[Resolvido] PRECISO DE HUD Hitskin_logo Hitskin.com

Isto é uma pré-visualização de um tema em Hitskin.com
Instalar o temaVoltar para a ficha do tema

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

[Resolvido] PRECISO DE HUD

3 participantes

Ir para baixo

[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:
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)

Ir para o topo Ir para baixo

[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:

FFogomax
Experiente
Experiente

Mensagens : 557
Créditos : 37

Ir para o topo Ir para baixo

[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)

Ir para o topo Ir para baixo

[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:
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)

Ir para o topo Ir para baixo

[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:
gustavotx
gustavotx
Experiente
Experiente

Mensagens : 411
Créditos : 64

Ir para o topo Ir para baixo

[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

FFogomax
Experiente
Experiente

Mensagens : 557
Créditos : 37

Ir para o topo Ir para baixo

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

Mensagem por Conteúdo patrocinado


Conteúdo patrocinado


Ir para o topo Ir para baixo

Ir para o topo

- Tópicos semelhantes

 
Permissões neste sub-fórum
Não podes responder a tópicos