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[Resolvido] PRECISO DE HUD
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Aldeia RPG :: RPG Maker :: Rpg Maker XP :: Dúvidas e pedidos
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[Resolvido] PRECISO DE HUD
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
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:
Duel- Aldeia Friend
- Mensagens : 1375
Créditos : 107
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Vida:
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Re: [Resolvido] PRECISO DE HUD
"Botoes de classe retirados" não é um sistema.
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.
Se você não gostou dessa, aqui vai mais uma:
Evixian e Icedmetal
Espero que tenha gostado.
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
Evixian e Icedmetal
Espero que tenha gostado.
- Spoiler:
- + Credit? xP
FFogomax- Experiente
- Mensagens : 557
Créditos : 37
Re: [Resolvido] PRECISO DE HUD
+Credit valeuFogomax escreveu:"Botoes de classe retirados" não é um sistema.
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:Créditos pelas HUDs:
- 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
Evixian e Icedmetal
Espero que tenha gostado.
- Spoiler:
+ Credit? xP
a primeira num pegou mas a segunda é legal valeu !
_________________
- Jack:
Duel- Aldeia Friend
- Mensagens : 1375
Créditos : 107
Ficha do personagem
Nível: 1
Experiência:
(0/0)
Vida:
(30/30)
Re: [Resolvido] PRECISO DE HUD
disculpem pelo double post quero falar que ja podem fechar o topico
_________________
- Jack:
Duel- Aldeia Friend
- Mensagens : 1375
Créditos : 107
Ficha do personagem
Nível: 1
Experiência:
(0/0)
Vida:
(30/30)
Re: [Resolvido] PRECISO DE HUD
Cra a primeira nao funfo aki mais a segnda funfo mais nao gostei +1 cred pela intenção ;D
_________________
- Meu Game Lupus Online:
Este obra foi licenciado sob uma Licença Creative Commons Atribuição-NãoComercial-SemDerivados 3.0 Não Adaptada.
- Tem Meu Respeito:
- RD12= Me Ajudou muito ;D
TecoKun = Vlw Lek. me Ajudou muito tbm ;D
Felix Blayder = Sou 1 do seus 1.000.000 fans Kkkk'
gustavotx- Experiente
- Mensagens : 411
Créditos : 64
Re: [Resolvido] PRECISO DE HUD
Ah, vlw. Eu peguei aqui no meu PC.
Pelo menos vc deu, o outro foi só falar.
FIco feliz em ter te ajudado.
Pelo menos vc deu, o outro foi só falar.
FIco feliz em ter te ajudado.
FFogomax- Experiente
- Mensagens : 557
Créditos : 37
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