Olá pessoal, aqui tem o HUD da barra de HP, MP e EXP.Abaixem a demo porque necessita de imagens
Imagem:
Demo:
http://www.mediafire.com/?qt5122uv3a1hlwn
Script:
Imagem:
- Spoiler:
Demo:
http://www.mediafire.com/?qt5122uv3a1hlwn
Script:
- Código:
#_______________________________________________________________________________
# MOG - C Hud 2.0 (Classic Hud)
#_______________________________________________________________________________
#By Gabrielte
#By Moghunter
_______________________________________________________________________________
# Hud estilo clássico.
#
# ARQUIVOS NECESSÁRIOS
#
# C_Layout
# C_Exp_Meter
# C_Layout
# C_HP_Meter
# C_SP_Meter
# Hud_HP_Number
# Hud_SP_Number
# Hud_Exp_Number
#
# Deixe as imagens na pasta Windowskins
#_______________________________________________________________________________
# HISTÓRICO
# 30/12/2010 (v2.0) -> Melhor codificação e compatibilidade.
#_______________________________________________________________________________
module MOG_C_HUD
#Posição geral da HUD
HUD_POS = [0,0]
#Posição do numero de HP
HP_NUMBER_POS = [120,5]
#Posição do medidor de HP
HP_METER_POS = [140,5]
#Posição do numero de SP
SP_NUMBER_POS = [80,25]
#Posição do medidor de SP
SP_METER_POS = [100,25]
#Posição posição do level
LEVEL_POS = [55,0] #Posição posição do medidor de exp
LEVEL_METER_POS = [72,47]
#Posição dos ícones de status
STATES_POS = [460,0]
#Deixar a HUD opaco caso o herói estiver em cima da HUD.
FADE = true
#Tamanho planejado da hud, isso influência no sensor do FADE.
HUD_SIZE = [420,64]
#Switch que desativa a HUD
DISABLE_C_HUD_SWITCH = 5
#Prioridade da hud. (Z)
HUD_PRIORITY = 5000
end
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Now Exp
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Next Exp
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ** C_Hud
#==============================================================================
class C_Hud < Sprite
include MOG_C_HUD
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
@actor = $game_party.actors[0]
return if @actor == nil
setup
create_layout
create_hp_number
create_hp_meter
create_sp_number
create_sp_meter
create_level_number
create_level_meter
create_state
update_visible
sp_flow_update
sp_number_refresh
hp_flow_update
hp_number_refresh
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup
@low_sp = 30
@low_hp = 30
@hp = @actor.hp
@sp = @actor.sp
@exp = @actor.exp
@level = @actor.level
@hp_old = @actor.hp
@hp_ref = @hp_old
@hp_refresh = false
@sp_old = @actor.sp
@sp_ref = @sp_old
@sp_refresh = false
hud_size_x = HUD_SIZE[0]
hud_size_y = HUD_SIZE[1]
@oc_range_x = hud_size_x + HUD_POS[0]
@oc_range_y = hud_size_y + HUD_POS[1]
end
#--------------------------------------------------------------------------
# * Create Layout
#--------------------------------------------------------------------------
def create_layout
@layout_sprite = Sprite.new
@layout_sprite.bitmap = RPG::Cache.windowskin("C_Layout")
@layout_sprite.z = 1 + HUD_PRIORITY
@layout_sprite.x = HUD_POS[0]
@layout_sprite.y = HUD_POS[1]
end
#--------------------------------------------------------------------------
# * Create HP Number
#--------------------------------------------------------------------------
def create_hp_number
@hp_number_image = RPG::Cache.windowskin("Hud_HP_Number")
@hp_number_bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height)
@hp_number_sprite = Sprite.new
@hp_number_sprite.bitmap = @hp_number_bitmap
@hp_number_sprite.z = 3 + HUD_PRIORITY
@hp_number_sprite.x = HUD_POS[0] + HP_NUMBER_POS[0]
@hp_number_sprite.y = HUD_POS[1] + HP_NUMBER_POS[1]
@im_cw = @hp_number_image.width / 10
@im_ch = @hp_number_image.height / 2
@hp_src_rect = Rect.new(@im_cw,0, @im_cw, @im_ch)
@hp_number_text = @actor.hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * 30 / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in 0..@hp_number_text.size - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
end
#--------------------------------------------------------------------------
# * Create HP Meter
#--------------------------------------------------------------------------
def create_hp_meter
@hp_flow = 0
@hp_damage_flow = 0
@hp_image = RPG::Cache.windowskin("C_HP_Meter")
@hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
@hp_range = @hp_image.width
@hp_width = @hp_range * @actor.hp / @actor.maxhp
@hp_height = @hp_image.height
@hp_width_old = @hp_width
@hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
@hp_sprite = Sprite.new
@hp_sprite.bitmap = @hp_bitmap
@hp_sprite.z = 2 + HUD_PRIORITY
@hp_sprite.x = HUD_POS[0] + HP_METER_POS[0]
@hp_sprite.y = HUD_POS[1] + HP_METER_POS[1]
end
#--------------------------------------------------------------------------
# * Create SP Number
#--------------------------------------------------------------------------
def create_sp_number
@sp_number_image = RPG::Cache.windowskin("Hud_SP_Number")
@sp_number_bitmap = Bitmap.new(@sp_number_image.width,@sp_number_image.height)
@sp_number_sprite = Sprite.new
@sp_number_sprite.bitmap = @sp_number_bitmap
@sp_number_sprite.z = 3 + HUD_PRIORITY
@sp_number_sprite.x = HUD_POS[0] + SP_NUMBER_POS[0]
@sp_number_sprite.y = HUD_POS[1] + SP_NUMBER_POS[1]
@sp_im_cw = @sp_number_image.width / 10
@sp_im_ch = @sp_number_image.height / 2
@sp_src_rect = Rect.new(@sp_im_cw,0, @sp_im_cw, @sp_im_ch)
@sp_number_text = @actor.sp.abs.to_s.split(//)
for r in 0..@sp_number_text.size - 1
@sp_number_abs = @sp_number_text[r].to_i
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
end
#--------------------------------------------------------------------------
# * Create SP Meter
#--------------------------------------------------------------------------
def create_sp_meter
@sp_flow = 0
@sp_damage_flow = 0
@sp_image = RPG::Cache.windowskin("C_SP_Meter")
@sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
@sp_range = @sp_image.width
@sp_width = @sp_range * @actor.sp / @actor.maxsp
@sp_height = @sp_image.height
@sp_width_old = @sp_width
@sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
@sp_sprite = Sprite.new
@sp_sprite.bitmap = @sp_bitmap
@sp_sprite.z = 2 + HUD_PRIORITY
@sp_sprite.x = HUD_POS[0] + SP_METER_POS[0]
@sp_sprite.y = HUD_POS[1] + SP_METER_POS[1]
end
#--------------------------------------------------------------------------
# * Create Level Number
#--------------------------------------------------------------------------
def create_level_number
@level_number_image = RPG::Cache.windowskin("Hud_Exp_Number")
@level_number_bitmap = Bitmap.new(@level_number_image.width,@level_number_image.height)
@level_number_sprite = Sprite.new
@level_number_sprite.bitmap = @level_number_bitmap
@level_number_sprite.z = 3 + HUD_PRIORITY
@level_number_sprite.x = HUD_POS[0] + LEVEL_POS[0]
@level_number_sprite.y = HUD_POS[1] + LEVEL_POS[1]
@level_im_cw = @level_number_image.width / 10
@level_im_ch = @level_number_image.height
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
end
#--------------------------------------------------------------------------
# * Create Level Meter
#--------------------------------------------------------------------------
def create_level_meter
@level_image = RPG::Cache.windowskin("C_Exp_Meter")
@level_bitmap = Bitmap.new(@level_image.width,@level_image.height)
@level_sprite = Sprite.new
rate = @actor.now_exp.to_f / @actor.next_exp
rate = 1 if @actor.next_exp == 0
@level_cw = @level_image.width * rate
@level_cw = @level_image.width if @actor.level == 99
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@level_sprite.bitmap = @level_bitmap
@level_sprite.z = 2 + HUD_PRIORITY
@level_sprite.x = HUD_POS[0] + LEVEL_METER_POS[0]
@level_sprite.y = HUD_POS[1] + LEVEL_METER_POS[1]
end
#--------------------------------------------------------------------------
# * Create State
#--------------------------------------------------------------------------
def create_state
@states_max = 0
@states = Sprite.new
@states.bitmap = Bitmap.new(156,24)
@states_x = @actor.states.size
@states_y = 0
@states_f = false
sta = []
for i in @actor.states
unless @states_max > 5
sta.push($data_states[i].name)
image = RPG::Cache.icon(sta[@states_max])
cw = image.width
ch = image.height
@states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch))
@states_max += 1
end
end
@states.x = HUD_POS[0] + STATES_POS[0]
@states.y = HUD_POS[1] + STATES_POS[1]
@states.z = 4 + HUD_PRIORITY
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
return if @actor == nil
#Layout Dispose
@layout_sprite.bitmap.dispose
@layout_sprite.dispose
#Hp Number Dispose
@hp_number_sprite.bitmap.dispose
@hp_number_sprite.dispose
@hp_number_bitmap.dispose
#HP Meter Dispose
@hp_sprite.bitmap.dispose
@hp_sprite.dispose
@hp_bitmap.dispose
#SP Number Dispose
@sp_number_sprite.bitmap.dispose
@sp_number_sprite.dispose
@sp_number_bitmap.dispose
#SP Meter Dispose
@sp_sprite.bitmap.dispose
@sp_sprite.dispose
@sp_bitmap.dispose
#Level Number Dispose
@level_number_sprite.bitmap.dispose
@level_number_sprite.dispose
@level_number_bitmap.dispose
#Level Meter Dispose
@level_sprite.bitmap.dispose
@level_sprite.dispose
@level_bitmap.dispose
#States Dispose
@states.bitmap.dispose
@states.dispose
@states = nil
super
end
#--------------------------------------------------------------------------
# * Updade
#--------------------------------------------------------------------------
def update
super
return if @actor == nil
update_visible
hp_number_update if @hp_old != @actor.hp
hp_number_refresh if @hp_refresh == true or @actor.hp == 0
sp_number_update if @sp_old != @actor.sp
sp_number_refresh if @sp_refresh == true
level_update if @level != @actor.level
exp_update if @exp != @actor.exp
hp_flow_update
sp_flow_update
update_fade if FADE == true
update_states
end
#--------------------------------------------------------------------------
# * update fade
#--------------------------------------------------------------------------
def update_fade
x = ($game_player.real_x - $game_map.display_x) / 4
y = ($game_player.real_y - $game_map.display_y) / 4
if x < @oc_range_x and x > HUD_POS[0] - 5 and
y > HUD_POS[1] - 5 and y < @oc_range_y and
@hp_number_sprite.opacity > 120
@hp_number_sprite.opacity -= 10
@hp_sprite.opacity -= 10
@sp_number_sprite.opacity -= 10
@sp_sprite.opacity -= 10
@states.opacity -= 10
@level_sprite.opacity -= 10
@level_number_sprite.opacity -= 10
@layout_sprite.opacity -= 10
elsif @hp_number_sprite.opacity < 255
@hp_number_sprite.opacity += 10
@hp_sprite.opacity += 10
@sp_number_sprite.opacity += 10
@sp_sprite.opacity += 10
@states.opacity += 10
@level_sprite.opacity += 10
@level_number_sprite.opacity += 10
@layout_sprite.opacity += 10
end
end
#--------------------------------------------------------------------------
# * Update States
#--------------------------------------------------------------------------
def update_states
@states.x = HUD_POS[0] + STATES_POS[0]
@states.y = HUD_POS[1] + STATES_POS[1]
if @states_x != @actor.states.size
@states_x = @actor.states.size
@states.bitmap.clear
@states_max = 0
sta = []
for i in @actor.states
unless @states_max > 5
sta.push($data_states[i].name)
image = RPG::Cache.icon(sta[@states_max])
cw = image.width
ch = image.height
@states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch))
@states_max += 1
end
end
sta = nil
end
end
#--------------------------------------------------------------------------
# * update_visible
#--------------------------------------------------------------------------
def update_visible
if $game_switches[DISABLE_C_HUD_SWITCH] == true
hud_visible = false
else
hud_visible = true
end
@layout_sprite.visible = hud_visible
@hp_number_sprite.visible = hud_visible
@hp_sprite.visible = hud_visible
@sp_number_sprite.visible = hud_visible
@sp_sprite.visible = hud_visible
@level_number_sprite.visible = hud_visible
@states.visible = hud_visible
end
#--------------------------------------------------------------------------
# * hp_number_update
#--------------------------------------------------------------------------
def hp_number_update
@hp_refresh = true
if @hp_old < @actor.hp
@hp_ref = 5 * (@actor.hp - @hp_old) / 100
@hp_ref = 1 if @hp_ref < 1
@hp += @hp_ref
if @hp >= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
end
elsif @hp_old > @actor.hp
@hp_refresh = true
@hp_ref = 5 * (@hp_old - @actor.hp) / 100
@hp_ref = 1 if @hp_ref < 1
@hp -= @hp_ref
if @hp <= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
end
end
end
#--------------------------------------------------------------------------
# * hp_number_refresh
#--------------------------------------------------------------------------
def hp_number_refresh
@hp_number_sprite.bitmap.clear
@hp = 0 if @actor.hp == 0
@hp_number_text = @hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * @low_hp / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in 0..@hp_number_text.size - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
@hp_refresh = false if @hp == @actor.hp
end
#--------------------------------------------------------------------------
# * Hp Flow Update
#--------------------------------------------------------------------------
def hp_flow_update
@hp_sprite.bitmap.clear
@hp_width = @hp_range * @actor.hp / @actor.maxhp
#HP Damage---------------------------------
valor = (@hp_width_old - @hp_width) * 3 / 100
valor = 0.5 if valor < 1
if @hp_width_old != @hp_width
@hp_width_old -= valor if @hp_width_old > @hp_width
@hp_width_old = 0 if @actor.hp == 0
if @hp_width_old < @hp_width
@hp_width_old = @hp_width
end
@hp_src_rect_old = Rect.new(@hp_flow, 0,@hp_width_old, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
end
#HP Real------------------------------------
@hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
end
#--------------------------------------------------------------------------
# * Sp_number_update
#--------------------------------------------------------------------------
def sp_number_update
@sp_refresh = true
if @sp_old < @actor.sp
@sp_refresh = true
@sp_ref = 5 * (@actor.sp - @sp_old) / 100
@sp_ref = 1 if @sp_ref < 1
@sp += @sp_ref
if @sp >= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
end
elsif @sp_old >= @actor.sp
@sp_ref = 5 * (@sp_old - @actor.sp) / 100
@sp_ref = 1 if @sp_ref < 1
@sp -= @sp_ref
if @sp <= @actor.sp
@sp_old = @actor.sp
@sp = @actor.sp
@sp_ref = 0
end
end
end
#--------------------------------------------------------------------------
# * sp_number_refresh
#--------------------------------------------------------------------------
def sp_number_refresh
@sp_number_sprite.bitmap.clear
@s = @actor.sp * 100 / @actor.maxsp
@sp_number_text = @sp.abs.to_s.split(//)
for r in 0..@sp_number_text.size - 1
@sp_number_abs = @sp_number_text[r].to_i
if @actor.sp <= @actor.maxsp * @low_sp / 100
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, @sp_im_ch, @sp_im_cw, @sp_im_ch)
else
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
end
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
@sp_refresh = false if @sp == @actor.sp
end
#--------------------------------------------------------------------------
# * Sp Flow Update
#--------------------------------------------------------------------------
def sp_flow_update
@sp_sprite.bitmap.clear
@sp_width = @sp_range * @actor.sp / @actor.maxsp
#SP Damage---------------------------------
if @sp_width_old != @sp_width
valor = (@sp_width_old - @sp_width) * 3 / 100
valor = 0.5 if valor < 1
@sp_width_old -= valor if @sp_width_old > @sp_width
if @sp_width_old < @sp_width
@sp_width_old = @sp_width
end
@sp_src_rect_old = Rect.new(@sp_flow, 0,@sp_width_old, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
end
#SP Real------------------------------------
@sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
end
#--------------------------------------------------------------------------
# * level_update
#--------------------------------------------------------------------------
def level_update
@level_number_sprite.bitmap.clear
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
@level = @actor.level
end
#--------------------------------------------------------------------------
# * exp_update
#--------------------------------------------------------------------------
def exp_update
@level_sprite.bitmap.clear
rate = @actor.now_exp.to_f / @actor.next_exp
rate = 1 if @actor.next_exp == 0
@level_cw = @level_image.width * rate
@level_cw = @level_image.width if @actor.level == 99
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@exp = @actor.exp
end
end
#===============================================================================
# ** Spriteset_Map
#===============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# * initialize
#--------------------------------------------------------------------------
alias mog_chud_initialize initialize
def initialize
@cthud = C_Hud.new(@viewport3)
mog_chud_initialize
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
alias mog_chud_dispose dispose
def dispose
mog_chud_dispose
@cthud.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias mog_chud_update update
def update
mog_chud_update
@cthud.update
end
end
$mog_rgssxp_c_hud = true
Última edição por gabrielte em Sex Jul 06, 2012 7:41 pm, editado 1 vez(es)