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# ╔═════════════════════════════════════╦════════════════════╗ # ║ Title: KFBQ Map Actor HUD ║ Version: 1.00 ║ # ║ Author: Roninator2 ║ ║ # ╠═════════════════════════════════════╬════════════════════╣ # ║ Function: ║ Date Created ║ # ║ ╠════════════════════╣ # ║ FFMQ Style Actor Map HUD ║ 09 Mar 2023 ║ # ╚═════════════════════════════════════╩════════════════════╝ # ╔══════════════════════════════════════════════════════════╗ # ║ Instructions: ║ # ║ ║ # ║ Set the Windows to look like FFMQ. ║ # ║ ║ # ╚══════════════════════════════════════════════════════════╝ # ╔══════════════════════════════════════════════════════════╗ # ║ Terms of use: ║ # ║ Free for all uses in RPG Maker - Except nudity ║ # ╚══════════════════════════════════════════════════════════╝ #============================================================================== # ** Scene Map #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Start #-------------------------------------------------------------------------- alias r2_map_hud_start start def start r2_map_hud_start start_hud end #-------------------------------------------------------------------------- # * Start HUD #-------------------------------------------------------------------------- def start_hud @actor1_hud = Actor_Hud_Window.new($game_party.members[0].id) @actor2_hud = Actor_Hud_Window.new($game_party.members[1].id) if $game_party.members[1] draw_no_actor if !$game_party.members[1] @actor1_level = Actor_Level_Window.new($game_party.members[0].id) @actor1_level.viewport = Viewport.new @actor1_level.viewport.z += 100 @actor2_level = Actor_Level_Window.new($game_party.members[1].id) if $game_party.members[1] @actor2_level.viewport = Viewport.new if $game_party.members[1] @actor2_level.viewport.z += 100 if $game_party.members[1] @actor1_name = Actor_Name_Window.new($game_party.members[0].id) @actor1_name.viewport = Viewport.new @actor1_name.viewport.z += 100 @actor2_name = Actor_Name_Window.new($game_party.members[1].id) if $game_party.members[1] @actor2_name.viewport = Viewport.new if $game_party.members[1] @actor2_name.viewport.z += 100 if $game_party.members[1] @actor2_control = Actor_Control_Window.new($game_party.members[1].id) if $game_party.members[1] @actor2_control.viewport = Viewport.new if $game_party.members[1] @actor2_control.viewport.z += 100 if $game_party.members[1] @actor_status_back = Actor_Hud_Back.new end #-------------------------------------------------------------------------- # * Call Menu #-------------------------------------------------------------------------- alias r2_call_menu_dispose_image call_menu def call_menu remove_blank_space r2_call_menu_dispose_image end #-------------------------------------------------------------------------- # * Update Call Debug #-------------------------------------------------------------------------- def update_call_debug if $TEST && Input.press?(:F9) remove_blank_space r2_call_menu_dispose_image SceneManager.call(Scene_Debug) end end #-------------------------------------------------------------------------- # * Update #-------------------------------------------------------------------------- alias r2_map_hud_update update def update r2_map_hud_update @actor1_hud.update if @actor2_hud == nil @actor2_hud = Actor_Hud_Window.new($game_party.members[1].id) if $game_party.members[1] @actor2_level = Actor_Level_Window.new($game_party.members[1].id) if $game_party.members[1] @actor2_level.viewport = Viewport.new if $game_party.members[1] @actor2_level.viewport.z += 100 if $game_party.members[1] @actor2_control = Actor_Control_Window.new($game_party.members[1].id) if $game_party.members[1] @actor2_control.viewport = Viewport.new if $game_party.members[1] @actor2_control.viewport.z += 100 if $game_party.members[1] @actor2_name = Actor_Name_Window.new($game_party.members[1].id) if $game_party.members[1] @actor2_name.viewport = Viewport.new if $game_party.members[1] @actor2_name.viewport.z += 100 if $game_party.members[1] draw_no_actor if !$game_party.members[1] && ((@no_actor == 0) || (@no_actor == nil)) else remove_blank_space if $game_party.members[1] clean_actor if !$game_party.members[1] @actor2_hud.update if $game_party.members[1] end check_weapon_swap check_control end #-------------------------------------------------------------------------- # * Swap Weapons by Key press #-------------------------------------------------------------------------- def check_weapon_swap if Input.trigger?(:L) swap_weapons(0) elsif Input.trigger?(:R) swap_weapons(1) end end #-------------------------------------------------------------------------- # * Swap Weapons by Key press #-------------------------------------------------------------------------- def swap_weapons(value) wdata = [] for i in 1..$data_weapons.size - 1 wdata[i-1] = nil weapon = $data_weapons[i] if $game_party.has_item?(weapon, true) weapon.note.split(/[\r\n]+/).each { |line| case line when /<position:[-_ ]\d+>/i pos = $1.to_i wdata[pos-1] = weapon.id end } end end wdata.compact! current = $game_party.members[0].equips[0].id pos = current for i in 0..wdata.size - 1 pos = i if current == wdata[i] end if pos == 0 if value == 1 new_id = wdata[1] else new_id = wdata[-1] end elsif pos == wdata.size - 1 if value == 1 new_id = wdata[0] else new_id = wdata[pos-1] end else if value == 1 new_id = wdata[pos+1] else new_id = wdata[pos-1] end end if new_id == nil; new_id = current; end $game_party.members[0].change_equip(0, $data_weapons[new_id]) @actor1_hud.refresh end #-------------------------------------------------------------------------- # * Change Autobattle Contol by keypress #-------------------------------------------------------------------------- def check_control if Input.trigger?(:X) $game_system.autobattle = !$game_system.autobattle? @actor2_control.refresh if @actor2_control end end #-------------------------------------------------------------------------- # * Clear Actor place holder #-------------------------------------------------------------------------- def clean_actor return if @actor2_hud == nil @actor2_hud.dispose @actor2_hud = nil @actor2_level.dispose @actor2_control.dispose @actor2_name.dispose end #-------------------------------------------------------------------------- # * Draw image when no second player #-------------------------------------------------------------------------- def draw_no_actor @no_actor = Sprite.new @no_actor.bitmap = Cache.system("Blank_Actor") @no_actor.x = Graphics.width / 2 @no_actor.y = Graphics.height - 100 @no_actor.z = 2 end #-------------------------------------------------------------------------- # * Remove image when second player added #-------------------------------------------------------------------------- def remove_blank_space return if (@no_actor == 0) || (@no_actor == nil) @no_actor.bitmap.dispose @no_actor.dispose @no_actor = 0 end #-------------------------------------------------------------------------- # * Remove image when leaving map #-------------------------------------------------------------------------- alias r2_terminator_map_sprite terminate def terminate r2_terminator_map_sprite remove_blank_space end #-------------------------------------------------------------------------- # * Remove image when starting battle #-------------------------------------------------------------------------- alias r2_clear_back_battle pre_battle_scene def pre_battle_scene r2_clear_back_battle remove_blank_space end end
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