HUD Amneria Simples
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Brasil G4mes :: Scripts :: Scripts RGSS1
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HUD Amneria Simples
HUD Amneria Simples
Produzido por: VitorJ
Tópico origina: RMB - HUD Amneria Simples
Introdução:
Um HUD bonitinha, mas muito limitada, pois não mostra tudo que deveria mostrar.
Screen Shot:
Instruções:
Apenas cole acima do Main
Script:
- Código:
##############################################################
## HUD Amneria[Simple]1.0 Por VitorJ ## Creditos Nescessarios#
##############################################################
## Como Usar: ################################################
############## Cole Acima do main e customize a seu gosto. ###
##############(Ainda pouco Customizavel)######################
##############################################################
module Hud_Edit
HUDX = 0 # Posição X Das Barra de HP e MP
HUDY = 10 # Posição Y Das Barra de HP e MP
SWITCH = 1 # Sitch que mostrara a HUD.
FONTNAME = "Palatino Linotype" # Fonte das Letras (Não Inclue os Texto de HP e SP)
EXPX = 0 # Posição X Da Barra de EXP
EXPY = 472 # Posição Y Da Barra de EXP
end
class Simple_Hud_Sprite < Sprite
include Hud_Edit
def initialize(viewport)
super(viewport)
self.bitmap = Bitmap.new(640, 480)
self.bitmap.font.name = FONTNAME
self.visible = $game_switches[SWITCH]
start
end
def start
if $game_actors[0] != nil
actor = $game_actors[0]
else
actor = $game_actors[1]
end
@actor = actor
@hp = actor.hp
@sp = actor.sp
@maxhp = actor.maxhp
@maxsp = actor.maxsp
@name = actor.name
@level = actor.level
@exp = actor.exp
@gold = $game_party.gold.to_s
draw_hp
draw_sp
draw_xp
#draw_char
#draw_gold
end
def draw_hp
x = HUDX+8
y = HUDY
self.bitmap.fill_rect(Rect.new(x-3, y-6, 115, 18), Color.new(0,0,0,0))
draw_gradient([0,0,0,255],[0,0,0,255],102,8,x,y)
draw_gradient([200,183,130,255],[253,209,77,255],100,6,x+2,y+1)
draw_gradient([0,0,0,100],[0,0,0,170],98,4,x+4,y+2)
cw = 98 * @hp / @maxhp
ch = 4
r = 253 * @hp / @maxhp
g = 209 * @hp / @maxhp
b = 77 * @hp / @maxhp
draw_gradient([0,100,0,255],[r,g,b,255],cw,ch,x+4,y+2)
rx = 200 * @hp / @maxhp
draw_hp_text(x-2, y-3,Color.new(rx+55,0,0,255))
self.bitmap.font.size = 15
text = "#{@hp} / #{@maxhp}"
size = self.bitmap.text_size(text)
c = 255 * @hp / @maxhp
draw_text(x+50, y-8,size.width,size.height, text,Color.new(255,c,c,255))
end
def draw_sp
x = HUDX+32
y = HUDY+20
self.bitmap.fill_rect(Rect.new(x-3, y-6, 115, 18), Color.new(255,0,0,0))
draw_gradient([0,0,0,255],[0,0,0,255],102,8,x,y)
draw_gradient([200,183,130,255],[253,209,77,255],100,6,x+2,y+1)
draw_gradient([0,0,0,100],[0,0,0,170],98,4,x+4,y+2)
cw = 98 * @sp / @maxsp
ch = 4
r = 2 * @sp / @maxsp
g = 58 * @sp / @maxsp
b = 218 * @sp / @maxsp
draw_gradient([67,89,153,255],[r,g,b,255],cw,ch,x+4,y+2)
draw_sp_text(x-3, y-6,Color.new(0,0,255,255))
text = "#{@sp} / #{@maxsp}"
size = self.bitmap.text_size(text)
self.bitmap.font.size = 15
draw_text(x+50, y-8,size.width,size.height, text,Color.new(255,255,255,255))
end
def draw_xp
x = EXPX
y = EXPY
actor = @actor
self.bitmap.fill_rect(Rect.new(x, y-6, 640, 15), Color.new(0,0,0,0))
if actor.next_exp != 0
rate = actor.now_exp.to_f / actor.next_exp
else
rate = 1
end
if actor.level < 99
cw = 638 * rate
else
cw = 638
end
ch = 5
self.bitmap.fill_rect(Rect.new(x, y, 640, 10), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+1, y+1, 638, 6), Color.new(0,0,0,160))
draw_gradient([67,153,153,200],[2,218,218,255],cw,ch,x+1,y+1,1)
self.bitmap.font.size = 15
text = "Level: #{@level}"
size = self.bitmap.text_size(text)
draw_text(x, y-8,size.width,size.height, text,Color.new(255,255,255,255))
end
def draw_gradient(cor_ini,cor_fin,width,height,x,y,type=0)
if width < 1
width2 = width
width = 1
end
calc0 = cor_fin[0]/width
calc1 = cor_fin[1]/width
calc2 = cor_fin[2]/width
calc3 = cor_fin[3]/width
width = width2 if width2 != nil
cor_fin = [calc0,calc1,calc2,calc3]
r = cor_ini[0]
g = cor_ini[1]
b = cor_ini[2]
o = cor_ini[3]
for i in 0..width
for n in 0..height
self.bitmap.fill_rect(Rect.new(x+i+n, y+n, 1, 1), Color.new(r,g,b,o)) if type == 0
self.bitmap.fill_rect(Rect.new(x+i, y+n, 1, 1), Color.new(r,g,b,o)) if type == 1
end
r += cor_fin[0]
g += cor_fin[1]
b += cor_fin[2]
o += cor_fin[3]
end
end
def draw_text(x,y,width,height,text,color)
self.bitmap.font.color = Color.new(0,0,0,255)
self.bitmap.draw_text(Rect.new(x-1, y,width,height), text)
self.bitmap.draw_text(Rect.new(x+1, y,width,height), text)
self.bitmap.draw_text(Rect.new(x, y-1,width,height), text)
self.bitmap.draw_text(Rect.new(x, y+1,width,height), text)
self.bitmap.font.color = color
self.bitmap.draw_text(Rect.new(x, y,width,height), text)
end
def draw_hp_text(x,y,cor)
self.bitmap.fill_rect(Rect.new(x, y, 3, 10), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+3, y+3, 1, 3), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+4, y, 3, 10), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+8, y, 6, 6), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+8, y+6, 3, 4), Color.new(0,0,0,255))
#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=
self.bitmap.fill_rect(Rect.new(x+1, y+1, 1, 8), cor)
self.bitmap.fill_rect(Rect.new(x+2, y+4, 3, 1), cor)
self.bitmap.fill_rect(Rect.new(x+5, y+1, 1, 8), cor)
self.bitmap.fill_rect(Rect.new(x+9, y+1, 1, 8), cor)
self.bitmap.fill_rect(Rect.new(x+10, y+1, 2, 1), cor)
self.bitmap.fill_rect(Rect.new(x+12, y+1, 1, 4), cor)
self.bitmap.fill_rect(Rect.new(x+10, y+4, 2, 1), cor)
end
def draw_sp_text(x,y,cor)
self.bitmap.fill_rect(Rect.new(x, y, 3, 10), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+3, y+1, 1, 4), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+4, y, 3, 10), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+8, y, 6, 6), Color.new(0,0,0,255))
self.bitmap.fill_rect(Rect.new(x+8, y+6, 3, 4), Color.new(0,0,0,255))
#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=#=
self.bitmap.fill_rect(Rect.new(x+1, y+1, 1, 8), cor)
self.bitmap.fill_rect(Rect.new(x+2, y+2, 1, 1), cor)
self.bitmap.fill_rect(Rect.new(x+3, y+3, 1, 1), cor)
self.bitmap.fill_rect(Rect.new(x+4, y+2, 1, 1), cor)
self.bitmap.fill_rect(Rect.new(x+5, y+1, 1, 8), cor)
self.bitmap.fill_rect(Rect.new(x+9, y+1, 1, 8), cor)
self.bitmap.fill_rect(Rect.new(x+10, y+1, 2, 1), cor)
self.bitmap.fill_rect(Rect.new(x+12, y+1, 1, 4), cor)
self.bitmap.fill_rect(Rect.new(x+10, y+4, 2, 1), cor)
end
def update
if $game_actors[0] != nil
actor = $game_actors[0]
else
actor = $game_actors[1]
end
if @hp != actor.hp or @maxhp != actor.maxhp
@hp = actor.hp
@maxhp = actor.maxhp
draw_hp
end
if @sp != actor.sp or @maxsp != actor.maxsp
@sp = actor.sp
@maxsp = actor.maxsp
draw_sp
end
if @exp != actor.exp or @level != actor.level
@exp = actor.exp
@level = actor.level
draw_xp
end
self.visible = $game_switches[SWITCH]
end
end
class Simple_Hud
def initialize
@viewport = Viewport.new(0, 0, 640, 480)
@viewport.z = 9999
@simple_hud = Simple_Hud_Sprite.new(@viewport)
@sprites = []
@sprites.push(@simple_hud)
@visible = true
end
def update
for sprite in @sprites
next if sprite.nil?
sprite.update
end
end
def dispose
for sprite in @sprites
next if sprite.nil?
sprite.dispose
end
@sprites = []
end
end
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class Scene_Map
alias simple_hud_main main
def main
@hud = Simple_Hud.new
simple_hud_main
@hud.dispose
end
alias simple_hud_update update
def update
@hud.update
simple_hud_update
end
end
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class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
Se preferir uma Demo: AQUI!
Brutus_BK- Membro
- Mensagens : 75
Fama : 8
Re: HUD Amneria Simples
Bem legal, mas acho que para um minigame ficaria ótimo!
+ Fama
+ Fama
Tyriel- Membro
- Mensagens : 566
Fama : 19
Re: HUD Amneria Simples
mto feia,akela barra de XP ta mto fraca e HP e SP a mesma coisa...
Convidad- Convidado
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Brasil G4mes :: Scripts :: Scripts RGSS1
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