Aldeia RPG

Gostaria de reagir a esta mensagem? Crie uma conta em poucos cliques ou inicie sessão para continuar.

Suporte ao desenvolvimento de jogos


3 participantes

    [Resolvido] PRECISO DE HUD

    Duel
    Duel
    Aldeia Friend
    Aldeia Friend


    Mensagens : 1375
    Créditos : 107

    Ficha do personagem
    Nível: 1
    Experiência:
    [Resolvido] PRECISO DE HUD Left_bar_bleue0/0[Resolvido] PRECISO DE HUD Empty_bar_bleue  (0/0)
    Vida:
    [Resolvido] PRECISO DE HUD Left_bar_bleue30/30[Resolvido] PRECISO DE HUD Empty_bar_bleue  (30/30)

    [Resolvido] PRECISO DE HUD Empty [Resolvido] PRECISO DE HUD

    Mensagem por Duel Sáb Fev 04, 2012 9:49 am

    Galera sou eu mas preciso de uma HUD compativel com netplay para meu jogo ficar quase completo mas tem umas HUDS lá na área de scripts para netplays mas nenhuma delas nao pega no meu jogo então alguem ai que saiba pode fazer uma hud para min qualquer coisa se querem saber os sistemas que esta no meu jogo ta aqui, pois pode dar algum erro com esses sistemas.

    Sistemas:
    Minimizar/Maximizar Chat
    Scene Login feita por Kadu
    Velocidade de Ataque [Baseado na Agilidade]
    Chat Filter
    Botoes de classe retirados
    Seleção de Personagems V2
    Parar e Selecionar Musicas


    _________________
    Jack:
    avatar
    FFogomax
    Experiente
    Experiente


    Mensagens : 557
    Créditos : 37

    [Resolvido] PRECISO DE HUD Empty Re: [Resolvido] PRECISO DE HUD

    Mensagem por FFogomax Sáb Fev 04, 2012 11:15 am

    "Botoes de classe retirados" não é um sistema. Razz
    São só umas linhas de scripts que foram apagadas.
    Uma boa HUD eu não tenho, pois não sei nem instalar. -qn
    Por isso não posso fazer uma avaliação pra vc.
    Mas tá aqui umas:

    Essa é simples, só funciona em jogos online.
    Código:
    #------------------------------------------------------------------------------
    # * SDK Log Script
    #------------------------------------------------------------------------------
    SDK.log('My HUD', 'Icedmetal57', "1.0", '8/1/2006')

    #------------------------------------------------------------------------------
    # * Begin SDK Enable Test
    #------------------------------------------------------------------------------
    if SDK.state('My HUD') == true


    #==============================================================================
    # ** Window_Base
    #------------------------------------------------------------------------------
    #  This class is for all in-game windows.
    #==============================================================================

    class Window_Base < Window
    #=====================================
    #Gradient Bars with customizable lengths, thicknesses, types and Colors
    #By AcedentProne
    #=====================================
     def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(153,238,153,255), c2 = Color.new(0,0,0,255))
      if type == "horizontal"
        width = length
        height = thick
        self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
        w = width * e1 / e2
        for i in 0..height
        r = c1.red + (c2.red - c1.red)  * (height -i)/height  + 0  * i/height
        g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
        b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
        a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
        self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
      end
     elsif type == "vertical"
      width = thick
      height = length
        self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
      h = height * e1 / e2
      for i in 0..width
        r = c1.red + (c2.red - c1.red)  * (width -i)/width  + 0  * i/width
        g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
        b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
        a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
        self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
      end
     end
    end
    def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
      if type == "horizontal"
        width = length
        height = thick
        self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
        w = width * e1 / e2
        for i in 0..height
        r = c1.red + (c2.red - c1.red)  * (height -i)/height  + 0  * i/height
        g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
        b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
        a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
        self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
      end
     elsif type == "vertical"
      width = thick
      height = length
        self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
      h = height * e1 / e2
      for i in 0..width
        r = c1.red + (c2.red - c1.red)  * (width -i)/width  + 0  * i/width
        g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
        b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
        a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
        self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
      end
     end
    end
      #--------------------------------------------------------------------------
      # * Draw EXP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_exp(actor, x, y)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 24, 32, "Exp")
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 10, y, 84, 32, actor.exp_s, 2)
        self.contents.draw_text(x + 100, y, 12, 32, "/", 1)
        self.contents.draw_text(x + 112, y, 84, 32, actor.next_exp_s)
      end
    end


    #============================================
    # Window_Map
    # Originally by Destined, edited by Darklord and Icedmetal57
    #============================================
    class Window_HUD < Window_Base
    def initialize
      super(0, 0, 240, 165) #360
      $game_actors[1].name = Network::Main.name
      self.contents = Bitmap.new(width - 32, height - 32)
      self.opacity = 0
      refresh
    end
    def refresh
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.font.size = 16
      self.contents.draw_text(36, 0, 640, 32, $game_actors[1].name.to_s)
      self.contents.font.color = normal_color
      chatc = RPG::Cache.icon("033-Item02")
      chat_rect = Rect.new(0, 0, chatc.width, chatc.height)
      self.contents.blt(120, 78, chatc, chat_rect) if $game_temp.chat_refresh
      draw_normal_barz(36, 27, "horizontal", 150, 10, $game_actors[1].hp.to_i, $game_actors[1].maxhp.to_i, Color.new (225, 0, 0, 225))
      draw_normal_barz(36, 42, "horizontal", 150, 10, $game_actors[1].sp.to_i, $game_actors[1].maxsp.to_i, Color.new (0,0,255,255))
      draw_normal_barz(36, 57, "horizontal", 150, 10, $game_actors[1].exp_s.to_i, $game_actors[1].next_exp_s.to_i, Color.new (0, 255, 0, 225))
      draw_actor_graphic($game_actors[1], 15, 63)
      draw_actor_level($game_actors[1], 128, 0)
      draw_actor_hp($game_actors[1], 42, 17)
      draw_actor_sp($game_actors[1], 42, 32)
      draw_actor_exp($game_actors[1], 42, 47)
    end
    #  def update
    #      refresh
    #  end
    end

    #============================================
    # Scene_Map
    # Edits the scene Scene_Map
    #============================================
    class Scene_Map
      def initialize_hud
        @hud = Window_HUD.new
        @hud.opacity = 0 #the opacity for the window. 0=completely transparent, 255=completely visible
        @player_hp = $game_actors[1].hp
        @player_sp = $game_actors[1].sp
        @player_exp = $game_actors[1].exp
        @player_gold = $game_party.gold
        @player_sprite = $game_actors[1].character_name
      end
      alias old_main main
      def main
        initialize_hud
        old_main
      end
      def dispose
      @hud.dispose
      end
      alias old_update update
      def update
        @hud.refresh if @player_hp != $game_actors[1].hp or @player_sp != $game_actors[1].sp or @player_exp != $game_actors[1].exp or @player_gold != $game_party.gold or @player_sprite != $game_actors[1].character_name or $game_temp.chat_refresh
        old_update
      end
    end

    #------------------------------------------------------------------------------
    # * End SDK Enable Test
    #------------------------------------------------------------------------------
    end

    Se você não gostou dessa, aqui vai mais uma:
    Código:
    class Window_1 < Window_Base
      def initialize
        super(0, 380, 448, 100)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 18
        self.contents.font.name = "Tahoma"
        self.opacity = 0
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, 0, 200, 32, "HP: " + $game_party.actors[0].hp.to_s + "/" + $game_party.actors[0].maxhp.to_s)
        self.contents.draw_text(0, 20, 200, 32, "SP: " + $game_party.actors[0].sp.to_s + "/" + $game_party.actors[0].maxsp.to_s)
        self.contents.draw_text(150, 0, 200, 32, "Exp to next: " + $game_party.actors[0].next_rest_exp_s)
        self.contents.draw_text(150, 20, 200, 32, "Gold: " + $game_party.gold.to_s)
        self.contents.draw_text(300, 20, 200, 32, "Level " + $game_party.actors[0].level.to_s)
        self.contents.draw_text(150, 40, 200, 32, $game_party.actors[0].name.to_s)
        self.contents.draw_text(300, 0, 200, 32, Network::Main.name)
    #    self.contents.draw_text(0, 40, 200, 32, "Darkensoul") if $game_variables[3] == 1
    #    self.contents.draw_text(0, 40, 200, 32, "Light Knights") if $game_variables[3] == 2
    #    self.contents.draw_text(0, 40, 200, 32, "Reverance") if $game_variables[3] == 3
    #    self.contents.draw_text(0, 40, 200, 32, "No Guild") if $game_variables[3] == 0
        draw_actor_class($game_party.actors[0], 300, 40)
      end
      def update
        refresh
      end
    end
    class Window_2 < Window_Base 
      def initialize
        super(0, 380, 448, 100)
        self.opacity = 127
      end
    end
    class Window_3 < Window_Base
      def initialize
        super(448, 430, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Items")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Item.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_4 < Window_Base
      def initialize
        super(448, 380, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Skills")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Skill.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_5 < Window_Base
      def initialize
        super(512, 430, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Equip")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Equip.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_6 < Window_Base
      def initialize
        super(512, 380, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Stats")
          if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Status.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_7 < Window_Base
      def initialize
        super(576, 380, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Quit")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_End.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_8 < Window_Base
     
      def initialize
        super(576, 430, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Save")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Save.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Scene_Map
      alias old_main main
      alias old_update update
      def init_hud
        @Window = Window_1.new
        @Window2 = Window_2.new
        @Window3 = Window_3.new
        @Window4 = Window_4.new
        @Window5 = Window_5.new
        @Window6 = Window_6.new
        @Window7 = Window_7.new
        @Window8 = Window_8.new
        @Exp = $game_party.actors[0].next_rest_exp_s
        @Hp = $game_party.actors[0].hp
        @Sp = $game_party.actors[0].sp
        @gold = $game_party.gold
        @str = $game_party.actors[0].str
        @dex = $game_party.actors[0].dex
        @agi = $game_party.actors[0].agi
        @int = $game_party.actors[0].int
        @level = $game_party.actors[0].level
        @Name = $game_party.actors[0].name
      end
      def main
        init_hud
        old_main
      end
      def dispose
        old_dispose
        @Window.dispose
        @Window2.dispose
        @Window3.dispose
        @Window4.dispose
        @Window5.dispose
        @Window6.dispose
        @Window7.dispose
        @Window8.dispose
      end
      def update
        @Window.update if @Hp != $game_party.actors[0].hp or @Sp != $game_party.actors[0].sp or @Exp != $game_party.actors[0].next_rest_exp_s or @gold != $game_party.gold or @level != $game_party.actors[0].level or @Name != $game_party.actors[0].name
        @Window3.update
        @Window4.update
        @Window5.update
        @Window6.update
        @Window7.update
        @Window8.update
        old_update
        end
    end
    Créditos pelas HUDs:
    Evixian e Icedmetal


    Espero que tenha gostado.
    Spoiler:
    Duel
    Duel
    Aldeia Friend
    Aldeia Friend


    Mensagens : 1375
    Créditos : 107

    Ficha do personagem
    Nível: 1
    Experiência:
    [Resolvido] PRECISO DE HUD Left_bar_bleue0/0[Resolvido] PRECISO DE HUD Empty_bar_bleue  (0/0)
    Vida:
    [Resolvido] PRECISO DE HUD Left_bar_bleue30/30[Resolvido] PRECISO DE HUD Empty_bar_bleue  (30/30)

    [Resolvido] PRECISO DE HUD Empty Re: [Resolvido] PRECISO DE HUD

    Mensagem por Duel Qua Fev 08, 2012 9:46 pm

    Fogomax escreveu:"Botoes de classe retirados" não é um sistema. Razz
    São só umas linhas de scripts que foram apagadas.
    Uma boa HUD eu não tenho, pois não sei nem instalar. -qn
    Por isso não posso fazer uma avaliação pra vc.
    Mas tá aqui umas:

    Essa é simples, só funciona em jogos online.
    Código:
    #------------------------------------------------------------------------------
    # * SDK Log Script
    #------------------------------------------------------------------------------
    SDK.log('My HUD', 'Icedmetal57', "1.0", '8/1/2006')

    #------------------------------------------------------------------------------
    # * Begin SDK Enable Test
    #------------------------------------------------------------------------------
    if SDK.state('My HUD') == true


    #==============================================================================
    # ** Window_Base
    #------------------------------------------------------------------------------
    #  This class is for all in-game windows.
    #==============================================================================

    class Window_Base < Window
    #=====================================
    #Gradient Bars with customizable lengths, thicknesses, types and Colors
    #By AcedentProne
    #=====================================
     def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(153,238,153,255), c2 = Color.new(0,0,0,255))
      if type == "horizontal"
        width = length
        height = thick
        self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
        w = width * e1 / e2
        for i in 0..height
        r = c1.red + (c2.red - c1.red)  * (height -i)/height  + 0  * i/height
        g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
        b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
        a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
        self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
      end
     elsif type == "vertical"
      width = thick
      height = length
        self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
      h = height * e1 / e2
      for i in 0..width
        r = c1.red + (c2.red - c1.red)  * (width -i)/width  + 0  * i/width
        g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
        b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
        a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
        self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
      end
     end
    end
    def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
      if type == "horizontal"
        width = length
        height = thick
        self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
        w = width * e1 / e2
        for i in 0..height
        r = c1.red + (c2.red - c1.red)  * (height -i)/height  + 0  * i/height
        g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
        b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
        a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
        self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
      end
     elsif type == "vertical"
      width = thick
      height = length
        self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
      h = height * e1 / e2
      for i in 0..width
        r = c1.red + (c2.red - c1.red)  * (width -i)/width  + 0  * i/width
        g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
        b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
        a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
        self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
      end
     end
    end
      #--------------------------------------------------------------------------
      # * Draw EXP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_exp(actor, x, y)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 24, 32, "Exp")
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 10, y, 84, 32, actor.exp_s, 2)
        self.contents.draw_text(x + 100, y, 12, 32, "/", 1)
        self.contents.draw_text(x + 112, y, 84, 32, actor.next_exp_s)
      end
    end


    #============================================
    # Window_Map
    # Originally by Destined, edited by Darklord and Icedmetal57
    #============================================
    class Window_HUD < Window_Base
    def initialize
      super(0, 0, 240, 165) #360
      $game_actors[1].name = Network::Main.name
      self.contents = Bitmap.new(width - 32, height - 32)
      self.opacity = 0
      refresh
    end
    def refresh
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.font.size = 16
      self.contents.draw_text(36, 0, 640, 32, $game_actors[1].name.to_s)
      self.contents.font.color = normal_color
      chatc = RPG::Cache.icon("033-Item02")
      chat_rect = Rect.new(0, 0, chatc.width, chatc.height)
      self.contents.blt(120, 78, chatc, chat_rect) if $game_temp.chat_refresh
      draw_normal_barz(36, 27, "horizontal", 150, 10, $game_actors[1].hp.to_i, $game_actors[1].maxhp.to_i, Color.new (225, 0, 0, 225))
      draw_normal_barz(36, 42, "horizontal", 150, 10, $game_actors[1].sp.to_i, $game_actors[1].maxsp.to_i, Color.new (0,0,255,255))
      draw_normal_barz(36, 57, "horizontal", 150, 10, $game_actors[1].exp_s.to_i, $game_actors[1].next_exp_s.to_i, Color.new (0, 255, 0, 225))
      draw_actor_graphic($game_actors[1], 15, 63)
      draw_actor_level($game_actors[1], 128, 0)
      draw_actor_hp($game_actors[1], 42, 17)
      draw_actor_sp($game_actors[1], 42, 32)
      draw_actor_exp($game_actors[1], 42, 47)
    end
    #  def update
    #      refresh
    #  end
    end

    #============================================
    # Scene_Map
    # Edits the scene Scene_Map
    #============================================
    class Scene_Map
      def initialize_hud
        @hud = Window_HUD.new
        @hud.opacity = 0 #the opacity for the window. 0=completely transparent, 255=completely visible
        @player_hp = $game_actors[1].hp
        @player_sp = $game_actors[1].sp
        @player_exp = $game_actors[1].exp
        @player_gold = $game_party.gold
        @player_sprite = $game_actors[1].character_name
      end
      alias old_main main
      def main
        initialize_hud
        old_main
      end
      def dispose
      @hud.dispose
      end
      alias old_update update
      def update
        @hud.refresh if @player_hp != $game_actors[1].hp or @player_sp != $game_actors[1].sp or @player_exp != $game_actors[1].exp or @player_gold != $game_party.gold or @player_sprite != $game_actors[1].character_name or $game_temp.chat_refresh
        old_update
      end
    end

    #------------------------------------------------------------------------------
    # * End SDK Enable Test
    #------------------------------------------------------------------------------
    end

    Se você não gostou dessa, aqui vai mais uma:
    Código:
    class Window_1 < Window_Base
      def initialize
        super(0, 380, 448, 100)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 18
        self.contents.font.name = "Tahoma"
        self.opacity = 0
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, 0, 200, 32, "HP: " + $game_party.actors[0].hp.to_s + "/" + $game_party.actors[0].maxhp.to_s)
        self.contents.draw_text(0, 20, 200, 32, "SP: " + $game_party.actors[0].sp.to_s + "/" + $game_party.actors[0].maxsp.to_s)
        self.contents.draw_text(150, 0, 200, 32, "Exp to next: " + $game_party.actors[0].next_rest_exp_s)
        self.contents.draw_text(150, 20, 200, 32, "Gold: " + $game_party.gold.to_s)
        self.contents.draw_text(300, 20, 200, 32, "Level " + $game_party.actors[0].level.to_s)
        self.contents.draw_text(150, 40, 200, 32, $game_party.actors[0].name.to_s)
        self.contents.draw_text(300, 0, 200, 32, Network::Main.name)
    #    self.contents.draw_text(0, 40, 200, 32, "Darkensoul") if $game_variables[3] == 1
    #    self.contents.draw_text(0, 40, 200, 32, "Light Knights") if $game_variables[3] == 2
    #    self.contents.draw_text(0, 40, 200, 32, "Reverance") if $game_variables[3] == 3
    #    self.contents.draw_text(0, 40, 200, 32, "No Guild") if $game_variables[3] == 0
        draw_actor_class($game_party.actors[0], 300, 40)
      end
      def update
        refresh
      end
    end
    class Window_2 < Window_Base 
      def initialize
        super(0, 380, 448, 100)
        self.opacity = 127
      end
    end
    class Window_3 < Window_Base
      def initialize
        super(448, 430, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Items")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Item.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_4 < Window_Base
      def initialize
        super(448, 380, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Skills")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Skill.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_5 < Window_Base
      def initialize
        super(512, 430, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Equip")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Equip.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_6 < Window_Base
      def initialize
        super(512, 380, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Stats")
          if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Status.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_7 < Window_Base
      def initialize
        super(576, 380, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Quit")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_End.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_8 < Window_Base
     
      def initialize
        super(576, 430, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Save")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Save.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Scene_Map
      alias old_main main
      alias old_update update
      def init_hud
        @Window = Window_1.new
        @Window2 = Window_2.new
        @Window3 = Window_3.new
        @Window4 = Window_4.new
        @Window5 = Window_5.new
        @Window6 = Window_6.new
        @Window7 = Window_7.new
        @Window8 = Window_8.new
        @Exp = $game_party.actors[0].next_rest_exp_s
        @Hp = $game_party.actors[0].hp
        @Sp = $game_party.actors[0].sp
        @gold = $game_party.gold
        @str = $game_party.actors[0].str
        @dex = $game_party.actors[0].dex
        @agi = $game_party.actors[0].agi
        @int = $game_party.actors[0].int
        @level = $game_party.actors[0].level
        @Name = $game_party.actors[0].name
      end
      def main
        init_hud
        old_main
      end
      def dispose
        old_dispose
        @Window.dispose
        @Window2.dispose
        @Window3.dispose
        @Window4.dispose
        @Window5.dispose
        @Window6.dispose
        @Window7.dispose
        @Window8.dispose
      end
      def update
        @Window.update if @Hp != $game_party.actors[0].hp or @Sp != $game_party.actors[0].sp or @Exp != $game_party.actors[0].next_rest_exp_s or @gold != $game_party.gold or @level != $game_party.actors[0].level or @Name != $game_party.actors[0].name
        @Window3.update
        @Window4.update
        @Window5.update
        @Window6.update
        @Window7.update
        @Window8.update
        old_update
        end
    end
    Créditos pelas HUDs:
    Evixian e Icedmetal


    Espero que tenha gostado.
    Spoiler:
    +Credit valeu
    a primeira num pegou mas a segunda é legal valeu !


    _________________
    Jack:
    Duel
    Duel
    Aldeia Friend
    Aldeia Friend


    Mensagens : 1375
    Créditos : 107

    Ficha do personagem
    Nível: 1
    Experiência:
    [Resolvido] PRECISO DE HUD Left_bar_bleue0/0[Resolvido] PRECISO DE HUD Empty_bar_bleue  (0/0)
    Vida:
    [Resolvido] PRECISO DE HUD Left_bar_bleue30/30[Resolvido] PRECISO DE HUD Empty_bar_bleue  (30/30)

    [Resolvido] PRECISO DE HUD Empty Re: [Resolvido] PRECISO DE HUD

    Mensagem por Duel Qua Fev 08, 2012 9:46 pm

    disculpem pelo double post quero falar que ja podem fechar o topico


    _________________
    Jack:
    gustavotx
    gustavotx
    Experiente
    Experiente


    Mensagens : 411
    Créditos : 64

    [Resolvido] PRECISO DE HUD Empty Re: [Resolvido] PRECISO DE HUD

    Mensagem por gustavotx Qua Fev 08, 2012 10:01 pm

    Cra a primeira nao funfo aki mais a segnda funfo mais nao gostei +1 cred pela intenção ;D


    _________________
    Meu Game Lupus Online:

    [Resolvido] PRECISO DE HUD Sing2zq

    [Resolvido] PRECISO DE HUD AIymW
    Tem Meu Respeito:
    avatar
    FFogomax
    Experiente
    Experiente


    Mensagens : 557
    Créditos : 37

    [Resolvido] PRECISO DE HUD Empty Re: [Resolvido] PRECISO DE HUD

    Mensagem por FFogomax Qui Fev 09, 2012 2:04 pm

    Ah, vlw. Eu peguei aqui no meu PC.
    Pelo menos vc deu, o outro foi só falar.
    FIco feliz em ter te ajudado. Razz

    Conteúdo patrocinado


    [Resolvido] PRECISO DE HUD Empty Re: [Resolvido] PRECISO DE HUD

    Mensagem por Conteúdo patrocinado


      Data/hora atual: Sex Nov 22, 2024 12:12 am