Hm...I think I know what the problem is. One sec...
Try this. The edit is on line 8
if it doesn't work, try making Z even higher. If that doesn't work then I probably can't help you.
module Gold_Window #to hide just make a script call Gold_Window.hide
# Window's horizontal position
WINDOW_X = 250
# Window's vertical position
WINDOW_Y = -20
# Everything is on it's own layer. changing this will put it behind or in
# front of other things created via scripts
WINDOW_Z = 1000
#-------------------------------------------------------------------------
# Window's width
WINDOW_WIDTH = 160
# Window's height
WINDOW_HEIGHT = 64
# Default hide status of the window (true = hidden, false = visible)
DEFAULT_HIDE = false
@hide = DEFAULT_HIDE
def self.hidden?
return @hide
end
def self.hide
@hide = !@hide
end
end
#==============================================================================
# ** Window_Gold_HUD
#------------------------------------------------------------------------------
# This window displays amount of gold.
#==============================================================================
class Window_Gold_HUD < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(Gold_Window::WINDOW_X, Gold_Window::WINDOW_Y,
Gold_Window::WINDOW_WIDTH, Gold_Window::WINDOW_HEIGHT)
self.contents = Bitmap.new(width - 32, height - 32)
@old_gold = -1
@old_hide = Gold_Window.hidden?
self.opacity = Gold_Window.hidden? ? 0 : 0
@text_opacity = Gold_Window.hidden? ? 0 : 255
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if @old_gold != $game_party.gold || @old_hide != Gold_Window.hidden?
self.contents.clear
self.opacity = Gold_Window.hidden? ? 0 : 0
@text_opacity = Gold_Window.hidden? ? 0 : 255
color_normal = Color.new(255, 255, 255, @text_opacity)
color_system = Color.new(192, 224, 255, @text_opacity)
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = color_normal
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = color_system
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
@old_gold = $game_party.gold
@old_hide = Gold_Window.hidden?
end
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias gold_hud_main main
def main
@gold_window = Window_Gold_HUD.new
gold_hud_main
@gold_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias gold_hud_update update
def update
@gold_window.refresh
gold_hud_update
end
end