[Frubar Paste] Hosted by SkyLime - Chat with us at XChannel IRC

Posted by Anonymous on Wed 1st Jul 21:02
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  1.  
  2. ##############################################################
  3. #          SceneUpdate                                        #
  4. ###############################################################
  5.  
  6. class Scene_SKS
  7.  
  8.   def main()
  9.     @kreis = Kreis.new(false, 0, false, 3.141592654, 2.0, 120, 80, 0, 0, 0, false, 0.0, 0.0, 0, 0, 0, false, false, false, false, false)
  10.     Graphics.frame_count = 0
  11.    
  12.     #einmalige Erstellungen
  13.     if $player_exists != true then
  14.       create_arrays()
  15.       create_items()
  16.       def_objects()
  17.     end
  18.     if $viewports_exists != true then
  19.       create_viewports()
  20.     end
  21.     bildmittelpunkt()
  22.     player_graphics_load()
  23.  
  24.     #wird vor jedem Kampf neu erstellt
  25.     def_enemy_objects()
  26.     enemy_graphics_load()
  27.     hud_load()
  28.     speedbar_load()
  29.     detect_player_speeds()
  30.     fill_arrays()
  31.    
  32.     loop do
  33.       Graphics.update
  34.       Input.update
  35.       update()
  36.       if $scene != self then
  37.         sks_graphics_dispose()
  38.         break
  39.       end
  40.     end
  41.    
  42.    
  43.   end
  44. end
  45. def update()
  46.   sks_graphics_update()
  47.   graphics_color_update()
  48.   if @kreis.auswahl_aktiv == true then
  49.     enemy_chose_control()
  50.   end
  51.  
  52.   if @kreis.controlable == true then
  53.     ringmenü_control()
  54.   elsif @kreis.itemmenü_aktiv == true then
  55.     itemmenü_control()
  56.   end
  57.  
  58.   if @hud_speedbar.available == true then
  59.     move_speedbar_sprites()
  60.   end
  61. end
  62.  
  63.  
  64.   def create_viewports
  65.   @viewport_fog = Viewport.new(0, 0, 640, 480)
  66.   @viewport_background = Viewport.new(0, 0, 640, 480)
  67.   @viewport_hud = Viewport.new(0, 0, 640, 480)
  68.   @viewport_chars = Viewport.new(0, 0, 640, 480)
  69.   @viewport_chars_menü = Viewport.new(0, 0, 640, 480)
  70.   @viewport_ring = Viewport.new(0, 0, 640, 480)
  71.   @viewport_fog.z = 500
  72.   @viewport_background.z = 0
  73.   @viewport_hud.z = 1000
  74.   @viewport_chars.z = 100
  75.   @viewport_chars_menü.z = 150
  76.   @viewport_background.tone = $game_screen.tone
  77.   @viewport_background.ox = $game_screen.shake
  78.   @viewport_chars.tone = $game_screen.tone
  79.   @viewport_chars.ox = $game_screen.shake
  80.   $viewports_exists = true
  81.   end
  82.  
  83.   def enemy_graphics_load()
  84.     $zufall_enemy_ani_1 = rand(2)
  85.     $zufall_enemy_ani_1 += 7
  86.     $zufall_enemy_ani_2 = rand(2)
  87.     $zufall_enemy_ani_2 += 7
  88.     $zufall_enemy_ani_3 = rand(2)
  89.     $zufall_enemy_ani_3 += 7
  90.     $zufall_enemy_ani_4 = rand(2)
  91.     $zufall_enemy_ani_4 += 7
  92.     if @enemy_1.available == true then
  93.       @sprite_enemy_1 = Sprite_SKS.new(@viewport_chars, @enemy_1.x_fix, @enemy_1.y_fix)
  94.       @sprite_enemy_1.bitmap = RPG::Cache.picture(@enemy_1.dateiname)
  95.       @sprite_enemy_1.src_rect = Rect.new(0, 0, @enemy_1.rect_width, @enemy_1.rect_height)
  96.       @sprite_enemy_1.x = @enemy_1.x_fix
  97.       @sprite_enemy_1.y = @enemy_1.y_fix
  98.     end
  99.     if @enemy_2.available == true then
  100.       @sprite_enemy_2 = Sprite_SKS.new(@viewport_chars, @enemy_2.x_fix, @enemy_2.y_fix)
  101.       @sprite_enemy_2.bitmap = RPG::Cache.picture(@enemy_2.dateiname)
  102.       @sprite_enemy_2.src_rect = Rect.new(0, 0, @enemy_2.rect_width, @enemy_2.rect_height)
  103.       @sprite_enemy_2.x = @enemy_2.x_fix
  104.       @sprite_enemy_2.y = @enemy_2.y_fix
  105.     end
  106.     if @enemy_3.available == true then
  107.       @sprite_enemy_3 = Sprite_SKS.new(@viewport_chars, @enemy_3.x_fix, @enemy_3.y_fix)
  108.       @sprite_enemy_3.bitmap = RPG::Cache.picture(@enemy_3.dateiname)
  109.       @sprite_enemy_3.src_rect = Rect.new(0, 0, @enemy_3.rect_width, @enemy_3.rect_height)
  110.       @sprite_enemy_3.x = @enemy_3.x_fix
  111.       @sprite_enemy_3.y = @enemy_3.y_fix
  112.     end
  113.     if @enemy_4.available == true then
  114.       @sprite_enemy_4 = Sprite_SKS.new(@viewport_chars, @enemy_4.x_fix, @enemy_4.y_fix)
  115.       @sprite_enemy_4.bitmap = RPG::Cache.picture(@enemy_4.dateiname)
  116.       @sprite_enemy_4.src_rect = Rect.new(0, 0, @enemy_4.rect_width, @enemy_4.rect_height)
  117.       @sprite_enemy_4.x = @enemy_4.x_fix
  118.       @sprite_enemy_4.y = @enemy_4.y_fix
  119.     end
  120.   end
  121.  
  122.  
  123.    
  124.   def player_graphics_load()
  125.   # Seath //////////////////////////////////
  126.     @plane_background = Plane.new(@viewport_background)
  127.     @plane_fog_1 = Plane.new(@viewport_fog)
  128.     @plane_fog_2 = Plane.new(@viewport_fog)
  129.     load_background()
  130.     if @seath.available == true then
  131.       @sprite_seath = Sprite_SKS.new(@viewport_chars, 520, 240)
  132.       if @seath.hp_max.to_f / @seath.hp <= 1.66 then
  133.         @seath.fitness = 0
  134.         #@seath.dateiname = "KS_Seath_Stehanimation_normal_1"
  135.         #@sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  136.       else
  137.         @seath.fitness = 1
  138.         @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_1"
  139.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  140.       end
  141.       @sprite_seath.ox = 135
  142.       @sprite_seath.oy = 135
  143.       @sprite_seath.x = @sprite_seath.x_fix
  144.       @sprite_seath.y = @sprite_seath.y_fix
  145.       @seath.timer = 0
  146.       @seath.weite = 0
  147.       @seath.switch = true
  148.     end
  149.    
  150.   # Sophie //////////////////////////////////
  151.     if @sophie.available == true then
  152.       @sprite_sophie = Sprite_SKS.new(@viewport_chars, 590, 210)
  153.       if @sophie.hp_max.to_f / @sophie.hp <= 1.66 then
  154.         @sophie.fitness = 0
  155.         @sophie.dateiname = "KS_Sophie_Stehanimation_normal_3"
  156.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  157.       else
  158.         @sophie.fitness = 1
  159.         @sophie.dateiname = "KS_Sophie_Stehanimation_erschoepft_1"
  160.         #@sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  161.       end
  162.       @sprite_sophie.ox = 135
  163.       @sprite_sophie.oy = 135
  164.       @sprite_sophie.x = @sprite_sophie.x_fix
  165.       @sprite_sophie.y = @sprite_sophie.y_fix
  166.       @sophie.timer = 0
  167.       @sophie.weite = 0
  168.       @sophie.switch = true
  169.     end
  170.    
  171.   # Vincent //////////////////////////////////
  172.     if @vincent.available == true then
  173.       @sprite_vincent = Sprite_SKS.new(@viewport_chars, 590, 380)
  174.       if @vincent.hp_max.to_f / @vincent.hp <= 1.66 then
  175.         @sophie.fitness = 0
  176.         @vincent.dateiname = "KS_Vincent_Stehanimation_normal_1"
  177.         @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  178.       else
  179.         @vincent.fitness = 1
  180.         @Vincent.dateiname = "KS_Vincent_Stehanimation_erschoepft_1"
  181.         #@sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  182.       end
  183.       @sprite_vincent.ox = 135
  184.       @sprite_vincent.oy = 135
  185.       @sprite_vincent.x = @sprite_vincent.x_fix
  186.       @sprite_vincent.y = @sprite_vincent.y_fix
  187.       @vincent.timer = 0
  188.       @vincent.weite = 0
  189.       @vincent.switch = true
  190.     end
  191.    
  192.     # Vincent //////////////////////////////////
  193.     if @susanne.available == true then
  194.       @sprite_susanne = Sprite_SKS.new(@viewport_chars, 520, 320)
  195.       if @susanne.hp_max.to_f / @susanne.hp <= 1.66 then
  196.         @susanne.fitness = 0
  197.         @susanne.dateiname = "KS_Susanne_Stehanimation_normal_1"
  198.         @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  199.       else
  200.         @susanne.fitness = 1
  201.         @susanne.dateiname = "KS_Susanne_Stehanimation_erschoepft_1"
  202.         #@sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  203.       end
  204.       @sprite_susanne.ox = 135
  205.       @sprite_susanne.oy = 135
  206.       @sprite_susanne.x = @sprite_susanne.x_fix
  207.       @sprite_susanne.y = @sprite_susanne.y_fix
  208.       @susanne.timer = 0
  209.       @susanne.weite = 0
  210.       @susanne.switch = true
  211.     end
  212.   end
  213.    
  214. def load_background
  215.   @plane_background.bitmap = RPG::Cache.picture("KS_Hintergrund_Wald")
  216.   @plane_background.ox += 256
  217.   @plane_background.oy += 192
  218.   @plane_fog_1.bitmap = RPG::Cache.fog("Schmutz_02", 0)
  219.   @plane_fog_1.opacity = 90
  220.   @plane_fog_2.bitmap = RPG::Cache.fog("Nebel_Schatten_Blau", 0)
  221.   @plane_fog_2.opacity = 80
  222. end
  223.  
  224. def graphics_color_update()
  225.   if $map == "Utopia_Festung_1" then
  226.     red = 20
  227.     green = 10
  228.     blue = 20
  229.     grey = 10
  230.   end
  231.   @plane_background.tone = Tone.new(red,green,blue,grey)
  232.   if @seath.available == true then
  233.     @sprite_seath.tone = Tone.new(red,green,blue,grey)
  234.   end
  235.   if @sophie.available == true then
  236.     @sprite_sophie.tone = Tone.new(red,green,blue,grey)
  237.   end
  238.   if @vincent.available == true then
  239.     @sprite_vincent.tone = Tone.new(red,green,blue,grey)
  240.   end
  241.   if @susanne.available == true then
  242.     @sprite_susanne.tone = Tone.new(red,green,blue,grey)
  243.   end
  244.   if @enemy_1.available == true then
  245.     @sprite_enemy_1.tone = Tone.new(red,green,blue,grey)
  246.   end
  247.   if @enemy_2.available == true then
  248.     @sprite_enemy_2.tone = Tone.new(red,green,blue,grey)
  249.   end
  250.   if @enemy_3.available == true then
  251.     @sprite_enemy_3.tone = Tone.new(red,green,blue,grey)
  252.   end
  253.   if @enemy_4.available == true then
  254.     @sprite_enemy_4.tone = Tone.new(red,green,blue,grey)
  255.   end
  256. end
  257.  
  258. def bildmittelpunkt()
  259. $BILDMITTELPUNKT_X = 320
  260. $BILDMITTELPUNKT_Y = 240
  261. $now_x = $BILDMITTELPUNKT_X
  262. $now_y = $BILDMITTELPUNKT_Y
  263. end
  264.  
  265.  
  266. def reanimate()
  267.   sks_graphics_update()
  268.   Input.update  
  269. end
  270.  
  271.  
  272. def create_arrays()
  273.   $ringmenü_buttonlist_sprite = []
  274.   $ringmenü_buttonlist = []
  275.   $playerlist = []
  276.   $sprite_playerlist = []
  277.   $enemylist = []
  278.   $sprite_enemylist = []
  279.   $itemlist = []
  280.   $ring_itemlist = []
  281.   $sprite_ring_itemlist = []
  282.   $schriften_ring_itemlist = []
  283.   $schriften_ring_info_itemlist = []
  284.  
  285. end
  286.  
  287.  
  288. def fill_arrays
  289.   if @seath.available == true then
  290.     $playerlist.push(@seath)
  291.     $sprite_playerlist.push(@sprite_seath)
  292.   end
  293.   if @sophie.available == true then
  294.     $playerlist.push(@sophie)
  295.     $sprite_playerlist.push(@sprite_sophie)
  296.   end
  297.   if @vincent.available == true then
  298.     $playerlist.push(@vincent)
  299.     $sprite_playerlist.push(@sprite_vincent)
  300.   end
  301.   if @susanne.available == true then
  302.     $playerlist.push(@susanne)
  303.     $sprite_playerlist.push(@sprite_susanne)
  304.   end
  305.   if @enemy_1.available == true then
  306.     $enemylist.push(@enemy_1)
  307.     $sprite_enemylist.push(@sprite_enemy_1)
  308.   end
  309.   if @enemy_2.available == true then
  310.     $enemylist.push(@enemy_2)
  311.     $sprite_enemylist.push(@sprite_enemy_2)
  312.   end
  313.   if @enemy_3.available == true then
  314.     $enemylist.push(@enemy_3)
  315.     $sprite_enemylist.push(@sprite_enemy_3)
  316.   end
  317.   if @enemy_4.available == true then
  318.     $enemylist.push(@enemy_4)
  319.     $sprite_enemylist.push(@sprite_enemy_4)
  320.   end
  321. end
  322.  
  323.  
  324. def delete_arrays
  325.   size = $playerlist.size
  326.   while $playerlist.size > 0 or size == 0
  327.     $playerlist.delete_at(size)
  328.     $sprite_playerlist.delete_at(size)
  329.     size -= 1
  330.   end
  331.     size = $enemylist.size
  332.   while $enemylist.size > 0 or size == 0
  333.     $enemylist.delete_at(size)
  334.     $sprite_enemylist.delete_at(size)
  335.     size -= 1
  336.   end
  337. end
  338.  
  339. class Sprite_SKS < Sprite
  340.   attr_accessor(:x_fix)
  341.   attr_accessor(:y_fix)
  342.   def initialize(viewport, x_fix, y_fix)
  343.     super(viewport)
  344.     @x_fix = x_fix
  345.     @y_fix = y_fix
  346.   end
  347. end
  348. class Sprite_SKS_Speedbar < Sprite
  349.   attr_accessor(:position)
  350.   attr_accessor(:speed)
  351.   def initialize(viewport, pos, speed)
  352.     super(viewport)
  353.     @position = pos
  354.     @speed = speed
  355.   end
  356. end
  357.  
  358.  
  359. # Alle Grafiken dauerhaft in jeder Situation aktualisieren
  360. def fadenkreuz_move()
  361.   enemy_sprite = $sprite_enemylist[@kreis.auswahlweite]
  362.   @sprite_fadenkreuz.blend_type = 1
  363.   @sprite_fadenkreuz.x = enemy_sprite.x + enemy_sprite.src_rect.width / 2
  364.   @sprite_fadenkreuz.y = enemy_sprite.y + enemy_sprite.src_rect.height / 2
  365.   @sprite_fadenkreuz.ox = @sprite_fadenkreuz.bitmap.width / 2
  366.   @sprite_fadenkreuz.oy = @sprite_fadenkreuz.bitmap.height / 2
  367. end
  368.  
  369. def sks_graphics_update()
  370. #############################################
  371. ######   Auswahl                  ###########
  372. #############################################
  373.   if @kreis.auswahl_aktiv == true and @camera_move.active == false then
  374.     @sprite_fadenkreuz.angle += 3
  375.   end
  376. #############################################
  377. ######   Enemy 1                  ###########
  378. #############################################
  379.   if @enemy_1.available == true and @enemy_1.aktion == 0 and @enemy_1.tot == false then
  380.     if @enemy_1.switch == true then
  381.       @enemy_1.timer = Graphics.frame_count
  382.       @enemy_1.switch = false
  383.     end
  384.     if Graphics.frame_count - @enemy_1.timer == $zufall_enemy_ani_1 then
  385.       if @sprite_enemy_1.src_rect.x != @enemy_1.fullwidth - @enemy_1.rect_width then
  386.         @sprite_enemy_1.src_rect.x += @enemy_1.rect_width
  387.         @enemy_1.switch = true
  388.       else
  389.         @sprite_enemy_1.src_rect.x = 0
  390.         @enemy_1.switch = true
  391.         $zufall_enemy_ani_1 = rand(2)
  392.         $zufall_enemy_ani_1 += 7
  393.       end
  394.     end
  395.   end
  396.  
  397.   if @enemy_2.available == true and @enemy_2.aktion == 0 and @enemy_2.tot == false then
  398.     if @enemy_2.switch == true then
  399.       @enemy_2.timer = Graphics.frame_count
  400.       @enemy_2.switch = false
  401.     end
  402.     if Graphics.frame_count - @enemy_2.timer == $zufall_enemy_ani_2 then
  403.       if @sprite_enemy_2.src_rect.x != @enemy_2.fullwidth - @enemy_2.rect_width then
  404.         @sprite_enemy_2.src_rect.x += @enemy_2.rect_width
  405.         @enemy_2.switch = true
  406.       else
  407.         @sprite_enemy_2.src_rect.x = 0
  408.         @enemy_2.switch = true
  409.         $zufall_enemy_ani_2 = rand(2)
  410.         $zufall_enemy_ani_2 += 7
  411.       end
  412.     end
  413.   end
  414.  
  415.   if @enemy_3.available == true and @enemy_3.aktion == 0 and @enemy_3.tot == false then
  416.     if @enemy_3.switch == true then
  417.       @enemy_3.timer = Graphics.frame_count
  418.       @enemy_3.switch = false
  419.     end
  420.     if Graphics.frame_count - @enemy_3.timer == $zufall_enemy_ani_3 then
  421.       if @sprite_enemy_3.src_rect.x != @enemy_3.fullwidth - @enemy_3.rect_width then
  422.         @sprite_enemy_3.src_rect.x += @enemy_3.rect_width
  423.         @enemy_3.switch = true
  424.       else
  425.         @sprite_enemy_3.src_rect.x = 0
  426.         @enemy_3.switch = true
  427.         $zufall_enemy_ani_3 = rand(2)
  428.         $zufall_enemy_ani_3 += 7
  429.       end
  430.     end
  431.   end
  432.  
  433.   if @enemy_4.available == true and @enemy_4.aktion == 0 and @enemy_4.tot == false then
  434.     if @enemy_4.switch == true then
  435.       @enemy_4.timer = Graphics.frame_count
  436.       @enemy_4.switch = false
  437.     end
  438.     if Graphics.frame_count - @enemy_4.timer == $zufall_enemy_ani_4
  439.       if @sprite_enemy_4.src_rect.x != @enemy_4.fullwidth - @enemy_4.rect_width then
  440.         @sprite_enemy_4.src_rect.x += @enemy_4.rect_width
  441.         @enemy_4.switch = true
  442.       else
  443.         @sprite_enemy_4.src_rect.x = 0
  444.         @enemy_4.switch = true
  445.         $zufall_enemy_ani_4 = rand(2)
  446.         $zufall_enemy_ani_4 += 7
  447.       end
  448.     end
  449.   end
  450.    
  451.    
  452.  
  453. #############################################
  454. ######   Seath Stehanimationen    ###########
  455. #############################################
  456.   if @seath.aktion == 0  and @seath.fitness == 1 and @seath.available == true and @seath.tot == false then
  457.     if @seath.weite == 0 then
  458.       if @seath.switch == true then
  459.         @seath.timer = Graphics.frame_count
  460.         @seath.switch = false
  461.       end
  462.       if Graphics.frame_count - @seath.timer == 8 then
  463.         @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_2"
  464.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  465.         @seath.switch = true
  466.         @seath.weite = 1
  467.       else
  468.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  469.       end
  470.     elsif @seath.weite == 1
  471.       if @seath.switch == true then
  472.         @seath.timer = Graphics.frame_count
  473.         @seath.switch = false
  474.       end
  475.       if Graphics.frame_count - @seath.timer == 8 then
  476.         @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_3"
  477.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  478.         @seath.switch = true
  479.         @seath.weite = 2
  480.       else
  481.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  482.       end
  483.     elsif @seath.weite == 2
  484.       if @seath.switch == true then
  485.         @seath.timer = Graphics.frame_count
  486.         @seath.switch = false
  487.       end
  488.       if Graphics.frame_count - @seath.timer == 8 then
  489.         @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_4"
  490.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  491.         @seath.switch = true
  492.         @seath.weite = 3
  493.       else
  494.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  495.       end
  496.     elsif @seath.weite == 3
  497.       if @seath.switch == true then
  498.         @seath.timer = Graphics.frame_count
  499.         @seath.switch = false
  500.       end
  501.       if Graphics.frame_count - @seath.timer == 8 then
  502.         @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_3"
  503.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  504.         @seath.switch = true
  505.         @seath.weite = 4
  506.       else
  507.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  508.       end
  509.     elsif @seath.weite == 4
  510.       if @seath.switch == true then
  511.         @seath.timer = Graphics.frame_count
  512.         @seath.switch = false
  513.       end
  514.       if Graphics.frame_count - @seath.timer == 8 then
  515.         @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_2"
  516.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  517.         @seath.switch = true
  518.         @seath.weite = 5
  519.       else
  520.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  521.       end
  522.     elsif @seath.weite == 5
  523.       if @seath.switch == true then
  524.         @seath.timer = Graphics.frame_count
  525.         @seath.switch = false
  526.       end
  527.       if Graphics.frame_count - @seath.timer == 8 then
  528.         @seath.dateiname = "KS_Seath_Stehanimation_erschoepft_1"
  529.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  530.         @seath.switch = true
  531.         @seath.weite = 0
  532.       else
  533.         @sprite_seath.bitmap = RPG::Cache.picture(@seath.dateiname)
  534.       end
  535.     end
  536.   end
  537.   #############################################
  538.   ######   Sophie Stehanimationen    ##########
  539.   #############################################
  540.   if @sophie.aktion == 0  and @sophie.fitness == 0 and @sophie.available == true and @sophie.tot == false then
  541.     if @sophie.weite == 0 then
  542.       if @sophie.switch == true then
  543.         @sophie.timer = Graphics.frame_count
  544.         @sophie.switch = false
  545.       end
  546.       if Graphics.frame_count - @sophie.timer == 6 then
  547.         @sophie.dateiname = "KS_Sophie_Stehanimation_normal_2"
  548.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  549.         @sophie.switch = true
  550.         @sophie.weite = 1
  551.       else
  552.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  553.       end
  554.     elsif @sophie.weite == 1
  555.       if @sophie.switch == true then
  556.         @sophie.timer = Graphics.frame_count
  557.         @sophie.switch = false
  558.       end
  559.       if Graphics.frame_count - @sophie.timer == 6 then
  560.         @sophie.dateiname = "KS_Sophie_Stehanimation_normal_1"
  561.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  562.         @sophie.switch = true
  563.         @sophie.weite = 2
  564.       else
  565.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  566.       end
  567.     elsif @sophie.weite == 2
  568.       if @sophie.switch == true then
  569.         @sophie.timer = Graphics.frame_count
  570.         @sophie.switch = false
  571.       end
  572.       if Graphics.frame_count - @sophie.timer == 3 then
  573.         @sophie.dateiname = "KS_Sophie_Stehanimation_normal_2"
  574.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  575.         @sophie.switch = true
  576.         @sophie.weite = 3
  577.       else
  578.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  579.       end
  580.     elsif @sophie.weite == 3
  581.       if @sophie.switch == true then
  582.         @sophie.timer = Graphics.frame_count
  583.         @sophie.switch = false
  584.       end
  585.       if Graphics.frame_count - @sophie.timer == 6 then
  586.         @sophie.dateiname = "KS_Sophie_Stehanimation_normal_3"
  587.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  588.         @sophie.switch = true
  589.         @sophie.weite = 4
  590.       else
  591.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  592.       end
  593.     elsif @sophie.weite == 4
  594.       if @sophie.switch == true then
  595.         @sophie.timer = Graphics.frame_count
  596.         @sophie.switch = false
  597.       end
  598.       if Graphics.frame_count - @sophie.timer == 3 then
  599.         @sophie.dateiname = "KS_Sophie_Stehanimation_normal_4"
  600.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  601.         @sophie.switch = true
  602.         @sophie.weite = 5
  603.       else
  604.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  605.       end
  606.     elsif @sophie.weite == 5
  607.       if @sophie.switch == true then
  608.         @sophie.timer = Graphics.frame_count
  609.         @sophie.switch = false
  610.       end
  611.       if Graphics.frame_count - @sophie.timer == 6 then
  612.         @sophie.dateiname = "KS_Sophie_Stehanimation_normal_5"
  613.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  614.         @sophie.switch = true
  615.         @sophie.weite = 6
  616.       else
  617.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  618.       end
  619.     elsif @sophie.weite == 6
  620.       if @sophie.switch == true then
  621.         @sophie.timer = Graphics.frame_count
  622.         @sophie.switch = false
  623.       end
  624.       if Graphics.frame_count - @sophie.timer == 6 then
  625.         @sophie.dateiname = "KS_Sophie_Stehanimation_normal_4"
  626.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  627.         @sophie.switch = true
  628.         @sophie.weite = 7
  629.       else
  630.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  631.       end
  632.     elsif @sophie.weite == 7
  633.       if @sophie.switch == true then
  634.         @sophie.timer = Graphics.frame_count
  635.         @sophie.switch = false
  636.       end
  637.       if Graphics.frame_count - @sophie.timer == 3 then
  638.         @sophie.dateiname = "KS_Sophie_Stehanimation_normal_3"
  639.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  640.         @sophie.switch = true
  641.         @sophie.weite = 0
  642.       else
  643.         @sprite_sophie.bitmap = RPG::Cache.picture(@sophie.dateiname)
  644.       end
  645.     end
  646.   end
  647.   #############################################
  648.   ######  Vincent Stehanimationen   ###########
  649.   #############################################
  650.   if @vincent.aktion == 0  and @vincent.fitness == 0 and @vincent.available == true and @vincent.tot == false then
  651.     if @vincent.weite == 0 then
  652.       if @vincent.switch == true then
  653.           @vincent.timer = Graphics.frame_count
  654.           @vincent.switch = false
  655.       end
  656.       if Graphics.frame_count - @vincent.timer == 8 then
  657.         @vincent.dateiname = "KS_Vincent_Stehanimation_normal_2"
  658.         @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  659.         @vincent.switch = true
  660.         @vincent.weite = 1
  661.       else
  662.         @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  663.       end
  664.        
  665.     elsif @vincent.weite == 1 then
  666.       if @vincent.switch == true then
  667.         @vincent.timer = Graphics.frame_count
  668.         @vincent.switch = false
  669.       end
  670.       if Graphics.frame_count - @vincent.timer == 8 then
  671.         @vincent.dateiname = "KS_Vincent_Stehanimation_normal_3"
  672.         @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  673.         @vincent.switch = true
  674.         @vincent.weite = 2
  675.         else
  676.         @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  677.       end
  678.        
  679.     elsif @vincent.weite == 2 then
  680.       if @vincent.switch == true then
  681.         @vincent.timer = Graphics.frame_count
  682.         @vincent.switch = false
  683.       end
  684.       if Graphics.frame_count - @vincent.timer == 8 then
  685.         @vincent.dateiname = "KS_Vincent_Stehanimation_normal_2"
  686.         @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  687.         @vincent.switch = true
  688.         @vincent.weite = 3
  689.         else
  690.         @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  691.       end
  692.        
  693.     elsif @vincent.weite == 3 then
  694.       if @vincent.switch == true then
  695.         @vincent.timer = Graphics.frame_count
  696.         @vincent.switch = false
  697.       end
  698.       if Graphics.frame_count - @vincent.timer == 8 then
  699.         @vincent.dateiname = "KS_Vincent_Stehanimation_normal_1"
  700.         @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  701.         @vincent.switch = true
  702.         @vincent.weite = 0
  703.       else
  704.         @sprite_vincent.bitmap = RPG::Cache.picture(@vincent.dateiname)
  705.       end
  706.     end
  707.   end
  708.   #############################################
  709.   ######   Susanne Stehanimationen    #########
  710.   #############################################
  711.   if @susanne.aktion == 0  and @susanne.fitness == 0 and @susanne.available == true and @susanne.tot == false then
  712.     if @susanne.weite == 0 then
  713.       if @susanne.switch == true then
  714.         @susanne.timer = Graphics.frame_count
  715.         @susanne.switch = false
  716.       end
  717.       if Graphics.frame_count - @susanne.timer == 6 then
  718.         @susanne.dateiname = "KS_Susanne_Stehanimation_normal_2"
  719.         @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  720.         @susanne.switch = true
  721.         @susanne.weite = 1
  722.       end
  723.     elsif @susanne.weite == 1
  724.       if @susanne.switch == true then
  725.         @susanne.timer = Graphics.frame_count
  726.         @susanne.switch = false
  727.       end
  728.       if Graphics.frame_count - @susanne.timer == 6 then
  729.         @susanne.dateiname = "KS_Susanne_Stehanimation_normal_3"
  730.         @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  731.         @susanne.switch = true
  732.         @susanne.weite = 2
  733.       end
  734.     elsif @susanne.weite == 2
  735.       if @susanne.switch == true then
  736.         @susanne.timer = Graphics.frame_count
  737.         @susanne.switch = false
  738.       end
  739.       if Graphics.frame_count - @susanne.timer == 4 then
  740.         @susanne.dateiname = "KS_Susanne_Stehanimation_normal_4"
  741.         @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  742.         @susanne.switch = true
  743.         @susanne.weite = 3
  744.       end
  745.     elsif @susanne.weite == 3
  746.       if @susanne.switch == true then
  747.         @susanne.timer = Graphics.frame_count
  748.         @susanne.switch = false
  749.       end
  750.       if Graphics.frame_count - @susanne.timer == 4 then
  751.         @susanne.dateiname = "KS_Susanne_Stehanimation_normal_5"
  752.         @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  753.         @susanne.switch = true
  754.         @susanne.weite = 4
  755.       end
  756.     elsif @susanne.weite == 4
  757.       if @susanne.switch == true then
  758.         @susanne.timer = Graphics.frame_count
  759.         @susanne.switch = false
  760.       end
  761.       if Graphics.frame_count - @susanne.timer == 4 then
  762.         @susanne.dateiname = "KS_Susanne_Stehanimation_normal_6"
  763.         @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  764.         @susanne.switch = true
  765.         @susanne.weite = 5
  766.       end
  767.     elsif @susanne.weite == 5
  768.       if @susanne.switch == true then
  769.         @susanne.timer = Graphics.frame_count
  770.         @susanne.switch = false
  771.       end
  772.       if Graphics.frame_count - @susanne.timer == 6 then
  773.         @susanne.dateiname = "KS_Susanne_Stehanimation_normal_7"
  774.         @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  775.         @susanne.switch = true
  776.         @susanne.weite = 6
  777.       end
  778.     elsif @susanne.weite == 6
  779.       if @susanne.switch == true then
  780.         @susanne.timer = Graphics.frame_count
  781.         @susanne.switch = false
  782.       end
  783.       if Graphics.frame_count - @susanne.timer == 6 then
  784.         @susanne.dateiname = "KS_Susanne_Stehanimation_normal_8"
  785.         @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  786.         @susanne.switch = true
  787.         @susanne.weite = 7
  788.       end
  789.     elsif @susanne.weite == 7
  790.       if @susanne.switch == true then
  791.         @susanne.timer = Graphics.frame_count
  792.         @susanne.switch = false
  793.       end
  794.       if Graphics.frame_count - @susanne.timer == 4 then
  795.         @susanne.dateiname = "KS_Susanne_Stehanimation_normal_1"
  796.         @sprite_susanne.bitmap = RPG::Cache.picture(@susanne.dateiname)
  797.         @susanne.switch = true
  798.         @susanne.weite = 0
  799.       end
  800.     end
  801.   end
  802. end
  803.  
  804.  
  805.  
  806.  
  807.  
  808. class Hero
  809.   attr_accessor(:tot)
  810.   attr_accessor(:hp)
  811.   attr_accessor(:hp_max)
  812.   attr_accessor(:fi)
  813.   attr_accessor(:fi_max)
  814.   attr_accessor(:speed)
  815.   attr_accessor(:status)
  816.   attr_accessor(:special)
  817.   attr_accessor(:ap_buff)
  818.   attr_accessor(:acc_buff)
  819.   attr_accessor(:kon_buff)
  820.   attr_accessor(:vit_buff)
  821.   attr_accessor(:agi_buff)
  822.   attr_accessor(:deff_buff)
  823.   attr_accessor(:fitness)
  824.   attr_accessor(:available)
  825.   attr_accessor(:dateiname)
  826.   attr_accessor(:timer)
  827.   attr_accessor(:weite)
  828.   attr_accessor(:switch)
  829.   attr_accessor(:aktion)
  830.  
  831.  
  832.   def initialize(tot, hp, hpmax, fi, fimax, speed, status, special, ap_buff, acc_buff,
  833.                 kon_buff, vit_buff, agi_buff, deff_buff, fitness, av, dateiname,
  834.                 timer, weite, switch, aktion)
  835.                
  836.   @tot = tot              
  837.   @hp = hp
  838.   @hp_max = hpmax
  839.   @fi = fi
  840.   @fi_max = fimax
  841.   @status = status
  842.   @speed = speed
  843.   @special = special
  844.   @ap_buff = ap_buff
  845.   @acc_buff = acc_buff
  846.   @kon_buff = kon_buff
  847.   @vit_buff = vit_buff
  848.   @agi_buff = agi_buff
  849.   @deff_buff = deff_buff
  850.   @fitness = fitness
  851.   @available = av
  852.   @dateiname = dateiname
  853.   @timer = timer
  854.   @weite = weite
  855.   @switch = switch
  856.   @aktion = aktion
  857.   end
  858. end
  859.  
  860. #Einmaliger Aufruf
  861. def def_objects()
  862.   #Info: "tot, hp, hpmax, fi, fimax, status, special, ap_buff, acc_buff, kon_buff, vit_buff, agi_buff,
  863.   #       deff_buff, fitness, available, dateiname, timer, weite, switch, aktion"
  864.   @seath = Hero.new(false, 30, 80, 70, 88, 5, 0, 4, 2, 1, 1, 2, 3, 2, 0, true, "" ,0 ,0 , true, 0)
  865.   @sophie = Hero.new(false, 60, 80, 60, 100, 60, 0, 2, 2, 1, 1, 2, 3, 2, 0, true, "" ,0 ,0 , true, 0)
  866.   @vincent = Hero.new(false, 80, 100, 80, 120, 70, 0, 8, 2, 1, 1, 2, 3, 2, 0, true, "" ,0 , 0 , true, 0)
  867.   @susanne = Hero.new(false ,100, 120, 80, 81, 40, 0, 1, 2, 1, 1, 2, 3, 2, 0, true, "" ,0 , 0 , true, 0)
  868.   $player_exists = true
  869. end
  870. class Enemy
  871.   attr_accessor(:name)
  872.   attr_accessor(:id)
  873.   attr_accessor(:tot)
  874.   attr_accessor(:hp)
  875.   attr_accessor(:hp_max)
  876.   attr_accessor(:speed)
  877.   attr_accessor(:status)
  878.   attr_accessor(:ap_buff)
  879.   attr_accessor(:acc_buff)
  880.   attr_accessor(:kon_buff)
  881.   attr_accessor(:vit_buff)
  882.   attr_accessor(:agi_buff)
  883.   attr_accessor(:def_buff)
  884.   attr_accessor(:available)
  885.   attr_accessor(:dateiname)
  886.   attr_accessor(:dateibarname)
  887.   attr_accessor(:timer)
  888.   attr_accessor(:weite)
  889.   attr_accessor(:switch)
  890.   attr_accessor(:aktion)
  891.   attr_accessor(:x_fix)
  892.   attr_accessor(:y_fix)
  893.   attr_accessor(:rect_width)
  894.   attr_accessor(:rect_height)
  895.   attr_accessor(:fullwidth)
  896.   attr_accessor(:dateiname_speedbar)
  897.  
  898.   def initialize(name, id, tot, hp, hpmax, speed, status, ap_buff, acc_buff, kon_buff, vit_buff,
  899.                  agi_buff, deff_buff, av, dateiname, dateibarname, timer, weite,
  900.                  switch, aktion, x_fix, y_fix, rect_width, rect_height, fullwidth)
  901.  
  902.   @name = name
  903.   @id = id              
  904.   @tot = tot
  905.   @hp = hp
  906.   @hp_max = hpmax
  907.   @speed = speed
  908.   @status = status
  909.   @ap_buff = ap_buff
  910.   @acc_buff = acc_buff
  911.   @kon_buff = kon_buff
  912.   @vit_buff = vit_buff
  913.   @agi_buff = agi_buff
  914.   @deff_buff = deff_buff
  915.   @available = av
  916.   @dateiname = dateiname
  917.   @timer = timer
  918.   @weite = weite
  919.   @switch = switch
  920.   @aktion = aktion
  921.   @x_fix = x_fix
  922.   @y_fix = y_fix
  923.   @rect_width = rect_width
  924.   @rect_height = rect_height
  925.   @fullwidth = fullwidth
  926.   @dateiname_speedbar = dateibarname
  927.   end
  928. end
  929.  
  930. def def_enemy_objects()
  931.   if $map = "Utopia_Festung_1" then
  932.   @enemy_1 = Enemy.new("Geiler Riesenanus", 1 ,false, 30, 30, 20, 0, 0, 0, 0, 0, 0, 0, true, "KS_Gegner_Tintenball_Stehanimation", "Hud_Speed_Tintenball", 0, 0, true, 0, 34, 200, 40, 40, 320)
  933.   @enemy_2 = Enemy.new("Tintenball", 2, false, 30, 30, 20, 0, 0, 0, 0, 0, 0, 0, true, "KS_Gegner_Tintenball_Stehanimation", "Hud_Speed_Tintenball", 0, 0, true, 0, 50, 260, 40, 40, 320)
  934.   @enemy_3 = Enemy.new("Tintenball", 3, false, 30, 30, 20, 0, 0, 0, 0, 0, 0, 0, true, "KS_Gegner_Tintenball_Stehanimation", "Hud_Speed_Tintenball", 0, 0, true, 0, 77, 320, 40, 40, 320)
  935.   @enemy_4 = Enemy.new("Tintenball", 4, false, 30, 30, 20, 0, 0, 0, 0, 0, 0, 0, true, "KS_Gegner_Tintenball_Stehanimation", "Hud_Speed_Tintenball", 0, 0, true, 0, 100, 290, 40, 40, 320)
  936.   end
  937. end
  938.  
  939. class HUD
  940.   attr_accessor(:hp)
  941.   attr_accessor(:hp_max)
  942.   attr_accessor(:fi)
  943.   attr_accessor(:fi_max)
  944.   attr_accessor(:hp)
  945.   attr_accessor(:status)
  946.   attr_accessor(:special)
  947.   attr_accessor(:ap_buff)
  948.   attr_accessor(:acc_buff)
  949.   attr_accessor(:kon_buff)
  950.   attr_accessor(:vit_buff)
  951.   attr_accessor(:agi_buff)
  952.  
  953.   def initialize(hp, hpmax, fi, fimax, status, special, ap, acc, kon, vit, agi)
  954.   @hp = hp
  955.   @hp_max = hpmax
  956.   @fi = fi
  957.   @fi_max = fimax
  958.   @status = status
  959.   @special = special
  960.   @ap_buff = ap
  961.   @acc_buff = acc
  962.   @kon_buff = kon
  963.   @vit_buff = vit
  964.   @agi_buff = agi
  965.   end
  966. end
  967.  
  968.  
  969. class HUD_Standard
  970.   attr_accessor(:x_pos)
  971.   attr_accessor(:y_pos)
  972.   def initialize(x, y)
  973.     @x_pos = x
  974.     @y_pos = y
  975.   end
  976. end
  977.  
  978. class SKS_Speedbar
  979.   attr_accessor(:maxspeed_name)
  980.   attr_accessor(:available)
  981.   def initialize(maxspeed, available)
  982.     @maxspeed_name = maxspeed
  983.     @available = available
  984.   end
  985. end
  986.  
  987.  
  988. def hud_load()
  989.   @hud_standard = HUD_Standard.new(-160, 412)
  990.   ###########################
  991.   #####     Seath       #####
  992.   ###########################
  993.   if @seath.available == true then
  994.   @hud_seath = HUD.new(@seath.hp, @seath.hp_max, @seath.fi, @seath.fi_max, @seath.status,
  995.                         @seath.special, @seath.ap_buff, @seath.acc_buff, @seath.kon_buff,
  996.                         @seath.vit_buff, @seath.agi_buff)
  997.   @sprite_seath_template = Sprite.new(@viewport_hud)
  998.   @sprite_seath_face = Sprite.new(@viewport_hud)
  999.   @sprite_seath_status = Sprite.new(@viewport_hud)
  1000.   @sprite_seath_lpbalken = Sprite.new(@viewport_hud)
  1001.   @sprite_seath_fkbalken = Sprite.new(@viewport_hud)
  1002.   @sprite_seath_special_1 = Sprite.new(@viewport_hud)
  1003.   @sprite_seath_special_2 = Sprite.new(@viewport_hud)
  1004.   @sprite_seath_special_3 = Sprite.new(@viewport_hud)
  1005.   @sprite_seath_special_4 = Sprite.new(@viewport_hud)
  1006.   @sprite_seath_special_5 = Sprite.new(@viewport_hud)
  1007.   @sprite_seath_special_6 = Sprite.new(@viewport_hud)
  1008.   @sprite_seath_special_7 = Sprite.new(@viewport_hud)
  1009.   @sprite_seath_special_8 = Sprite.new(@viewport_hud)
  1010.   @text_seath_lp = Sprite.new(@viewport_hud)
  1011.   @text_seath_lp.bitmap = Bitmap.new(110, 30)
  1012.   @text_seath_fk = Sprite.new(@viewport_hud)
  1013.   @text_seath_fk.bitmap = Bitmap.new(110, 30)
  1014.   @sprite_seath_template.bitmap = RPG::Cache.picture("Hud_Template")
  1015.   @sprite_seath_face.bitmap = RPG::Cache.picture("Hud_Face_Seath")
  1016.   @hud_standard.x_pos += 160
  1017.   @sprite_seath_template.x = @hud_standard.x_pos
  1018.   @sprite_seath_template.y = @hud_standard.y_pos
  1019.   @sprite_seath_face.x = @hud_standard.x_pos + 3
  1020.   @sprite_seath_face.y = @hud_standard.y_pos + 16
  1021.      
  1022.   end
  1023.  
  1024.   ###########################
  1025.   #####     Sophie       ####
  1026.   ###########################
  1027.   if @sophie.available == true then
  1028.   @hud_sophie = HUD.new(@sophie.hp, @sophie.hp_max, @sophie.fi, @sophie.fi_max, @sophie.status,
  1029.                         @sophie.special, @sophie.ap_buff, @sophie.acc_buff, @sophie.kon_buff,
  1030.                         @sophie.vit_buff, @sophie.agi_buff)
  1031.   @sprite_sophie_template = Sprite.new(@viewport_hud)
  1032.   @sprite_sophie_face = Sprite.new(@viewport_hud)
  1033.   @sprite_sophie_status = Sprite.new(@viewport_hud)
  1034.   @sprite_sophie_lpbalken = Sprite.new(@viewport_hud)
  1035.   @sprite_sophie_fkbalken = Sprite.new(@viewport_hud)
  1036.   @sprite_sophie_special_1 = Sprite.new(@viewport_hud)
  1037.   @sprite_sophie_special_2 = Sprite.new(@viewport_hud)
  1038.   @sprite_sophie_special_3 = Sprite.new(@viewport_hud)
  1039.   @sprite_sophie_special_4 = Sprite.new(@viewport_hud)
  1040.   @sprite_sophie_special_5 = Sprite.new(@viewport_hud)
  1041.   @sprite_sophie_special_6 = Sprite.new(@viewport_hud)
  1042.   @sprite_sophie_special_7 = Sprite.new(@viewport_hud)
  1043.   @sprite_sophie_special_8 = Sprite.new(@viewport_hud)
  1044.   @text_sophie_lp = Sprite.new(@viewport_hud)
  1045.   @text_sophie_lp.bitmap = Bitmap.new(110, 30)
  1046.   @text_sophie_fk = Sprite.new(@viewport_hud)
  1047.   @text_sophie_fk.bitmap = Bitmap.new(110, 30)
  1048.   @sprite_sophie_template.bitmap = RPG::Cache.picture("Hud_Template")
  1049.   @sprite_sophie_face.bitmap = RPG::Cache.picture("Hud_Face_Sophie")
  1050.   @hud_standard.x_pos += 160
  1051.   @sprite_sophie_template.x = @hud_standard.x_pos
  1052.   @sprite_sophie_template.y = @hud_standard.y_pos
  1053.   @sprite_sophie_face.x = @hud_standard.x_pos + 3
  1054.   @sprite_sophie_face.y = @hud_standard.y_pos + 16
  1055.   end      
  1056.  
  1057.   ##########################
  1058.   #####    Vincent       ###
  1059.   ##########################
  1060.   if @vincent.available == true then
  1061.   @hud_vincent = HUD.new(@vincent.hp, @vincent.hp_max, @vincent.fi, @vincent.fi_max, @vincent.status,
  1062.                           @vincent.special, @vincent.ap_buff, @vincent.acc_buff, @vincent.kon_buff,
  1063.                           @vincent.vit_buff, @vincent.agi_buff)
  1064.   @sprite_vincent_template = Sprite.new(@viewport_hud)
  1065.   @sprite_vincent_face = Sprite.new(@viewport_hud)
  1066.   @sprite_vincent_status = Sprite.new(@viewport_hud)
  1067.   @sprite_vincent_lpbalken = Sprite.new(@viewport_hud)
  1068.   @sprite_vincent_fkbalken = Sprite.new(@viewport_hud)
  1069.   @sprite_vincent_special_1 = Sprite.new(@viewport_hud)
  1070.   @sprite_vincent_special_2 = Sprite.new(@viewport_hud)
  1071.   @sprite_vincent_special_3 = Sprite.new(@viewport_hud)
  1072.   @sprite_vincent_special_4 = Sprite.new(@viewport_hud)
  1073.   @sprite_vincent_special_5 = Sprite.new(@viewport_hud)
  1074.   @sprite_vincent_special_6 = Sprite.new(@viewport_hud)
  1075.   @sprite_vincent_special_7 = Sprite.new(@viewport_hud)
  1076.   @sprite_vincent_special_8 = Sprite.new(@viewport_hud)
  1077.   @text_vincent_lp = Sprite.new(@viewport_hud)
  1078.   @text_vincent_lp.bitmap = Bitmap.new(110, 30)
  1079.   @text_vincent_fk = Sprite.new(@viewport_hud)
  1080.   @text_vincent_fk.bitmap = Bitmap.new(110, 30)
  1081.   @sprite_vincent_template.bitmap = RPG::Cache.picture("Hud_Template")
  1082.   @sprite_vincent_face.bitmap = RPG::Cache.picture("Hud_Face_Vincent")
  1083.   @hud_standard.x_pos += 160
  1084.   @sprite_vincent_template.x = @hud_standard.x_pos
  1085.   @sprite_vincent_template.y = @hud_standard.y_pos
  1086.   @sprite_vincent_face.x = @hud_standard.x_pos + 3
  1087.   @sprite_vincent_face.y = @hud_standard.y_pos + 16
  1088.   end
  1089.  
  1090.   ###########################
  1091.   #####     Susanne       ###
  1092.   ###########################
  1093.   if @susanne.available == true then
  1094.   @hud_susanne = HUD.new(@susanne.hp, @susanne.hp_max, @susanne.fi, @susanne.fi_max, @susanne.status,
  1095.                           @susanne.special, @susanne.ap_buff, @susanne.acc_buff, @susanne.kon_buff,
  1096.                           @susanne.vit_buff, @susanne.agi_buff)
  1097.   @sprite_susanne_template = Sprite.new(@viewport_hud)
  1098.   @sprite_susanne_face = Sprite.new(@viewport_hud)
  1099.   @sprite_susanne_status = Sprite.new(@viewport_hud)
  1100.   @sprite_susanne_lpbalken = Sprite.new(@viewport_hud)
  1101.   @sprite_susanne_fkbalken = Sprite.new(@viewport_hud)
  1102.   @sprite_susanne_special_1 = Sprite.new(@viewport_hud)
  1103.   @sprite_susanne_special_2 = Sprite.new(@viewport_hud)
  1104.   @sprite_susanne_special_3 = Sprite.new(@viewport_hud)
  1105.   @sprite_susanne_special_4 = Sprite.new(@viewport_hud)
  1106.   @sprite_susanne_special_5 = Sprite.new(@viewport_hud)
  1107.   @sprite_susanne_special_6 = Sprite.new(@viewport_hud)
  1108.   @sprite_susanne_special_7 = Sprite.new(@viewport_hud)
  1109.   @sprite_susanne_special_8 = Sprite.new(@viewport_hud)
  1110.   @text_susanne_lp = Sprite.new(@viewport_hud)
  1111.   @text_susanne_lp.bitmap = Bitmap.new(110, 30)
  1112.   @text_susanne_fk = Sprite.new(@viewport_hud)
  1113.   @text_susanne_fk.bitmap = Bitmap.new(110, 30)
  1114.   @sprite_susanne_template.bitmap = RPG::Cache.picture("Hud_Template")
  1115.   @sprite_susanne_face.bitmap = RPG::Cache.picture("Hud_Face_Susanne")
  1116.   @hud_standard.x_pos += 160
  1117.   @sprite_susanne_template.x = @hud_standard.x_pos
  1118.   @sprite_susanne_template.y = @hud_standard.y_pos
  1119.   @sprite_susanne_face.x = @hud_standard.x_pos + 3
  1120.   @sprite_susanne_face.y = @hud_standard.y_pos + 16
  1121.   end  
  1122.   @hud_standard.x_pos = -160
  1123.   hud_status_update()
  1124.   hud_lpbalken_update()
  1125.   hud_fkbalken_update()
  1126.   hud_hp_update()
  1127.   hud_fk_update()
  1128.   hud_special_update()
  1129. end
  1130.  
  1131.  
  1132.  
  1133.   ###########################
  1134.   #####     Status        ###
  1135.   ###########################
  1136. def hud_status_update()
  1137.  
  1138.   if @seath.available == true then
  1139.     @hud_standard.x_pos += 160
  1140.     if @seath.status == 0 then
  1141.       @sprite_seath_status.bitmap = RPG::Cache.picture("Hud_Status_Ok")
  1142.     elsif @seath.status == 1 then
  1143.       #inhalt
  1144.     end
  1145.     @sprite_seath_status.x = @hud_standard.x_pos + 2
  1146.     @sprite_seath_status.y = @hud_standard.y_pos + 5  
  1147.   end
  1148.  
  1149.  
  1150.   if @sophie.available == true then
  1151.     @hud_standard.x_pos += 160
  1152.     if @sophie.status == 0 then
  1153.       @sprite_sophie_status.bitmap = RPG::Cache.picture("Hud_Status_Ok")
  1154.     elsif @sophie.status == 1 then
  1155.       #inhalt
  1156.     end
  1157.     @sprite_sophie_status.x = @hud_standard.x_pos + 2
  1158.     @sprite_sophie_status.y = @hud_standard.y_pos + 5  
  1159.   end
  1160.  
  1161.  
  1162.   if @vincent.available == true then
  1163.     @hud_standard.x_pos += 160
  1164.     if @vincent.status == 0 then
  1165.       @sprite_vincent_status.bitmap = RPG::Cache.picture("Hud_Status_Ok")
  1166.     elsif @vincent.status == 1 then
  1167.       #inhalt
  1168.     end
  1169.     @sprite_vincent_status.x = @hud_standard.x_pos + 2
  1170.     @sprite_vincent_status.y = @hud_standard.y_pos + 5  
  1171.   end
  1172.  
  1173.  
  1174.   if @susanne.available == true then
  1175.     @hud_standard.x_pos += 160
  1176.     if @susanne.status == 0 then
  1177.       @sprite_susanne_status.bitmap = RPG::Cache.picture("Hud_Status_Ok")
  1178.     elsif @susanne.status == 1 then
  1179.       #inhalt
  1180.     end
  1181.     @sprite_susanne_status.x = @hud_standard.x_pos + 2
  1182.     @sprite_susanne_status.y = @hud_standard.y_pos + 5  
  1183.   end
  1184.   @hud_standard.x_pos = -160
  1185. end
  1186.  
  1187.  
  1188.   ###########################
  1189.   ###     LP_Balken       ###
  1190.   ###########################
  1191. def hud_lpbalken_update()
  1192.   if @seath.available == true then
  1193.     @hud_standard.x_pos += 160
  1194.     @sprite_seath_lpbalken.bitmap = RPG::Cache.picture("Hud_Balken_Lp")
  1195.     @sprite_seath_lpbalken.x = @hud_standard.x_pos + 52
  1196.     @sprite_seath_lpbalken.y = @hud_standard.y_pos + 29
  1197.     @sprite_seath_lpbalken.zoom_x = @seath.hp.to_f / @seath.hp_max
  1198.   end
  1199.   if @sophie.available == true then
  1200.     @hud_standard.x_pos += 160
  1201.     @sprite_sophie_lpbalken.bitmap = RPG::Cache.picture("Hud_Balken_Lp")
  1202.     @sprite_sophie_lpbalken.x = @hud_standard.x_pos + 52
  1203.     @sprite_sophie_lpbalken.y = @hud_standard.y_pos + 29
  1204.     @sprite_sophie_lpbalken.zoom_x = @sophie.hp.to_f / @sophie.hp_max
  1205.   end
  1206.   if @vincent.available == true then
  1207.     @hud_standard.x_pos += 160
  1208.     @sprite_vincent_lpbalken.bitmap = RPG::Cache.picture("Hud_Balken_Lp")
  1209.     @sprite_vincent_lpbalken.x = @hud_standard.x_pos + 52
  1210.     @sprite_vincent_lpbalken.y = @hud_standard.y_pos + 29
  1211.     @sprite_vincent_lpbalken.zoom_x = @vincent.hp.to_f / @vincent.hp_max
  1212.   end
  1213.   if @susanne.available == true then
  1214.     @hud_standard.x_pos += 160
  1215.     @sprite_susanne_lpbalken.bitmap = RPG::Cache.picture("Hud_Balken_Lp")
  1216.     @sprite_susanne_lpbalken.x = @hud_standard.x_pos + 52
  1217.     @sprite_susanne_lpbalken.y = @hud_standard.y_pos + 29
  1218.     @sprite_susanne_lpbalken.zoom_x = @susanne.hp.to_f / @susanne.hp_max
  1219.   end
  1220.   @hud_standard.x_pos = -160
  1221. end
  1222.  
  1223.   ###########################
  1224.   ###     LP_Balken       ###
  1225.   ###########################
  1226. def hud_fkbalken_update()
  1227.   if @seath.available == true then
  1228.     @hud_standard.x_pos += 160
  1229.     @sprite_seath_fkbalken.bitmap = RPG::Cache.picture("Hud_Balken_Fk")
  1230.     @sprite_seath_fkbalken.x = @hud_standard.x_pos + 52
  1231.     @sprite_seath_fkbalken.y = @hud_standard.y_pos + 45
  1232.     @sprite_seath_fkbalken.zoom_x = @seath.fi.to_f / @seath.fi_max
  1233.   end
  1234.   if @sophie.available == true then
  1235.     @hud_standard.x_pos += 160
  1236.     @sprite_sophie_fkbalken.bitmap = RPG::Cache.picture("Hud_Balken_Fk")
  1237.     @sprite_sophie_fkbalken.x = @hud_standard.x_pos + 52
  1238.     @sprite_sophie_fkbalken.y = @hud_standard.y_pos + 45
  1239.     @sprite_sophie_fkbalken.zoom_x = @sophie.fi.to_f / @sophie.fi_max
  1240.   end
  1241.   if @vincent.available == true then
  1242.     @hud_standard.x_pos += 160
  1243.     @sprite_vincent_fkbalken.bitmap = RPG::Cache.picture("Hud_Balken_Fk")
  1244.     @sprite_vincent_fkbalken.x = @hud_standard.x_pos + 52
  1245.     @sprite_vincent_fkbalken.y = @hud_standard.y_pos + 45
  1246.     @sprite_vincent_fkbalken.zoom_x = @vincent.fi.to_f / @vincent.fi_max
  1247.   end
  1248.   if @susanne.available == true then
  1249.     @hud_standard.x_pos += 160
  1250.     @sprite_susanne_fkbalken.bitmap = RPG::Cache.picture("Hud_Balken_Fk")
  1251.     @sprite_susanne_fkbalken.x = @hud_standard.x_pos + 52
  1252.     @sprite_susanne_fkbalken.y = @hud_standard.y_pos + 45
  1253.     @sprite_susanne_fkbalken.zoom_x = @susanne.fi.to_f / @susanne.fi_max
  1254.   end
  1255.   @hud_standard.x_pos = -160
  1256. end
  1257.  
  1258. def hud_hp_update()
  1259.  if @seath.available == true then
  1260.    @hud_standard.x_pos += 160
  1261.    @text_seath_lp.bitmap.font.size = 17
  1262.    @text_seath_lp.bitmap.font.bold = true
  1263.    @text_seath_lp.bitmap.font.color = Color.new(255,245,245,255)
  1264.    @text_seath_lp.x = @hud_standard.x_pos + 62
  1265.    @text_seath_lp.y = @hud_standard.y_pos + 8
  1266.    @text_seath_lp.bitmap.draw_text(0, 0, 90, 30, "#{@seath.hp} / #{@seath.hp_max}", 2)
  1267.  end
  1268.  if @sophie.available == true then
  1269.    @hud_standard.x_pos += 160
  1270.    @text_sophie_lp.bitmap.font.size = 17
  1271.    @text_sophie_lp.bitmap.font.bold = true
  1272.    @text_sophie_lp.bitmap.font.color = Color.new(255,245,245,255)
  1273.    @text_sophie_lp.x = @hud_standard.x_pos + 62
  1274.    @text_sophie_lp.y = @hud_standard.y_pos + 8
  1275.    @text_sophie_lp.bitmap.draw_text(0, 0, 90, 30, "#{@sophie.hp} / #{@sophie.hp_max}", 2)
  1276.  end
  1277.  if @vincent.available == true then
  1278.    @hud_standard.x_pos += 160
  1279.    @text_vincent_lp.bitmap.font.size = 17
  1280.    @text_vincent_lp.bitmap.font.bold = true
  1281.    @text_vincent_lp.bitmap.font.color = Color.new(255,245,245,255)
  1282.    @text_vincent_lp.x = @hud_standard.x_pos + 62
  1283.    @text_vincent_lp.y = @hud_standard.y_pos + 8
  1284.    @text_vincent_lp.bitmap.draw_text(0, 0, 90, 30, "#{@vincent.hp} / #{@vincent.hp_max}", 2)
  1285.  end
  1286.  if @susanne.available == true then
  1287.    @hud_standard.x_pos += 160
  1288.    @text_susanne_lp.bitmap.font.size = 17
  1289.    @text_susanne_lp.bitmap.font.bold = true
  1290.    @text_susanne_lp.bitmap.font.color = Color.new(255,245,245,255)
  1291.    @text_susanne_lp.x = @hud_standard.x_pos + 62
  1292.    @text_susanne_lp.y = @hud_standard.y_pos + 8
  1293.    @text_susanne_lp.bitmap.draw_text(0, 0, 90, 30, "#{@susanne.hp} / #{@susanne.hp_max}", 2)
  1294.  end
  1295.  @hud_standard.x_pos = -160
  1296. end
  1297.  
  1298. def hud_fk_update()
  1299.  if @seath.available == true then
  1300.    @hud_standard.x_pos += 160
  1301.    @text_seath_fk.bitmap.font.size = 17
  1302.    @text_seath_fk.bitmap.font.bold = true
  1303.    @text_seath_fk.bitmap.font.color = Color.new(245,245,255,255)
  1304.    @text_seath_fk.x = @hud_standard.x_pos + 62
  1305.    @text_seath_fk.y = @hud_standard.y_pos + 24
  1306.    @text_seath_fk.bitmap.draw_text(0, 0, 90, 30, "#{@seath.fi} / #{@seath.fi_max}", 2)
  1307.  end
  1308.  if @sophie.available == true then
  1309.    @hud_standard.x_pos += 160
  1310.    @text_sophie_fk.bitmap.font.size = 17
  1311.    @text_sophie_fk.bitmap.font.bold = true
  1312.    @text_sophie_fk.bitmap.font.color = Color.new(245,245,255,255)
  1313.    @text_sophie_fk.x = @hud_standard.x_pos + 62
  1314.    @text_sophie_fk.y = @hud_standard.y_pos + 24
  1315.    @text_sophie_fk.bitmap.draw_text(0, 0, 90, 30, "#{@sophie.fi} / #{@sophie.fi_max}", 2)
  1316.  end
  1317.  if @vincent.available == true then
  1318.    @hud_standard.x_pos += 160
  1319.    @text_vincent_fk.bitmap.font.size = 17
  1320.    @text_vincent_fk.bitmap.font.bold = true
  1321.    @text_vincent_fk.bitmap.font.color = Color.new(245,245,255,255)
  1322.    @text_vincent_fk.x = @hud_standard.x_pos + 62
  1323.    @text_vincent_fk.y = @hud_standard.y_pos + 24
  1324.    @text_vincent_fk.bitmap.draw_text(0, 0, 90, 30, "#{@vincent.fi} / #{@vincent.fi_max}", 2)
  1325.  end
  1326.  if @susanne.available == true then
  1327.    @hud_standard.x_pos += 160
  1328.    @text_susanne_fk.bitmap.font.size = 17
  1329.    @text_susanne_fk.bitmap.font.bold = true
  1330.    @text_susanne_fk.bitmap.font.color = Color.new(245,245,255,255)
  1331.    @text_susanne_fk.x = @hud_standard.x_pos + 62
  1332.    @text_susanne_fk.y = @hud_standard.y_pos + 24
  1333.    @text_susanne_fk.bitmap.draw_text(0, 0, 90, 30, "#{@susanne.fi} / #{@susanne.fi_max}", 2)
  1334.  end
  1335.  @hud_standard.x_pos = -160
  1336. end
  1337.  
  1338. def hud_special_update()
  1339.   entfernung = 13
  1340.   if @seath.available == true then
  1341.     @hud_standard.x_pos += 160
  1342.     i = 0
  1343.     while i < @seath.special
  1344.       case i
  1345.         when 0
  1346.         @sprite_seath_special_1.bitmap = RPG::Cache.picture("Hud_Special_1")
  1347.         @sprite_seath_special_1.x = entfernung * i + @hud_standard.x_pos + 48
  1348.         @sprite_seath_special_1.y = @hud_standard.y_pos + 53
  1349.         @sprite_seath_special_1.blend_type = 1
  1350.         when 1
  1351.         @sprite_seath_special_2.bitmap = RPG::Cache.picture("Hud_Special_1")
  1352.         @sprite_seath_special_2.x = entfernung * i + @hud_standard.x_pos + 48
  1353.         @sprite_seath_special_2.y = @hud_standard.y_pos + 53
  1354.         @sprite_seath_special_2.blend_type = 1
  1355.         when 2
  1356.         @sprite_seath_special_3.bitmap = RPG::Cache.picture("Hud_Special_1")
  1357.         @sprite_seath_special_3.x = entfernung * i + @hud_standard.x_pos + 48
  1358.         @sprite_seath_special_3.y = @hud_standard.y_pos + 53
  1359.         @sprite_seath_special_3.blend_type = 1
  1360.         when 3
  1361.         @sprite_seath_special_4.bitmap = RPG::Cache.picture("Hud_Special_1")
  1362.         @sprite_seath_special_4.x = entfernung * i + @hud_standard.x_pos + 48
  1363.         @sprite_seath_special_4.y = @hud_standard.y_pos + 53
  1364.         @sprite_seath_special_4.blend_type = 1
  1365.         when 4
  1366.         @sprite_seath_special_5.bitmap = RPG::Cache.picture("Hud_Special_1")
  1367.         @sprite_seath_special_5.x = entfernung * i + @hud_standard.x_pos + 48
  1368.         @sprite_seath_special_5.y = @hud_standard.y_pos + 53
  1369.         @sprite_seath_special_5.blend_type = 1
  1370.         when 5
  1371.         @sprite_seath_special_6.bitmap = RPG::Cache.picture("Hud_Special_1")
  1372.         @sprite_seath_special_6.x = entfernung * i + @hud_standard.x_pos + 48
  1373.         @sprite_seath_special_6.y = @hud_standard.y_pos + 53
  1374.         @sprite_seath_special_6.blend_type = 1
  1375.         when 6
  1376.         @sprite_seath_special_7.bitmap = RPG::Cache.picture("Hud_Special_1")
  1377.         @sprite_seath_special_7.x = entfernung * i + @hud_standard.x_pos + 48
  1378.         @sprite_seath_special_7.y = @hud_standard.y_pos + 53
  1379.         @sprite_seath_special_7.blend_type = 1
  1380.         when 7
  1381.         @sprite_seath_special_8.bitmap = RPG::Cache.picture("Hud_Special_1")
  1382.         @sprite_seath_special_8.x = entfernung * i + @hud_standard.x_pos + 48
  1383.         @sprite_seath_special_8.y = @hud_standard.y_pos + 53
  1384.         @sprite_seath_special_8.blend_type = 1
  1385.       end
  1386.       i += 1
  1387.     end
  1388.   end
  1389.   if @sophie.available == true then
  1390.     @hud_standard.x_pos += 160
  1391.     i = 0
  1392.     while i < @sophie.special
  1393.       case i
  1394.         when 0
  1395.         @sprite_sophie_special_1.bitmap = RPG::Cache.picture("Hud_Special_1")
  1396.         @sprite_sophie_special_1.x = entfernung * i + @hud_standard.x_pos + 48
  1397.         @sprite_sophie_special_1.y = @hud_standard.y_pos + 53
  1398.         @sprite_sophie_special_1.blend_type = 1
  1399.         when 1
  1400.         @sprite_sophie_special_2.bitmap = RPG::Cache.picture("Hud_Special_1")
  1401.         @sprite_sophie_special_2.x = entfernung * i + @hud_standard.x_pos + 48
  1402.         @sprite_sophie_special_2.y = @hud_standard.y_pos + 53
  1403.         @sprite_sophie_special_2.blend_type = 1
  1404.         when 2
  1405.         @sprite_sophie_special_3.bitmap = RPG::Cache.picture("Hud_Special_1")
  1406.         @sprite_sophie_special_3.x = entfernung * i + @hud_standard.x_pos + 48
  1407.         @sprite_sophie_special_3.y = @hud_standard.y_pos + 53
  1408.         @sprite_sophie_special_3.blend_type = 1
  1409.         when 3
  1410.         @sprite_sophie_special_4.bitmap = RPG::Cache.picture("Hud_Special_1")
  1411.         @sprite_sophie_special_4.x = entfernung * i + @hud_standard.x_pos + 48
  1412.         @sprite_sophie_special_4.y = @hud_standard.y_pos + 53
  1413.         @sprite_sophie_special_4.blend_type = 1
  1414.         when 4
  1415.         @sprite_sophie_special_5.bitmap = RPG::Cache.picture("Hud_Special_1")
  1416.         @sprite_sophie_special_5.x = entfernung * i + @hud_standard.x_pos + 48
  1417.         @sprite_sophie_special_5.y = @hud_standard.y_pos + 53
  1418.         @sprite_sophie_special_5.blend_type = 1
  1419.         when 5
  1420.         @sprite_sophie_special_6.bitmap = RPG::Cache.picture("Hud_Special_1")
  1421.         @sprite_sophie_special_6.x = entfernung * i + @hud_standard.x_pos + 48
  1422.         @sprite_sophie_special_6.y = @hud_standard.y_pos + 53
  1423.         @sprite_sophie_special_6.blend_type = 1
  1424.         when 6
  1425.         @sprite_sophie_special_7.bitmap = RPG::Cache.picture("Hud_Special_1")
  1426.         @sprite_sophie_special_7.x = entfernung * i + @hud_standard.x_pos + 48
  1427.         @sprite_sophie_special_7.y = @hud_standard.y_pos + 53
  1428.         @sprite_sophie_special_7.blend_type = 1
  1429.         when 7
  1430.         @sprite_sophie_special_8.bitmap = RPG::Cache.picture("Hud_Special_1")
  1431.         @sprite_sophie_special_8.x = entfernung * i + @hud_standard.x_pos + 48
  1432.         @sprite_sophie_special_8.y = @hud_standard.y_pos + 53
  1433.         @sprite_sophie_special_8.blend_type = 1
  1434.       end
  1435.       i += 1
  1436.     end
  1437.   end
  1438.   if @vincent.available == true then
  1439.     @hud_standard.x_pos += 160
  1440.     i = 0
  1441.     while i < @vincent.special
  1442.       case i
  1443.         when 0
  1444.         @sprite_vincent_special_1.bitmap = RPG::Cache.picture("Hud_Special_1")
  1445.         @sprite_vincent_special_1.x = entfernung * i + @hud_standard.x_pos + 48
  1446.         @sprite_vincent_special_1.y = @hud_standard.y_pos + 53
  1447.         @sprite_vincent_special_1.blend_type = 1
  1448.         when 1
  1449.         @sprite_vincent_special_2.bitmap = RPG::Cache.picture("Hud_Special_1")
  1450.         @sprite_vincent_special_2.x = entfernung * i + @hud_standard.x_pos + 48
  1451.         @sprite_vincent_special_2.y = @hud_standard.y_pos + 53
  1452.         @sprite_vincent_special_2.blend_type = 1
  1453.         when 2
  1454.         @sprite_vincent_special_3.bitmap = RPG::Cache.picture("Hud_Special_1")
  1455.         @sprite_vincent_special_3.x = entfernung * i + @hud_standard.x_pos + 48
  1456.         @sprite_vincent_special_3.y = @hud_standard.y_pos + 53
  1457.         @sprite_vincent_special_3.blend_type = 1
  1458.         when 3
  1459.         @sprite_vincent_special_4.bitmap = RPG::Cache.picture("Hud_Special_1")
  1460.         @sprite_vincent_special_4.x = entfernung * i + @hud_standard.x_pos + 48
  1461.         @sprite_vincent_special_4.y = @hud_standard.y_pos + 53
  1462.         @sprite_vincent_special_4.blend_type = 1
  1463.         when 4
  1464.         @sprite_vincent_special_5.bitmap = RPG::Cache.picture("Hud_Special_1")
  1465.         @sprite_vincent_special_5.x = entfernung * i + @hud_standard.x_pos + 48
  1466.         @sprite_vincent_special_5.y = @hud_standard.y_pos + 53
  1467.         @sprite_vincent_special_5.blend_type = 1
  1468.         when 5
  1469.         @sprite_vincent_special_6.bitmap = RPG::Cache.picture("Hud_Special_1")
  1470.         @sprite_vincent_special_6.x = entfernung * i + @hud_standard.x_pos + 48
  1471.         @sprite_vincent_special_6.y = @hud_standard.y_pos + 53
  1472.         @sprite_vincent_special_6.blend_type = 1
  1473.         when 6
  1474.         @sprite_vincent_special_7.bitmap = RPG::Cache.picture("Hud_Special_1")
  1475.         @sprite_vincent_special_7.x = entfernung * i + @hud_standard.x_pos + 48
  1476.         @sprite_vincent_special_7.y = @hud_standard.y_pos + 53
  1477.         @sprite_vincent_special_7.blend_type = 1
  1478.         when 7
  1479.         @sprite_vincent_special_8.bitmap = RPG::Cache.picture("Hud_Special_1")
  1480.         @sprite_vincent_special_8.x = entfernung * i + @hud_standard.x_pos + 48
  1481.         @sprite_vincent_special_8.y = @hud_standard.y_pos + 53
  1482.         @sprite_vincent_special_8.blend_type = 1
  1483.       end
  1484.       i += 1
  1485.     end
  1486.   end
  1487.     if @susanne.available == true then
  1488.     @hud_standard.x_pos += 160
  1489.     i = 0
  1490.     while i < @susanne.special
  1491.       case i
  1492.         when 0
  1493.         @sprite_susanne_special_1.bitmap = RPG::Cache.picture("Hud_Special_1")
  1494.         @sprite_susanne_special_1.x = entfernung * i + @hud_standard.x_pos + 48
  1495.         @sprite_susanne_special_1.y = @hud_standard.y_pos + 53
  1496.         @sprite_susanne_special_1.blend_type = 1
  1497.         when 1
  1498.         @sprite_susanne_special_2.bitmap = RPG::Cache.picture("Hud_Special_1")
  1499.         @sprite_susanne_special_2.x = entfernung * i + @hud_standard.x_pos + 48
  1500.         @sprite_susanne_special_2.y = @hud_standard.y_pos + 53
  1501.         @sprite_susanne_special_2.blend_type = 1
  1502.         when 2
  1503.         @sprite_susanne_special_3.bitmap = RPG::Cache.picture("Hud_Special_1")
  1504.         @sprite_susanne_special_3.x = entfernung * i + @hud_standard.x_pos + 48
  1505.         @sprite_susanne_special_3.y = @hud_standard.y_pos + 53
  1506.         @sprite_susanne_special_3.blend_type = 1
  1507.         when 3
  1508.         @sprite_susanne_special_4.bitmap = RPG::Cache.picture("Hud_Special_1")
  1509.         @sprite_susanne_special_4.x = entfernung * i + @hud_standard.x_pos + 48
  1510.         @sprite_susanne_special_4.y = @hud_standard.y_pos + 53
  1511.         @sprite_susanne_special_4.blend_type = 1
  1512.         when 4
  1513.         @sprite_susanne_special_5.bitmap = RPG::Cache.picture("Hud_Special_1")
  1514.         @sprite_susanne_special_5.x = entfernung * i + @hud_standard.x_pos + 48
  1515.         @sprite_susanne_special_5.y = @hud_standard.y_pos + 53
  1516.         @sprite_susanne_special_5.blend_type = 1
  1517.         when 5
  1518.         @sprite_susanne_special_6.bitmap = RPG::Cache.picture("Hud_Special_1")
  1519.         @sprite_susanne_special_6.x = entfernung * i + @hud_standard.x_pos + 48
  1520.         @sprite_susanne_special_6.y = @hud_standard.y_pos + 53
  1521.         @sprite_susanne_special_6.blend_type = 1
  1522.         when 6
  1523.         @sprite_susanne_special_7.bitmap = RPG::Cache.picture("Hud_Special_1")
  1524.         @sprite_susanne_special_7.x = entfernung * i + @hud_standard.x_pos + 48
  1525.         @sprite_susanne_special_7.y = @hud_standard.y_pos + 53
  1526.         @sprite_susanne_special_7.blend_type = 1
  1527.         when 7
  1528.         @sprite_susanne_special_8.bitmap = RPG::Cache.picture("Hud_Special_1")
  1529.         @sprite_susanne_special_8.x = entfernung * i + @hud_standard.x_pos + 48
  1530.         @sprite_susanne_special_8.y = @hud_standard.y_pos + 53
  1531.         @sprite_susanne_special_8.blend_type = 1
  1532.       end
  1533.       i += 1
  1534.     end
  1535.   end
  1536. end
  1537.  
  1538. def speedbar_load()
  1539.   @hud_speedbar = SKS_Speedbar.new("", true)
  1540.   @hud_speedbar_standard = HUD_Standard.new(20, 20)
  1541.   @sprite_speedbar_balken = Sprite.new(@viewport_hud)
  1542.   @sprite_speedbar_balken.bitmap = RPG::Cache.picture("Hud_Speed_Balken")
  1543.   @sprite_speedbar_balken.x = @hud_speedbar_standard.x_pos + 22
  1544.   @sprite_speedbar_balken.y = @hud_speedbar_standard.y_pos + 14
  1545.   if @seath.available == true then
  1546.     @sprite_speedbar_seath = Sprite_SKS_Speedbar.new(@viewport_hud, 0.0, 0.0)
  1547.     @sprite_speedbar_seath.bitmap = RPG::Cache.picture("Hud_Speed_Seath")
  1548.     @sprite_speedbar_seath.x = @hud_speedbar_standard.x_pos + 12
  1549.     @sprite_speedbar_seath.y = @hud_speedbar_standard.y_pos + 3
  1550.   end
  1551.   if @sophie.available == true then
  1552.     @sprite_speedbar_sophie = Sprite_SKS_Speedbar.new(@viewport_hud, 0.0, 0.0)
  1553.     @sprite_speedbar_sophie.bitmap = RPG::Cache.picture("Hud_Speed_Sophie")
  1554.     @sprite_speedbar_sophie.x = @hud_speedbar_standard.x_pos + 12
  1555.     @sprite_speedbar_sophie.y = @hud_speedbar_standard.y_pos + 3
  1556.   end
  1557.   if @vincent.available == true then
  1558.     @sprite_speedbar_vincent = Sprite_SKS_Speedbar.new(@viewport_hud, 0.0, 0.0)
  1559.     @sprite_speedbar_vincent.bitmap = RPG::Cache.picture("Hud_Speed_Vincent")
  1560.     @sprite_speedbar_vincent.x = @hud_speedbar_standard.x_pos + 12
  1561.     @sprite_speedbar_vincent.y = @hud_speedbar_standard.y_pos + 3
  1562.   end
  1563.   if @susanne.available == true then
  1564.     @sprite_speedbar_susanne = Sprite_SKS_Speedbar.new(@viewport_hud, 0.0, 0.0)
  1565.     @sprite_speedbar_susanne.bitmap = RPG::Cache.picture("Hud_Speed_Susanne")
  1566.     @sprite_speedbar_susanne.x = @hud_speedbar_standard.x_pos + 12
  1567.     @sprite_speedbar_susanne.y = @hud_speedbar_standard.y_pos + 3
  1568.   end
  1569.   if @enemy_1.available == true then
  1570.     @sprite_speedbar_enemy_1 = Sprite_SKS_Speedbar.new(@viewport_hud, 20.0, 0.0)
  1571.     @sprite_speedbar_enemy_1.bitmap = RPG::Cache.picture(@enemy_1.dateiname_speedbar)
  1572.     @sprite_speedbar_enemy_1.x = @hud_speedbar_standard.x_pos + 12
  1573.     @sprite_speedbar_enemy_1.y = @hud_speedbar_standard.y_pos + 3
  1574.   end
  1575.   if @enemy_2.available == true then
  1576.     @sprite_speedbar_enemy_2 = Sprite_SKS_Speedbar.new(@viewport_hud, 40.0, 0.0)
  1577.     @sprite_speedbar_enemy_2.bitmap = RPG::Cache.picture(@enemy_2.dateiname_speedbar)
  1578.     @sprite_speedbar_enemy_2.x = @hud_speedbar_standard.x_pos + 12
  1579.     @sprite_speedbar_enemy_2.y = @hud_speedbar_standard.y_pos + 3
  1580.   end
  1581.   if @enemy_3.available == true then
  1582.     @sprite_speedbar_enemy_3 = Sprite_SKS_Speedbar.new(@viewport_hud, 60.0, 0.0)
  1583.     @sprite_speedbar_enemy_3.bitmap = RPG::Cache.picture(@enemy_3.dateiname_speedbar)
  1584.     @sprite_speedbar_enemy_3.x = @hud_speedbar_standard.x_pos + 12
  1585.     @sprite_speedbar_enemy_3.y = @hud_speedbar_standard.y_pos + 3
  1586.   end
  1587.   if @enemy_4.available == true then
  1588.     @sprite_speedbar_enemy_4 = Sprite_SKS_Speedbar.new(@viewport_hud, 80.0, 0.0)
  1589.     @sprite_speedbar_enemy_4.bitmap = RPG::Cache.picture(@enemy_4.dateiname_speedbar)
  1590.     @sprite_speedbar_enemy_4.x = @hud_speedbar_standard.x_pos + 12
  1591.     @sprite_speedbar_enemy_4.y = @hud_speedbar_standard.y_pos + 3
  1592.   end
  1593.   @sprite_speedbar_links = Sprite.new(@viewport_hud)
  1594.   @sprite_speedbar_rechts = Sprite.new(@viewport_hud)
  1595.   @sprite_speedbar_links.bitmap = RPG::Cache.picture("Hud_Speed_Rand_1")
  1596.   @sprite_speedbar_links.x = @hud_speedbar_standard.x_pos
  1597.   @sprite_speedbar_links.y = @hud_speedbar_standard.y_pos
  1598.   @sprite_speedbar_rechts.bitmap = RPG::Cache.picture("Hud_Speed_Rand_2")
  1599.   @sprite_speedbar_rechts.x = @hud_speedbar_standard.x_pos + 393
  1600.   @sprite_speedbar_rechts.y = @hud_speedbar_standard.y_pos
  1601. end
  1602.  
  1603. # Den nächsten Spieler ermitteln, welcher agieren darf.
  1604. def detect_player_speeds()
  1605.   höchster_wert = 0.0
  1606.   if @seath.available == true then
  1607.     @sprite_speedbar_seath.speed = @seath.speed
  1608.   end
  1609.   if @sophie.available == true then
  1610.     @sprite_speedbar_sophie.speed = @sophie.speed
  1611.   end
  1612.   if @vincent.available == true then
  1613.     @sprite_speedbar_vincent.speed = @vincent.speed
  1614.   end
  1615.   if @susanne.available == true then
  1616.     @sprite_speedbar_susanne.speed = @susanne.speed
  1617.   end
  1618.   if @enemy_1.available == true then
  1619.     @sprite_speedbar_enemy_1.speed = @enemy_1.speed
  1620.   end
  1621.   if @enemy_2.available == true then
  1622.     @sprite_speedbar_enemy_2.speed = @enemy_2.speed
  1623.   end
  1624.   if @enemy_3.available == true then
  1625.     @sprite_speedbar_enemy_3.speed = @enemy_3.speed
  1626.   end
  1627.   if @enemy_4.available == true then
  1628.     @sprite_speedbar_enemy_4.speed = @enemy_4.speed
  1629.   end
  1630.    
  1631.   if höchster_wert < @seath.speed then
  1632.     if @seath.available == true then
  1633.       höchster_wert = @seath.speed
  1634.       @hud_speedbar.maxspeed_name = "seath"
  1635.     end
  1636.   end
  1637.   if höchster_wert < @sophie.speed then
  1638.     if @sophie.available == true then
  1639.       höchster_wert = @sophie.speed
  1640.       @hud_speedbar.maxspeed_name = "sophie"
  1641.     end
  1642.   end
  1643.   if höchster_wert < @vincent.speed then
  1644.     if @vincent.available == true then
  1645.       höchster_wert = @vincent.speed
  1646.       @hud_speedbar.maxspeed_name = "vincent"
  1647.     end
  1648.   end
  1649.   if höchster_wert < @susanne.speed then
  1650.     if @susanne.available == true then
  1651.       höchster_wert = @susanne.speed
  1652.       @hud_speedbar.maxspeed_name = "susanne"
  1653.     end
  1654.   end
  1655.   if höchster_wert < @enemy_1.speed then
  1656.     if @enemy_1.available == true then
  1657.       höchster_wert = @enemy_1.speed
  1658.       @hud_speedbar.maxspeed_name = "enemy_1"
  1659.     end
  1660.   end
  1661.   if höchster_wert < @enemy_2.speed then
  1662.     if @enemy_2.available == true then
  1663.       höchster_wert = @enemy_2.speed
  1664.       @hud_speedbar.maxspeed_name = "enemy_2"
  1665.     end
  1666.   end
  1667.   if höchster_wert < @enemy_3.speed then
  1668.     if @enemy_3.available == true then
  1669.       höchster_wert = @enemy_3.speed
  1670.       @hud_speedbar.maxspeed_name = "enemy_3"
  1671.     end
  1672.   end
  1673.   if höchster_wert < @enemy_4.speed then
  1674.     if @enemy_4.available == true then
  1675.       höchster_wert = @enemy_4.speed
  1676.       @hud_speedbar.maxspeed_name = "enemy_4"
  1677.     end
  1678.   end
  1679.   maxspeed = 3.0
  1680.   if @seath.available == true then
  1681.     if @hud_speedbar.maxspeed_name != "seath" then
  1682.       @sprite_speedbar_seath.speed = (maxspeed * ((@seath.speed * 100) / höchster_wert)) / 100
  1683.     else
  1684.       @sprite_speedbar_seath.speed = maxspeed
  1685.     end
  1686.     random = rand(5)
  1687.     @sprite_speedbar_seath.speed += (random + 1) / 20.to_f / @sprite_speedbar_seath.speed
  1688.   end
  1689.   if @sophie.available == true then
  1690.     if @hud_speedbar.maxspeed_name != "sophie" then
  1691.       @sprite_speedbar_sophie.speed = (maxspeed * ((@sophie.speed * 100) / höchster_wert)) / 100
  1692.     else
  1693.       @sprite_speedbar_sophie.speed = maxspeed
  1694.     end
  1695.     random = rand(5)
  1696.     @sprite_speedbar_sophie.speed += (random + 1) / 20.to_f / @sprite_speedbar_sophie.speed
  1697.   end
  1698.   if @vincent.available == true then
  1699.     if @hud_speedbar.maxspeed_name != "vincent" then
  1700.       @sprite_speedbar_vincent.speed = (maxspeed * ((@vincent.speed * 100) / höchster_wert)) / 100


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