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[Pedido] Sistema de Status

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[Pedido] Sistema de Status Empty [Pedido] Sistema de Status

Mensagem por Bender Sáb Ago 04, 2012 10:15 pm

Alguém teria um sistema em que aparecesse os icones de Status em algum canto da tela?
Como nesta imagem:
[Pedido] Sistema de Status Scaled.php?server=845&filename=pergunta

See ya
Bender

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[Pedido] Sistema de Status Empty Re: [Pedido] Sistema de Status

Mensagem por heyitily Sáb Ago 04, 2012 11:51 pm

é só modificar o Script Passa pra mim o script da Icones Status e passe as cordenadas

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[Pedido] Sistema de Status Empty Re: [Pedido] Sistema de Status

Mensagem por Bender Dom Ago 05, 2012 9:52 am

Aqui está o Script:
Código:
#==============================================================================#
# MOG - Active Hud 2.0                                                        #
#==============================================================================#
# By Moghunter                                                                #
# http://www.atelier-rgss.com                                                  #
#==============================================================================#
# Translated by Calvin624                                                      #
# http://www.xasabs.wordpress.com                                              #
#==============================================================================#
###############################-DESCRIPTION-####################################
#==============================================================================#
# HUD stands for Heads-Up Display. It is a method used in most games to        #
# visually converse with the player.                                          #
#==============================================================================#
# Animated HUD System, featuring faces that change according to the action    #
# of the hero.                                                                #
#==============================================================================#
#                                                                              #
# Graphics required:                                                          #
#                                                                              #
# Hud_Exp_Meter.png                                                            #
# Hud_Exp_Number                                                              #
# Hud_Face                                                                    #
# Hud_HP_Meter                                                                #
# Hud_HP_Number                                                                #
# Hud_Layout                                                                  #
# Hud_SP_Meter                                                                #
# Hud_SP_Number                                                                #
#                                                                              #
# All images must be in the Windowskin folder.                                #
#                                                                              #
#==============================================================================#
# FACES ANIMATIONS INFO:                                                      #
# It takes a picture with the name "Hud_Face.png" and splits it into 5.        #
# Displayed in the following order:                                            #
#  1 - Normal 2 - Happy 3 - Sad 4 - Action 5 - Tired.                        #
#==============================================================================#
module MOG_ACTIVE_HUD
# Position of the HUD on the X and Y axis......................[HUD_POSITIONING] 
  HUD_POS = [5,410]
# Position of the HP meter on the X and Y axis.................[HUD_POSITIONING]
  HP_METER_POS = [68,32]
# Position of the HP number on the X and Y axis................[HUD_POSITIONING]
  HP_NUMBER_POS = [90,20]
# Position of the SP meter on the X and Y axis.................[HUD_POSITIONING]
  SP_METER_POS = [28,54]
# Position of the SP number on the X and Y axis................[HUD_POSITIONING]
  SP_NUMBER_POS = [50,43]
# Position of the EXP meter on the X and Y axis................[HUD_POSITIONING]
  EXP_METER_POS = [55,16]
# Position of the LV number on the X and Y axis................[HUD_POSITIONING]
  EXP_NUMBER_POS = [55,-5]
# Position of the Face Graphic on the X  and Y axis............[HUD_POSITIONING]
  FACE_POS = [0,0]
# Position of Conditions on the X and Y axis...................[HUD_POSITIONING]
  STATES_POS = [145,40]
# Fade Effect.......................................................[TRUE/FALSE]
  HUD_FADE = true 
# Size of the Active HUD. This influences when the FADE mechanic is turned on.
  HUD_SIZE = [180,100]
# Enable position of states in relation to character?...............[TRUE/FALSE]
  STATES_POS_CHARACTER = false
# Display the states with the levitation effect?....................[TRUE/FALSE]
  FLOAT_STATES = true
# Percentage at which your HP is deemed low.............................[DAMAGE]
  LOWHP = 30
# Switch ID to disable the HUD..........................................[SWITCH]
  DISABLE_HUD_SWITCH = 5
  # Priority of Hud. (Z) 
  HUD_Z_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
#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
  attr_accessor :hud_face_type
  attr_accessor :hud_face_time
  attr_accessor :hud_face_time2
  attr_accessor :hud_face_refresh
 
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
  alias active_hud_initialize initialize
  def initialize
    active_hud_initialize
    @hud_face_type = 0
    @hud_face_time = 0
    @hud_face_time2 = 0
    @hud_face_refresh = false
  end   
end

#==============================================================================
# ** Active_Hud
#==============================================================================
class Active_Hud < Sprite 
  include MOG_ACTIVE_HUD
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  def initialize(viewport)
      super(viewport)
      @actor = $game_party.actors[0]
      return if @actor == nil
      setup 
      create_layout
      create_face
      create_state 
      create_hp_number
      create_hp_meter
      create_sp_number
      create_sp_meter
      create_level_number
      create_level_meter
      update_visible
  end
 
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------       
  def setup
      @low_sp = LOWHP
      @low_hp = LOWHP
      @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("Hud_Layout")
      @layout_sprite.z = HUD_Z_PRIORITY
      @layout_sprite.x = HUD_POS[0]
      @layout_sprite.y = HUD_POS[1]
  end   
   
  #--------------------------------------------------------------------------
  # * Create Face
  #--------------------------------------------------------------------------     
  def create_face
      @face_image = RPG::Cache.windowskin("Hud_Face")
      @face_bitmap = Bitmap.new(@face_image.width,@face_image.height)
      @face_sprite = Sprite.new
      @face_sprite.bitmap = @face_bitmap
      @face_cw = @face_bitmap.width / 5
      @face_ch = @face_bitmap.height
      @face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
      @face_bitmap.blt(0,0, @face_image, @face_src_rect_back)     
      @face_sprite.z = 1 + HUD_Z_PRIORITY
      @face_sprite.x = HUD_POS[0] + FACE_POS[0]
      @face_sprite.y = HUD_POS[1] + FACE_POS[1]       
      if @actor.hp < @actor.maxhp * @low_hp / 100
        $game_temp.hud_face_type = 4             
      else
        $game_temp.hud_face_type = 0
      end           
      $game_temp.hud_face_time = 10   
  end
 
  #--------------------------------------------------------------------------
  # * Create State
  #--------------------------------------------------------------------------       
  def create_state
      @states_max = 0
      @states = Sprite.new
      @states.bitmap = Bitmap.new(104,24)
      @states_x = @actor.states.size
      @states_y = 0
      @states_f = false
      sta = []
      for i in @actor.states
        unless @states_max > 3
            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 
      if STATES_POS_CHARACTER == true 
        @states.x = 5 -(13 * @states_x) + $game_player.screen_x
        @states.y = @states_y + $game_player.screen_y
      else
        @states.x = HUD_POS[0] + STATES_POS[0]
        @states.y = @states_y + HUD_POS[1] + STATES_POS[1]
      end
      @states.z = 1 + HUD_Z_PRIORITY 
  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 = 2 + HUD_Z_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 
      hp_number_refresh 
  end
 
  #--------------------------------------------------------------------------
  # * Create HP Meter
  #--------------------------------------------------------------------------           
  def create_hp_meter
      @hp_flow = 0
      @hp_damage_flow = 0
      @hp_image = RPG::Cache.windowskin("Hud_HP_Meter")
      @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
      @hp_range = @hp_image.width / 3
      @hp_width = @hp_range  * @actor.hp / @actor.maxhp 
      @hp_height = @hp_image.height / 2
      @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 = 1 + HUD_Z_PRIORITY
      @hp_sprite.x = HUD_POS[0] + HP_METER_POS[0]
      @hp_sprite.y = HUD_POS[1] + HP_METER_POS[1]
      hp_flow_update 
  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 = 2 + HUD_Z_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       
      sp_number_refresh
  end
   
  #--------------------------------------------------------------------------
  # * Create SP Meter
  #--------------------------------------------------------------------------               
  def create_sp_meter
      @sp_flow = 0
      @sp_damage_flow = 0
      @sp_image = RPG::Cache.windowskin("Hud_SP_Meter")
      @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
      @sp_range = @sp_image.width / 3
      @sp_width = @sp_range  * @actor.sp / @actor.maxsp 
      @sp_height = @sp_image.height / 2
      @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 = 1 + HUD_Z_PRIORITY
      @sp_sprite.x = HUD_POS[0] + SP_METER_POS[0]
      @sp_sprite.y = HUD_POS[1] + SP_METER_POS[1]
      sp_flow_update     
  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 = 2 + HUD_Z_PRIORITY
      @level_number_sprite.x = HUD_POS[0] + EXP_NUMBER_POS[0]
      @level_number_sprite.y = HUD_POS[1] + EXP_NUMBER_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("Hud_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 = 1 + HUD_Z_PRIORITY
      @level_sprite.x = HUD_POS[0] + EXP_METER_POS[0]
      @level_sprite.y = HUD_POS[1] + EXP_METER_POS[1]     
  end
 
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    return if @actor == nil
    #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
    #States Dispose
    @states.bitmap.dispose
    @states.dispose
    #Level Meter Dispose
    @level_sprite.bitmap.dispose
    @level_sprite.dispose
    @level_bitmap.dispose
    #Level Number Dispose
    @level_number_sprite.bitmap.dispose
    @level_number_sprite.dispose
    @level_number_bitmap.dispose
    #Layout Dispose
    @layout_sprite.bitmap.dispose
    @layout_sprite.dispose
    #Face Dispose
    @face_sprite.bitmap.dispose
    @face_sprite.dispose
    @face_bitmap.dispose
    super
  end
 
  #--------------------------------------------------------------------------
  # * Update Visible
  #--------------------------------------------------------------------------
  def update_visible
      if $game_switches[DISABLE_HUD_SWITCH] == true
        hud_visible = false
      else
        hud_visible = true
      end 
      @hp_number_sprite.visible = hud_visible
      @hp_sprite.visible = hud_visible
      @sp_number_sprite.visible = hud_visible
      @sp_sprite.visible = hud_visible
      @states.visible = hud_visible
      @level_sprite.visible = hud_visible
      @level_number_sprite.visible = hud_visible
      @layout_sprite.visible = hud_visible
      @face_sprite.visible = hud_visible     
  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
    level_up_effect if @level_number_sprite.zoom_x > 1.00 
    exp_update if @exp != @actor.exp
    states_effect if @states.zoom_x > 1.00 
    face_refresh if $game_temp.hud_face_refresh == true or $game_temp.hud_face_time == 1
    face_normal if $game_temp.hud_face_time2 == 1
    face_effect
    states_update
    hp_flow_update
    sp_flow_update
    fade_update if HUD_FADE == true
    $game_temp.hud_face_time -= 1 if $game_temp.hud_face_time > 0
    $game_temp.hud_face_time2 -= 1 if $game_temp.hud_face_time2 > 0
  end
 
  #--------------------------------------------------------------------------
  # fade_update
  #--------------------------------------------------------------------------
  def fade_update
      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] 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
          @face_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
          @face_sprite.opacity += 10         
      end
  end
   
  #--------------------------------------------------------------------------
  # * face_normal
  #--------------------------------------------------------------------------
  def face_normal
    $game_temp.hud_face_refresh = false
    if @actor.hp < @actor.maxhp * @low_hp / 100
      $game_temp.hud_face_type = 4
    else 
      $game_temp.hud_face_type = 0
    end
    $game_temp.hud_face_time2 = 0
    @face_sprite.bitmap.clear
    @face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
    @face_bitmap.blt(0,0, @face_image, @face_src_rect_back) 
    @face_sprite.x = HUD_POS[0] + FACE_POS[0]
  end 
 
  #--------------------------------------------------------------------------
  # * Face Refresh
  #--------------------------------------------------------------------------
  def face_refresh   
      $game_temp.hud_face_refresh = false
      @face_sprite.bitmap.clear
      @face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
      @face_bitmap.blt(0,0, @face_image, @face_src_rect_back)
      @face_sprite.x = HUD_POS[0] + FACE_POS[0]
  end
 
  #--------------------------------------------------------------------------
  # * Face Effect
  #--------------------------------------------------------------------------
  def face_effect
    if $game_temp.hud_face_type == 2
      @face_sprite.x = HUD_POS[0] + FACE_POS[0] + rand(10)
      if $game_temp.hud_face_time == 2
        if @actor.hp < @actor.maxhp * @low_hp / 100
            $game_temp.hud_face_type = 4
        else           
            $game_temp.hud_face_type = 0
        end
      end
    end
  end 
 
  #--------------------------------------------------------------------------
  # * States_Update
  #--------------------------------------------------------------------------
  def states_update
    if STATES_POS_CHARACTER == true 
      @states.x = 5 -(13 * @states_x) + $game_player.screen_x
      @states.y = @states_y + $game_player.screen_y
    else
      @states.x = HUD_POS[0] + STATES_POS[0]
      @states.y = @states_y + HUD_POS[1] + STATES_POS[1]
    end
    if FLOAT_STATES == true
      if @states_f == false
          @states_y += 1
          @states_f = true if @states_y > 10
      else   
          @states_y -= 1
          @states_f = false if @states_y < -10             
        end 
    end
    @states.opacity = 155 + rand(100)
    if @states_x != @actor.states.size
        @states_x = @actor.states.size
        @states.bitmap.clear
        @states_max = 0
        sta = []
        for i in @actor.states
          unless @states_max > 3
            sta.push($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
      @states.zoom_x = 2
      @states.zoom_y = 2
    end
  end
 
  #--------------------------------------------------------------------------
  # * States_Effect
  #--------------------------------------------------------------------------
  def states_effect
      @states.zoom_x -= 0.02
      @states.zoom_y -= 0.02
    if @states.zoom_x <= 1.00   
      @states.zoom_x = 1.00
      @states.zoom_y = 1.00
    end 
  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 $game_temp.hud_face_type != 1
              $game_temp.hud_face_type = 1
              $game_temp.hud_face_refresh = true
              @face_sprite.x = HUD_POS[0] + FACE_POS[0]
          end         
          if @hp >= @actor.hp
              @hp_old = @actor.hp
              @hp = @actor.hp 
              @hp_ref = 0
            if @actor.hp < @actor.maxhp * @low_hp / 100 and
                $game_temp.hud_face_type != 4
                $game_temp.hud_face_type = 4
                $game_temp.hud_face_time = 30             
            elsif $game_temp.hud_face_type != 0
                $game_temp.hud_face_type = 0
                $game_temp.hud_face_time = 30
            end 
          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 $game_temp.hud_face_type != 2
              $game_temp.hud_face_type = 2
              $game_temp.hud_face_refresh = true             
          end
          if @hp <= @actor.hp
              @hp_old = @actor.hp
              @hp = @actor.hp 
              @hp_ref = 0
            if $game_temp.hud_face_type != 0
                $game_temp.hud_face_time = 30
            end 
          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 
          if @hp_width_old < @hp_width
            @hp_width_old = @hp_width
          end     
          @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@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)
         
      @hp_flow += 5 
      if @hp_flow >= @hp_image.width - @hp_range
        @hp_flow = 0 
      end
  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 $game_temp.hud_face_type != 1
              $game_temp.hud_face_type = 1
              $game_temp.hud_face_refresh = true
              @face_sprite.x = HUD_POS[0] + FACE_POS[0]
          end         
      if @sp >= @actor.sp
          @sp_old = @actor.sp
          @sp = @actor.sp 
          @sp_ref = 0
            if @actor.hp < @actor.maxhp * @low_hp / 100 and
                $game_temp.hud_face_type != 4
                $game_temp.hud_face_type = 4
                $game_temp.hud_face_time = 30             
            elsif $game_temp.hud_face_type != 0
                $game_temp.hud_face_type = 0
                $game_temp.hud_face_time = 30
            end         
      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 $game_temp.hud_face_type != 3
              $game_temp.hud_face_type = 3
              $game_temp.hud_face_refresh = true
          end     
      if @sp <= @actor.sp
          @sp_old = @actor.sp
          @sp = @actor.sp 
          @sp_ref = 0
            if @actor.hp < @actor.maxhp * @low_hp / 100 and
                $game_temp.hud_face_type != 4
                $game_temp.hud_face_type = 4
                $game_temp.hud_face_time = 35             
            elsif $game_temp.hud_face_type != 0
                $game_temp.hud_face_type = 0
                $game_temp.hud_face_time = 35
            end             
        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, @sp_height,@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)
      @sp_flow += 5 
      if @sp_flow >= @sp_image.width - @sp_range
        @sp_flow = 0 
      end
    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
    @level_number_sprite.zoom_x = 2
    @level_number_sprite.zoom_y = 2
  end
 
  #--------------------------------------------------------------------------
  # * level_update
  #--------------------------------------------------------------------------
  def level_up_effect
    @level_number_sprite.zoom_x -= 0.02
    @level_number_sprite.zoom_y -= 0.02
    if @level_number_sprite.zoom_x <= 1.00   
      @level_number_sprite.zoom_x = 1.00
      @level_number_sprite.zoom_y = 1.00
    end
  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_achud_initialize initialize
  def initialize
      @acthud = Active_Hud.new(@viewport3)   
      mog_achud_initialize
  end
 
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  alias mog_achud_dispose dispose
  def dispose
      mog_achud_dispose
      @acthud.dispose
  end 
   
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias mog_achud_update update
  def update
      mog_achud_update
      @acthud.update
  end     
end   

$mog_rgss_active_hud = true

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[Pedido] Sistema de Status Empty Re: [Pedido] Sistema de Status

Mensagem por heyitily Dom Ago 05, 2012 10:45 am

Procure por:
Código:
# Position of Conditions on the X and Y axis...................[HUD_POSITIONING]
  STATES_POS = [145,40]
Mude isto:
Código:
[145,40]

Lembrando que Primeiro é X e depois é Y.

Tire um Print Screen do Seu Game e ponha no paint e vê as cordenadas

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[Pedido] Sistema de Status Empty Re: [Pedido] Sistema de Status

Mensagem por Bender Dom Ago 05, 2012 5:15 pm

Parece que esqueci de falar no inicio do tópico que é para netplay.
Pois bem, eu queria somente a parque em que aparece os icones de status ficando parecido com
o mesmo sistema do Ragnarök Online.

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