmap(200,32));
  693.      this._hpnumber.x = this._layout.x + Number(Moghunter.partyHud_HPNumberX);
  694.      this._hpnumber.y = this._layout.y + Number(Moghunter.partyHud_HPNumberY);
  695.      this._hpnumber.org = [this._hpnumber.x,this._hpnumber.y];
  696.      this._hpnumber.bitmap.fontSize = Number(Moghunter.partyHud_NumberFontSize);     
  697.      this.addChild(this._hpnumber);
  698. };
  699.  
  700. //==============================
  701. // * Create MP Number
  702. //==============================
  703. PartyHud.prototype.createMPNumber = function() {
  704.      this._mpnumber = new Sprite(new Bitmap(200,32));
  705.      this._mpnumber.x = this._layout.x + Number(Moghunter.partyHud_MPNumberX);
  706.      this._mpnumber.y = this._layout.y + Number(Moghunter.partyHud_MPNumberY);
  707.      this._mpnumber.org = [this._mpnumber.x,this._mpnumber.y];
  708.      this._mpnumber.bitmap.fontSize = Number(Moghunter.partyHud_NumberFontSize);     
  709.      this.addChild(this._mpnumber);
  710. };
  711.  
  712. //==============================
  713. // * Create TP Number
  714. //==============================
  715. PartyHud.prototype.createTPNumber = function() {
  716.      this._tpnumber = new Sprite(new Bitmap(200,32));
  717.      this._tpnumber.x = this._layout.x + Number(Moghunter.partyHud_TPNumberX);
  718.      this._tpnumber.y = this._layout.y + Number(Moghunter.partyHud_TPNumberY);
  719.      this._tpnumber.org = [this._tpnumber.x,this._tpnumber.y];
  720.      this._tpnumber.bitmap.fontSize = Number(Moghunter.partyHud_NumberFontSize);     
  721.      this.addChild(this._tpnumber);
  722. };  
  723.    
  724. //==============================
  725. // * Create LP Number
  726. //==============================
  727. PartyHud.prototype.createLVNumber = function() {
  728.      this._lvnumber = new Sprite(new Bitmap(200,32));
  729.      this._lvnumber.x = this._layout.x + Number(Moghunter.partyHud_LVNumberX);
  730.      this._lvnumber.y = this._layout.y + Number(Moghunter.partyHud_LVNumberY);
  731.      this._lvnumber.org = [this._lvnumber.x,this._lvnumber.y];
  732.      this._lvnumber.bitmap.fontSize = Number(Moghunter.partyHud_NumberFontSize);     
  733.      this.addChild(this._lvnumber);
  734. };  
  735.    
  736. //==============================
  737. // * Refresh Text
  738. //==============================
  739. PartyHud.prototype.refreshText = function(sprite,value,align) {
  740.     sprite.bitmap.clear();
  741.     sprite.bitmap.drawText(String(value),0,0,sprite.bitmap.width - 10,32,this.aligntype(align));
  742.     if (align === 1) {
  743.         sprite.x = sprite.org[0] - (sprite.bitmap.width / 2) + 10;
  744.     } else if (align === 2) {
  745.         sprite.x = sprite.org[0] - sprite.bitmap.width + 20;
  746.     };
  747. };
  748.  
  749. //==============================
  750. // * Create States
  751. //==============================
  752. PartyHud.prototype.createStates = function() {
  753.     this.removeChild(this._state_icon);
  754.     if (!this._actor) {return};
  755.     this._states_data = [0,0,0];
  756.     this._state_icon = new Sprite(this._state_img);
  757.     this._state_icon.x = this._layout.x + Number(Moghunter.partyHud_StatesX);
  758.     this._state_icon.y = this._layout.y + Number(Moghunter.partyHud_StatesY);
  759.     var scale = Number(Moghunter.partyHud_StatesS) * 0.01;
  760.     this._state_icon.scale.x = scale;
  761.     this._state_icon.scale.y = scale;
  762.     this._state_icon.visible = false;
  763.     this.addChild(this._state_icon);
  764.     this.refreshStates();
  765. };
  766.  
  767. //==============================
  768. // * Refresh States
  769. //==============================
  770. PartyHud.prototype.refreshStates = function() {
  771.     this._states_data[0] = 0;
  772.     this._states_data[2] = 0;
  773.     this._state_icon.visible = false;
  774.     if (this._actor.allIcons().length == 0) {this._states_data[1] = 0;return};
  775.        if (this._actor.allIcons()[this._states_data[1]]) { 
  776.         this._states_data[0] = this._actor.allIcons()[this._states_data[1]];
  777.         this._state_icon.visible = true;
  778.         var sx = this._states_data[0] % 16 * 32;
  779.         var sy = Math.floor(this._states_data[0] / 16) * 32;
  780.         this._state_icon.setFrame(sx, sy, 32, 32);
  781.         this._actor._needRefStatesHud = false; 
  782.        };
  783.     this._states_data[1] += 1;
  784.     if (this._states_data[1] >= this._actor.allIcons().length) {
  785.         this._states_data[1] = 0
  786.     };
  787. };
  788.  
  789. //==============================
  790. // * Need Refresh States
  791. //==============================
  792. PartyHud.prototype.needRefreshStates = function() {
  793.     if (this._actor._needRefStatesHud) {return true};
  794.     if (this._states_data[2] > 60) {return true};
  795.     return false;
  796. };
  797.  
  798. //==============================
  799. // * Update States
  800. //==============================
  801. PartyHud.prototype.updateStates = function() {
  802.     this._states_data[2] += 1;
  803.     if (this.needRefreshStates()) {this.refreshStates();};
  804. };
  805.  
  806. //==============================
  807. // * Refresh Hud
  808. //==============================
  809. PartyHud.prototype.refreshHud = function() {
  810.     if (this._hpmeter) {this.refreshMeter(this._hpmeter,this._actor.hp,this._actor.mhp)};
  811.     if (this._mpmeter) {this.refreshMeter(this._mpmeter,this._actor.mp,this._actor.mmp)};
  812.     if (this._tpmeter) {this.refreshMeter(this._tpmeter,this._actor.tp,100)};
  813.     if (this._expmeter) {      
  814.         if (this._actor.isMaxLevel()) {
  815.             this.refreshMeter(this._expmeter,1,1);
  816.         } else {
  817.             this.refreshMeter(this._expmeter,this._actor.current_exp_r(),this._actor.nextLevelExp_r());
  818.         };
  819.     };
  820.     if (this._hpnumber) {this.refreshText(this._hpnumber,this._actor.hp,Moghunter.partyHud_HPNumberA)};
  821.     if (this._mpnumber) {this.refreshText(this._mpnumber,this._actor.mp,Moghunter.partyHud_MPNumberA)};
  822.     if (this._tpnumber) {this.refreshText(this._tpnumber,this._actor.tp,Moghunter.partyHud_TPNumberA)};
  823.     if (this._lvnumber) {this.refreshText(this._lvnumber,this._actor.level,Moghunter.partyHud_LVNumberA)};
  824.     if (this._actorId != this._actor._actorId) {
  825.         if (this._name) {this.refreshText(this._name,this._actor._name,Moghunter.partyHud_NameA)};
  826.         if (this._face) {this.refreshFace()}
  827.     };
  828. };
  829.  
  830. //==============================
  831. // * need Refresh Hud
  832. //==============================
  833. PartyHud.prototype.needRefreshHud = function() {
  834.      if (!this._actor) {return false};
  835.      if (this._hp[0] != this._actor.hp) {return true};
  836.      if (this._hp[1] != this._actor.mhp) {return true};
  837.      if (this._mp[0] != this._actor.mp) {return true};
  838.      if (this._mp[1] != this._actor.mmp) {return true};
  839.      if (this._lv != this._actor.level) {return true};
  840.      if (this._actorId != this._actor._actorId) {return true};
  841.      return false
  842. };
  843.  
  844. //==============================
  845. // * Align Type
  846. //==============================
  847. PartyHud.prototype.aligntype = function(align) {
  848.    if (Number(align) === 0) {return "left"    
  849.    } else if (Number(align) === 1) {return "center"
  850.    } else {return "right"};
  851. };
  852.  
  853. //==============================
  854. // * Update
  855. //==============================
  856. PartyHud.prototype.update = function() {
  857.     Sprite.prototype.update.call(this);
  858.     if (this._enabled) {this.updateSprites()};
  859. };
  860.  
  861. //==============================
  862. // * Need Hide
  863. //==============================
  864. PartyHud.prototype.needHide = function() {
  865.     if ($gameMessage.isBusy()) {return true};
  866.     if (!$gameSystem._partyHudData[0]) {return true};
  867.     if (!this._actor) {return true};
  868.     return false
  869. };
  870.  
  871. //==============================
  872. // * Need Fade
  873. //==============================
  874. PartyHud.prototype.needFade = function() {
  875.     if (this._hud_size[0] === -1) {return false};
  876.     if ($gamePlayer.screen_realX() < this._hud_size[0]) {return false};
  877.     if ($gamePlayer.screen_realX() > this._hud_size[2]) {return false};
  878.     if ($gamePlayer.screen_realY() < this._hud_size[1]) {return false};
  879.     if ($gamePlayer.screen_realY() > this._hud_size[3]) {return false};
  880.     return true;
  881. };
  882.  
  883. //==============================
  884. // * get Data
  885. //==============================
  886. PartyHud.prototype.getData = function() {
  887.       this._hud_size[0] =  this._layout.x - ($gameMap.tileWidth() / 2);
  888.       this._hud_size[1] =  this._layout.y - ($gameMap.tileHeight() / 2);
  889.       this._hud_size[2] =  this._layout.x + this._layout.bitmap.width;
  890.       this._hud_size[3] =  this._layout.y + this._layout.bitmap.height;
  891.       this.refreshHud();
  892. };
  893.  
  894. //==============================
  895. // * Update Visible
  896. //==============================
  897. PartyHud.prototype.updateVisible = function() {
  898.      if (this.needHide()) {
  899.          this.opacity -= 15;
  900.      } else {
  901.          if (this.needFade()) {
  902.              if (this.opacity > 90) {
  903.                  this.opacity -= 10;
  904.                  if (this.opacity < 90) {this.opacity = 90};
  905.              };
  906.          } else {
  907.              this.opacity += 10;
  908.          };
  909.      };
  910. };
  911.  
  912. //==============================
  913. // * Update Sprites
  914. //==============================
  915. PartyHud.prototype.updateSprites = function() {
  916.     if (this.needRefreshHud()) {this.refreshHud()};
  917.     if (this._hud_size[0] === -1 && this._layout.bitmap.isReady()) {this.getData()};
  918.     if (this._state_icon) {this.updateStates()};
  919.     this.updateVisible();
  920. };
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