[RGSS] HUD Amneria [Simple] v2.0
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[RGSS] HUD Amneria [Simple] v2.0
Olá! Venho trazer um de meus scripts!
Utilidade:
Adiciona uma janela mostrando os status básico dos personagens.
Utilização:
Cole o script acima do main, customize-o ao seu gosto e pronto!
Screen:
Script:
Demo:
http://www.4shared.com/file/75406550/cc418faf/HUD_Amneria_Simple.html
Use e Abuse!
E comente!
Utilidade:
Adiciona uma janela mostrando os status básico dos personagens.
Utilização:
Cole o script acima do main, customize-o ao seu gosto e pronto!
Screen:
Script:
- Código:
##############################################################
## HUD Amneria[Simple]2.0 Por VitorJ ## Creditos Nescessarios#
##############################################################
## Como Usar: ################################################
############## Cole Acima do main e costumize a seu gosto. ###
##############################################################
module Hud_Edit
e = 150 # (Opcional) Coloque aqui o espaço entre uma hud e outra
HUDX = [0*e,1*e,2*e,3*e] # Posição X Da HUD [char1,char2,char3,char4]
HUDY = [10,10,10,10] # Posição Y Da HUD [char1,char2,char3,char4]
SWITCH = 1 # Switch que mostrara a HUD.
FONTNAME = "Palatino Linotype" # Fonte das Letras
EXPX = 0 # Posição X Da Barra de EXP
EXPY = 35 # Posição Y Da Barra de EXP
SP = "MP" # Nome do MP
HP = "HP" # Nome do HP
PARTY = true # Vai mostrar a HUD dos outros membros?
FACE_AJUST = 0 # Coloque um ajuste para face do personagen.
# Cor das Barras, coloque [r,g,b,opacity]
C_INI_HP = [0,100,0,255] #Cor Inicial da barra de HP
C_FIN_HP = [253,209,77,255] #Cor Final da barra de HP
C_INI_SP = [67,89,153,255] #Cor Inicial da barra de SP
C_FIN_SP = [2,58,218,255] #Cor Final da barra de SP
C_INI_XP = [67,153,153,200] #Cor Inicial da barra de EXP
C_FIN_XP = [2,218,218,255] #Cor Final da barra de EXP
end
class Simple_Hud_Sprite < Sprite
include Hud_Edit
def initialize(viewport,actor,pchar)
super(viewport)
self.bitmap = Bitmap.new(640, 480)
self.bitmap.font.name = FONTNAME
self.visible = $game_switches[SWITCH]
@actor = actor
@pchar = pchar
start if actor != nil
end
def start
actor = @actor
@hp = actor.hp
@sp = actor.sp
@maxhp = actor.maxhp
@maxsp = actor.maxsp
@name = actor.name
@level = actor.level
@exp = actor.exp
@gold = $game_party.gold.to_s
draw_char
draw_hp
draw_sp
draw_xp
draw_name
#draw_gold
end
def draw_char
actor = @actor
x = HUDX[@pchar]
y = HUDY[@pchar]+8
bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4 / 2
src_rect = Rect.new(0, 0+FACE_AJUST, cw, ch)
self.bitmap.fill_rect(Rect.new(x, y, cw, ch), Color.new(0,0,0,0))
self.bitmap.blt(x, y, bitmap, src_rect)
end
def draw_name
x = HUDX[@pchar]+8
y = HUDY[@pchar]
end
def draw_hp
x = HUDX[@pchar]+8
y = HUDY[@pchar]
self.bitmap.fill_rect(Rect.new(x-3, y-6, 115, 18), Color.new(0,0,0,0))
draw_gradient([0,0,0,255],[0,0,0,255],102,8,x,y)
draw_gradient([200,183,130,255],[253,209,77,255],100,6,x+2,y+1)
draw_gradient([0,0,0,100],[0,0,0,170],98,4,x+4,y+2)
cw = 98 * @hp / @maxhp
ch = 4
r = C_FIN_HP[0] * @hp / @maxhp
g = C_FIN_HP[1] * @hp / @maxhp
b = C_FIN_HP[2] * @hp / @maxhp
draw_gradient(C_INI_HP,[r,g,b,C_FIN_HP[3]],cw,ch,x+4,y+2)
text = HP
size = self.bitmap.text_size(text)
rx = 200 * @hp / @maxhp
self.bitmap.font.size = 15
draw_text(x-2, y-12,size.width,size.height,text,Color.new(rx+55,0,0,255))
self.bitmap.font.size = 15
text = "#{@hp} / #{@maxhp}"
size = self.bitmap.text_size(text)
c = 255 * @hp / @maxhp
draw_text(x+50, y-8,size.width,size.height, text,Color.new(255,c,c,255))
end
def draw_sp
x = HUDX[@pchar]+32
y = HUDY[@pchar]+20
self.bitmap.fill_rect(Rect.new(x-3, y-6, 115, 18), Color.new(255,0,0,0))
draw_gradient([0,0,0,255],[0,0,0,255],102,8,x,y)
draw_gradient([200,183,130,255],[253,209,77,255],100,6,x+2,y+1)
draw_gradient([0,0,0,100],[0,0,0,170],98,4,x+4,y+2)
cw = 98 * @sp / @maxsp
ch = 4
r = C_FIN_SP[0] * @sp / @maxsp
g = C_FIN_SP[1] * @sp / @maxsp
b = C_FIN_SP[2] * @sp / @maxsp
draw_gradient(C_INI_SP,[r,g,b,C_FIN_SP[3]],cw,ch,x+4,y+2)
text = SP
size = self.bitmap.text_size(text)
draw_text(x-2, y-8,size.width,size.height,text,Color.new(0,0,255,255))
text = "#{@sp} / #{@maxsp}"
size = self.bitmap.text_size(text)
self.bitmap.font.size = 15
draw_text(x+50, y-8,size.width,size.height, text,Color.new(255,255,255,255))
end
def draw_xp
x = HUDX[@pchar]+EXPX
y = HUDY[@pchar]+EXPY
actor = @actor
self.bitmap.fill_rect(Rect.new(x, y-4, 48, 15), Color.new(0,0,0,0))
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
if @actor.level < 99
cw = 44 * rate
else
cw = 44
end
ch = 5
self.bitmap.fill_rect(Rect.new(x, y, 48, 8), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+1, y+1, 46, 6), Color.new(0,0,0,160))
draw_gradient([67,153,153,200],[2,218,218,255],cw,ch,x+1,y+1,1)
self.bitmap.font.size = 15
text = "Level: #{@level}"
size = self.bitmap.text_size(text)
draw_text(x, y-8,size.width,size.height, text,Color.new(255,255,255,255))
end
def draw_gradient(cor_ini,cor_fin,width,height,x,y,type=0)
if width < 1
width2 = width
width = 1
end
calc0 = cor_fin[0]/width
calc1 = cor_fin[1]/width
calc2 = cor_fin[2]/width
calc3 = cor_fin[3]/width
width = width2 if width2 != nil
cor_fin = [calc0,calc1,calc2,calc3]
r = cor_ini[0]
g = cor_ini[1]
b = cor_ini[2]
o = cor_ini[3]
for i in 0..width
for n in 0..height
self.bitmap.fill_rect(Rect.new(x+i+n, y+n, 1, 1), Color.new(r,g,b,o)) if type == 0
self.bitmap.fill_rect(Rect.new(x+i, y+n, 1, 1), Color.new(r,g,b,o)) if type == 1
end
r += cor_fin[0]
g += cor_fin[1]
b += cor_fin[2]
o += cor_fin[3]
end
end
def draw_text(x,y,width,height,text,color)
self.bitmap.font.color = Color.new(0,0,0,255)
self.bitmap.draw_text(Rect.new(x-1, y,width,height), text)
self.bitmap.draw_text(Rect.new(x+1, y,width,height), text)
self.bitmap.draw_text(Rect.new(x, y-1,width,height), text)
self.bitmap.draw_text(Rect.new(x, y+1,width,height), text)
self.bitmap.font.color = color
self.bitmap.draw_text(Rect.new(x, y,width,height), text)
end
def update(pchar)
if $game_party.actors[@pchar] != nil
actor = $game_party.actors[@pchar]
else
actor = $game_actors[0]
end
if @actor != actor
@actor = actor
start
end
if @hp != actor.hp or @maxhp != actor.maxhp
@hp = actor.hp
@maxhp = actor.maxhp
draw_hp
end
if @sp != actor.sp or @maxsp != actor.maxsp
@sp = actor.sp
@maxsp = actor.maxsp
draw_sp
end
if @exp != actor.exp or @level != actor.level
@exp = actor.exp
@level = actor.level
draw_xp
end
self.visible = $game_switches[SWITCH]
end
end
class Simple_Hud
def initialize
@viewport = Viewport.new(0, 0, 640, 480)
@viewport.z = 9999
@simple_hud = []
@sprites = []
@psize = $game_party.actors.size
if Hud_Edit::PARTY == true
for i in 0...4#$game_party.actors.size
actor = $game_actors[0]
actor = $game_party.actors[i] if $game_party.actors[i] != nil
pchar = i
@simple_hud[i] = Simple_Hud_Sprite.new(@viewport,actor,pchar)
@sprites.push(@simple_hud[i])
end
else
actor = $game_actors[0]
actor = $game_party.actors[0] if $game_party.actors[0] != nil
pchar = 0
@simple_hud[0] = Simple_Hud_Sprite.new(@viewport,actor,pchar)
@sprites.push(@simple_hud[0])
end
@visible = true
end
def update
if @psize != $game_party.actors.size
if Hud_Edit::PARTY == true
for i in 0...@psize
@simple_hud[i].visible = false
end
for i in 0...$game_party.actors.size
actor = $game_actors[0]
actor = $game_party.actors[i] if $game_party.actors[i] != nil
pchar = i
@simple_hud[i].update(i)
end
else
actor = $game_actors[0]
actor = $game_party.actors[0] if $game_party.actors[0] != nil
pchar = 0
@simple_hud[0].update(0)
end
else
if Hud_Edit::PARTY == true
for i in 0...$game_party.actors.size
@simple_hud[i].update(i)
end
else
@simple_hud[0].update(0)
end
end
end
def dispose
for sprite in @sprites
next if sprite.nil?
sprite.dispose
end
@sprites = []
end
end
#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=
class Scene_Map
alias simple_hud_main main
def main
@hud = Simple_Hud.new
simple_hud_main
@hud.dispose
end
alias simple_hud_update update
def update
@hud.update
simple_hud_update
end
end
#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
Demo:
http://www.4shared.com/file/75406550/cc418faf/HUD_Amneria_Simple.html
Use e Abuse!
E comente!
VitorJ- Número de Mensagens : 11
Idade : 32
Localização : São Sebastião - SP
Data de inscrição : 10/12/2008
RMB Games
Nível de Reputação: 1
Reputação:
(34/100)
Gamescore:
(0/0)
Re: [RGSS] HUD Amneria [Simple] v2.0
Você fazendo scripts? Uia
Eu gosto de HUDs pequenas, mas a sua tá beeeeeeemmmm pequena... de qualquer modo, gostei muito, parabéns ^^
Aliás, você quis dizer "Simples" ou "Sample"? Desconheço o que vem a ser "Simple" 0o
Edit: Já percebi o que é, dei mancada feia u.u' Ignorem /\
+2 Reputação
Eu gosto de HUDs pequenas, mas a sua tá beeeeeeemmmm pequena... de qualquer modo, gostei muito, parabéns ^^
Edit: Já percebi o que é, dei mancada feia u.u' Ignorem /\
+2 Reputação
Dark Dudu- Número de Mensagens : 385
Idade : 30
Localização : São Vicente - SP
Especialidade : Eventos
Data de inscrição : 01/12/2008
RMB Games
Nível de Reputação: 2
Reputação:
(61/100)
Gamescore:
(0/0)
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