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Trovato 14 risultati

  1. kaine

    DYNRPG DynBattleDisplay

    Questo plugin è una sorta di fusione tra il CortiMonsterHud ed il Condition Icons(trovate i link ai rispettivi topic a fondo pagina). Ma allo stesso tempo è qualcosa di nuovo dato che aggiunge nuove feature. Ad esempio è possibile visualizzare quanti turni mancano prima che un determinato status benevolo/malevolo finisca il suo effetto. Un altra feature interessante, è quella di poter visualizzare a vostra discrezione, alcuni elementi e poter decidere per quanto tempo mostrarli dopo un cambiamento rilevante. All'interno dell'archivio trovate il file readme.html in cui è spiegato dettagliatamente il funzionamento del plugin e come configurarlo. Esempio di funzionamento: Autore: Aubrey The Bard Link Download: http://www.mediafire.com/file/i9zy47bcb852wcn/DynBattleDisplay_TvQDOUu.zip Topic CortiMonsterHud: http://www.makerando.com/forum/topic/499-cortimonsterhud/ Topic Condition Icons: http://www.makerando.com/forum/topic/311-condition-icons/
  2. Ally

    HUD Melosx HUD

    Nome Script: Melosx HUD Versione: 1.0 Autore/i: Melosx Informazioni: HUD ad immagini che mostra face, barre PV/MP/ESP ed equip indossato. Ottimo per i vostri ABS... Istruzioni: Nello script della demo. Demo: http://www.mediafire...g04cerpxtwy62e3 Script 2.0
  3. Ally

    HUD KMS Minimap

    Nome Script: KMS Minimap Versione: N/D Autore/i: tomy, traduzione EN by Mr. Bubble Informazioni: Con lo script è possibile visualizzare l'HUD della mini mappa in cima allo schermo di gioco =) Screenshots: Istruzioni: Inserite lo script sotto Material. Istruzioni all'interno dello script. Script: #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ Minimap - KMS_MiniMap ◆ VXAce ◆ #_/ ◇ Last update : 2012/01/08 (TOMY@Kamesoft) ◇ #_/ ◇ Website: http://ytomy.sakura.ne.jp/ #_/ ◇ Translated by Mr. Bubble #_/---------------------------------------------------------------------------- #_/ Adds a minimap display. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ # This script is plug-and-play, but various customization options are available. # # To complete disable the minimap on a specific map, add [NOMAP] to the # beginning of map name. You can also use the tag <minimap hide> in the notebox. #---------------------------------------------------------------------------- # Map Notetags #---------------------------------------------------------------------------- # Map notetags are added to "Note" boxes. Right-click a map and select # Map Properties to find the "Note" box for maps. # # <minimap hide> # Completely disables the minimap on a specific map. [NOMAP] can also be # added to the beginning of map names for the same effect. #---------------------------------------------------------------------------- # Event Comment Tags #---------------------------------------------------------------------------- # Since events do not have noteboxes, comment tags are used instead. Open the # event, create a new event command, go to Tab 1, and click the "Comment..." # event command. A box will open up allowing you to enter tags. # # <minimap wall> # Add this tag to an event's comment to change its minimap color to the # same as an impassable tile. # # <minimap move> # Add this tag to an event's comment to have them blink in the minimap. # # <minimap obj n> # Add this tag to an event's comment to have them blink in the minimap with # a specified color where n is the OBJ value defined in OBJECT_COLOR which # is found in the customization module below. #---------------------------------------------------------------------------- # Usage Notes #---------------------------------------------------------------------------- # Impassable events will not appear as the correct color in the minimap. # This effect is intended. If you want an event to appear as impassable # on the minimap, add the tag <minimap wall> to an event's comment. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #============================================================================== # ★ BEGIN Setting ★ #============================================================================== module KMS_MiniMap # * Minimap Display Toggle Button # Set to nil to disable this function SWITCH_BUTTON = :Z # * Minimap Size and Position (x, y, width, height) MAP_RECT = Rect.new(364, 20, 160, 120) # * Minimap z-layer Priority # Glitchy if this value is set too high MAP_Z = 0 # * Minimap Grid Size # A size of 3 or higher is recommended GRID_SIZE = 5 # * Mini-Map Color Settings FOREGROUND_COLOR = Color.new(224, 224, 255, 160) # Foreground (passable) BACKGROUND_COLOR = Color.new( 0, 0, 160, 160) # Background (not passable) POSITION_COLOR = Color.new(255, 0, 0, 192) # Current Position color MOVE_EVENT_COLOR = Color.new(255, 160, 0, 192) # Moving event color VEHICLE_COLOR = Color.new( 96, 128, 0, 192) # Vehicle color # * Object Color Presets # Create custom color resets for events tagged with the corresponding label OBJECT_COLOR = [ Color.new( 0, 128, 0, 192), # OBJ 1 Color.new( 0, 160, 160, 192), # OBJ 2 Color.new(160, 0, 160, 192), # OBJ 3 ] # <- Do not delete this line # * Minimap Blinking Frequency # Values 5~8 are recommended BLINK_LEVEL = 7 # * Minimap Cache Setting # This script creates a cache for each map. If the number of cached # maps exceed CACHE_NUM, oldest cached maps are deleted. CACHE_NUM = 10 end #============================================================================== # ☆ END Setting ☆ #============================================================================== $imported = {} if $imported == nil $imported["KMS_MiniMap"] = true module KMS_MiniMap # ミニマップ非表示 REGEX_NO_MINIMAP_NOTE = /<(?:ミニマップ|MINIMAP)s*(?:非表示|HIDE)>/i REGEX_NO_MINIMAP_NAME = /[NOMAP]/i # 障害物 REGEX_WALL_EVENT = /<(?:ミニマップ|MINIMAP)s*(?:壁|障害物|WALL)>/i # 移動イベント REGEX_MOVE_EVENT = /<(?:ミニマップ|MINIMAP)s*(?:移動|MOVE)>/i # オブジェクト REGEX_OBJECT = /<(?:ミニマップ|MINIMAP)s+OBJ(?:ECT)?s*(d+)>/i end # ***************************************************************************** #============================================================================== # □ KMS_Commands #============================================================================== module KMS_Commands module_function #-------------------------------------------------------------------------- # ○ ミニマップを表示 #-------------------------------------------------------------------------- def self.show_minimap $game_system.minimap_show = true end #-------------------------------------------------------------------------- # ○ ミニマップを隠す #-------------------------------------------------------------------------- def self.hide_minimap $game_system.minimap_show = false end #-------------------------------------------------------------------------- # ○ ミニマップ表示状態の取得 #-------------------------------------------------------------------------- def self.minimap_showing? return $game_system.minimap_show end #-------------------------------------------------------------------------- # ○ ミニマップをリフレッシュ #-------------------------------------------------------------------------- def self.refresh_minimap return unless $scene.is_a?(Scene_Map) $game_map.refresh if $game_map.need_refresh $scene.refresh_minimap end #-------------------------------------------------------------------------- # ○ ミニマップのオブジェクトを更新 #-------------------------------------------------------------------------- def self.update_minimap_object return unless $scene.is_a?(Scene_Map) $game_map.refresh if $game_map.need_refresh $scene.update_minimap_object end end #============================================================================== # ■ Game_Interpreter #============================================================================== class Game_Interpreter # イベントコマンドから直接コマンドを叩けるようにする include KMS_Commands end #============================================================================== # ■ RPG::Map #============================================================================== class RPG::Map #-------------------------------------------------------------------------- # ○ ミニマップのキャッシュ生成 #-------------------------------------------------------------------------- def create_minimap_cache @__minimap_show = true note.each_line { |line| if line =~ KMS_MiniMap::REGEX_NO_MINIMAP_NOTE # マップ非表示 @__minimap_show = false end } end #-------------------------------------------------------------------------- # ○ ミニマップ表示 #-------------------------------------------------------------------------- def minimap_show? create_minimap_cache if @__minimap_show.nil? return @__minimap_show end end #============================================================================== # ■ RPG::MapInfo #============================================================================== class RPG::MapInfo #-------------------------------------------------------------------------- # ● マップ名取得 #-------------------------------------------------------------------------- def name return @name.gsub(/[.*]/) { "" } end #-------------------------------------------------------------------------- # ○ オリジナルマップ名取得 #-------------------------------------------------------------------------- def original_name return @name end #-------------------------------------------------------------------------- # ○ ミニマップのキャッシュ生成 #-------------------------------------------------------------------------- def create_minimap_cache @__minimap_show = !(@name =~ KMS_MiniMap::REGEX_NO_MINIMAP_NAME) end #-------------------------------------------------------------------------- # ○ ミニマップ表示 #-------------------------------------------------------------------------- def minimap_show? create_minimap_cache if @__minimap_show == nil return @__minimap_show end end #============================================================================== # ■ Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # ○ 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :minimap_show #-------------------------------------------------------------------------- # ○ オブジェクト初期化 #-------------------------------------------------------------------------- alias initialize_KMS_MiniMap initialize def initialize initialize_KMS_MiniMap @minimap_show = true end end #============================================================================== # ■ Game_Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ○ 定数 #-------------------------------------------------------------------------- MINIMAP_FADE_NONE = 0 # ミニマップ フェードなし MINIMAP_FADE_IN = 1 # ミニマップ フェードイン MINIMAP_FADE_OUT = 2 # ミニマップ フェードアウト #-------------------------------------------------------------------------- # ○ 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :minimap_fade #-------------------------------------------------------------------------- # ○ ミニマップを表示するか #-------------------------------------------------------------------------- def minimap_show? return $data_mapinfos[map_id].minimap_show? && @map.minimap_show? end #-------------------------------------------------------------------------- # ○ ミニマップをフェードイン #-------------------------------------------------------------------------- def fadein_minimap @minimap_fade = MINIMAP_FADE_IN end #-------------------------------------------------------------------------- # ○ ミニマップをフェードアウト #-------------------------------------------------------------------------- def fadeout_minimap @minimap_fade = MINIMAP_FADE_OUT end end #============================================================================== # ■ Game_Event #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # ○ ミニマップ用のキャッシュを作成 #-------------------------------------------------------------------------- def __create_minimap_cache @__last_page = @page @__minimap_wall_event = false @__minimap_move_event = false @__minimap_object_type = -1 @page.list.each { |cmd| # 注釈以外に到達したら離脱 break unless [108, 408].include?(cmd.code) # 正規表現判定 case cmd.parameters[0] when KMS_MiniMap::REGEX_WALL_EVENT @__minimap_wall_event = true when KMS_MiniMap::REGEX_MOVE_EVENT @__minimap_move_event = true when KMS_MiniMap::REGEX_OBJECT @__minimap_object_type = $1.to_i end } end private :__create_minimap_cache #-------------------------------------------------------------------------- # ○ グラフィックがあるか #-------------------------------------------------------------------------- def graphic_exist? return (character_name != "" || tile_id > 0) end #-------------------------------------------------------------------------- # ○ 障害物か #-------------------------------------------------------------------------- def is_minimap_wall_event? if @__minimap_wall_event.nil? || @__last_page != @page __create_minimap_cache end return @__minimap_wall_event end #-------------------------------------------------------------------------- # ○ 移動イベントか #-------------------------------------------------------------------------- def is_minimap_move_event? if @__minimap_move_event.nil? || @__last_page != @page __create_minimap_cache end return @__minimap_move_event end #-------------------------------------------------------------------------- # ○ ミニマップオブジェクトか #-------------------------------------------------------------------------- def is_minimap_object? if @__minimap_object_type.nil? || @__last_page != @page __create_minimap_cache end return @__minimap_object_type > 0 end #-------------------------------------------------------------------------- # ○ ミニマップオブジェクトタイプ #-------------------------------------------------------------------------- def minimap_object_type if @__minimap_object_type.nil? || @__last_page != @page __create_minimap_cache end return @__minimap_object_type end end #============================================================================== # □ Game_MiniMap #------------------------------------------------------------------------------ # ミニマップを扱うクラスです。 #============================================================================== class Game_MiniMap #-------------------------------------------------------------------------- # ○ 構造体 #-------------------------------------------------------------------------- Point = Struct.new(:x, :y) Size = Struct.new(:width, :height) PassageCache = Struct.new(:map_id, :table, :scan_table) #-------------------------------------------------------------------------- # ○ クラス変数 #-------------------------------------------------------------------------- @@passage_cache = [] # 通行フラグテーブルキャッシュ #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(tilemap) @map_rect = KMS_MiniMap::MAP_RECT @grid_size = [KMS_MiniMap].max @x = 0 @y = 0 @grid_num = Point.new( (@map_rect.width + @grid_size - 1) / @grid_size, (@map_rect.height + @grid_size - 1) / @grid_size ) @draw_grid_num = Point.new(@grid_num.x + 2, @grid_num.y + 2) @draw_range_begin = Point.new(0, 0) @draw_range_end = Point.new(0, 0) @tilemap = tilemap @last_x = $game_player.x @last_y = $game_player.y @showing = false @hiding = false create_sprites refresh end #-------------------------------------------------------------------------- # ○ スプライト作成 #-------------------------------------------------------------------------- def create_sprites @viewport = Viewport.new(@map_rect) @viewport.z = KMS_MiniMap::MAP_Z # ビットマップサイズ計算 @bmp_size = Size.new( (@grid_num.x + 2) * @grid_size, (@grid_num.y + 2) * @grid_size ) @buf_bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height) # マップ用スプライト作成 @map_sprite = Sprite.new(@viewport) @map_sprite.x = -@grid_size @map_sprite.y = -@grid_size @map_sprite.z = 0 @map_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height) # オブジェクト用スプライト作成 @object_sprite = Sprite_MiniMapIcon.new(@viewport) @object_sprite.x = -@grid_size @object_sprite.y = -@grid_size @object_sprite.z = 1 @object_sprite.bitmap = Bitmap.new(@bmp_size.width, @bmp_size.height) # 現在位置スプライト作成 @position_sprite = Sprite_MiniMapIcon.new @position_sprite.x = @map_rect.x + @grid_num.x / 2 * @grid_size @position_sprite.y = @map_rect.y + @grid_num.y / 2 * @grid_size @position_sprite.z = @viewport.z + 2 bitmap = Bitmap.new(@grid_size, @grid_size) bitmap.fill_rect(bitmap.rect, KMS_MiniMap::POSITION_COLOR) @position_sprite.bitmap = bitmap end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose @buf_bitmap.dispose @map_sprite.bitmap.dispose @map_sprite.dispose @object_sprite.bitmap.dispose @object_sprite.dispose @position_sprite.bitmap.dispose @position_sprite.dispose @viewport.dispose end #-------------------------------------------------------------------------- # ○ 可視状態取得 #-------------------------------------------------------------------------- def visible return @map_sprite.visible end #-------------------------------------------------------------------------- # ○ 可視状態設定 #-------------------------------------------------------------------------- def visible=(value) @viewport.visible = value @map_sprite.visible = value @object_sprite.visible = value @position_sprite.visible = value end #-------------------------------------------------------------------------- # ○ 不透明度取得 #-------------------------------------------------------------------------- def opacity return @map_sprite.opacity end #-------------------------------------------------------------------------- # ○ 不透明度設定 #-------------------------------------------------------------------------- def opacity=(value) @map_sprite.opacity = value @object_sprite.opacity = value @position_sprite.opacity = value end #-------------------------------------------------------------------------- # ○ リフレッシュ #-------------------------------------------------------------------------- def refresh update_draw_range update_passage_table update_object_list update_position draw_map draw_object Graphics.frame_reset end #-------------------------------------------------------------------------- # ○ フェードイン #-------------------------------------------------------------------------- def fadein @showing = true @hiding = false end #-------------------------------------------------------------------------- # ○ フェードアウト #-------------------------------------------------------------------------- def fadeout @showing = false @hiding = true end #-------------------------------------------------------------------------- # ○ キー入力更新 #-------------------------------------------------------------------------- def update_input return if KMS_MiniMap::SWITCH_BUTTON.nil? if Input.trigger?(KMS_MiniMap::SWITCH_BUTTON) if opacity < 255 && !@showing fadein elsif opacity > 0 && !@hiding fadeout end end end #-------------------------------------------------------------------------- # ○ 描画範囲更新 #-------------------------------------------------------------------------- def update_draw_range range = [] (2).times { |i| range[i] = @draw_grid_num[i] / 2 } @draw_range_begin.x = $game_player.x - range[0] @draw_range_begin.y = $game_player.y - range[1] @draw_range_end.x = $game_player.x + range[0] @draw_range_end.y = $game_player.y + range[1] end #-------------------------------------------------------------------------- # ○ 通行可否テーブル更新 #-------------------------------------------------------------------------- def update_passage_table cache = get_passage_table_cache @passage_table = cache.table @passage_scan_table = cache.scan_table update_around_passage_table end #-------------------------------------------------------------------------- # ○ 通行可否テーブルのキャッシュを取得 #-------------------------------------------------------------------------- def get_passage_table_cache map_id = $game_map.map_id cache = @@passage_cache.find { |c| c.map_id == map_id } # キャッシュミスしたら新規作成 if cache == nil cache = PassageCache.new(map_id) cache.table = Table.new($game_map.width, $game_map.height) cache.scan_table = Table.new( ($game_map.width + @draw_grid_num.x - 1) / @draw_grid_num.x, ($game_map.height + @draw_grid_num.y - 1) / @draw_grid_num.y ) end # 直近のキャッシュは先頭に移動し、古いキャッシュは削除 @@passage_cache.unshift(cache) @@passage_cache.delete_at(KMS_MiniMap::CACHE_NUM) return cache end #-------------------------------------------------------------------------- # ○ 通行可否テーブルのキャッシュをクリア #-------------------------------------------------------------------------- def clear_passage_table_cache return if @passage_scan_table == nil table = @passage_scan_table @passage_scan_table = Table.new(table.xsize, table.ysize) end #-------------------------------------------------------------------------- # ○ 通行可否テーブルの探索 # x, y : 探索位置 #-------------------------------------------------------------------------- def scan_passage(x, y) dx = x / @draw_grid_num.x dy = y / @draw_grid_num.y # 探索済み return if @passage_scan_table[dx, dy] == 1 # マップ範囲外 return unless dx.between?(0, @passage_scan_table.xsize - 1) return unless dy.between?(0, @passage_scan_table.ysize - 1) rx = (dx * @draw_grid_num.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' />...((dx + 1) * @draw_grid_num.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> ry = (dy * @draw_grid_num.y)...((dy + 1) * @draw_grid_num.y) mw = $game_map.width - 1 mh = $game_map.height - 1 # 探索範囲内の通行テーブルを生成 rx.each { |x| next unless x.between?(0, mw) ry.each { |y| next unless y.between?(0, mh) # 通行方向フラグ作成 # (↓、←、→、↑ の順に 1, 2, 4, 8 が対応) flag = 0 [2, 4, 6, 8].each{ |d| flag |= 1 << (d / 2 - 1) if $game_map.passable?(x, y, d) } @passage_table[x, y] = flag } } @passage_scan_table[dx, dy] = 1 end #-------------------------------------------------------------------------- # ○ 周辺の通行可否テーブル更新 #-------------------------------------------------------------------------- def update_around_passage_table gx = @draw_grid_num.x gy = @draw_grid_num.y dx = $game_player.x - gx / 2 dy = $game_player.y - gy / 2 scan_passage(dx, dy) scan_passage(dx + gx, dy) scan_passage(dx, dy + gy) scan_passage(dx + gx, dy + gy) end #-------------------------------------------------------------------------- # ○ オブジェクト一覧更新 #-------------------------------------------------------------------------- def update_object_list events = $game_map.events.values # WALL @wall_events = events.find_all { |e| e.is_minimap_wall_event? } # MOVE @move_events = events.find_all { |e| e.is_minimap_move_event? } # OBJ @object_list = events.find_all { |e| e.is_minimap_object? } end #-------------------------------------------------------------------------- # ○ 位置更新 #-------------------------------------------------------------------------- def update_position # 移動量算出 pt = Point.new($game_player.x, $game_player.y) ox = ($game_player.real_x - pt.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> * @grid_size oy = ($game_player.real_y - pt.y) * @grid_size @viewport.ox = ox @viewport.oy = oy # 移動していたらマップ再描画 if pt.x != @last_x || pt.y != @last_y draw_map @last_x = pt.x @last_y = pt.y end end #-------------------------------------------------------------------------- # ○ 描画範囲内判定 #-------------------------------------------------------------------------- def in_draw_range?(x, y) rb = @draw_range_begin re = @draw_range_end return (x.between?(rb.x, re.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> && y.between?(rb.y, re.y)) end #-------------------------------------------------------------------------- # ○ マップ範囲内判定 #-------------------------------------------------------------------------- def in_map_range?(x, y) mw = $game_map.width mh = $game_map.height return (x.between?(0, mw - 1) && y.between?(0, mh - 1)) end #-------------------------------------------------------------------------- # ○ マップ描画 #-------------------------------------------------------------------------- def draw_map update_around_passage_table bitmap = @map_sprite.bitmap bitmap.fill_rect(bitmap.rect, KMS_MiniMap::BACKGROUND_COLOR) draw_map_foreground(bitmap) draw_map_move_event(bitmap) end #-------------------------------------------------------------------------- # ○ 通行可能領域の描画 #-------------------------------------------------------------------------- def draw_map_foreground(bitmap) range_x = (@draw_range_begin.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' />..(@draw_range_end.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> range_y = (@draw_range_begin.y)..(@draw_range_end.y) map_w = $game_map.width - 1 map_h = $game_map.height - 1 rect = Rect.new(0, 0, @grid_size, @grid_size) range_x.each { |x| next unless x.between?(0, map_w) range_y.each { |y| next unless y.between?(0, map_h) next if @passage_table[x, y] == 0 next if @wall_events.find { |e| e.x == x && e.y == y } # 壁 # グリッド描画サイズ算出 rect.set(0, 0, @grid_size, @grid_size) rect.x = (x - @draw_range_begin.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> * @grid_size rect.y = (y - @draw_range_begin.y) * @grid_size flag = @passage_table[x, y] if flag & 0x01 == 0 # 下通行不能 rect.height -= 1 end if flag & 0x02 == 0 # 左通行不能 rect.x += 1 rect.width -= 1 end if flag & 0x04 == 0 # 右通行不能 rect.width -= 1 end if flag & 0x08 == 0 # 上通行不能 rect.y += 1 rect.height -= 1 end bitmap.fill_rect(rect, KMS_MiniMap::FOREGROUND_COLOR) } } end #-------------------------------------------------------------------------- # ○ 移動イベントの描画 #-------------------------------------------------------------------------- def draw_map_move_event(bitmap) rect = Rect.new(0, 0, @grid_size, @grid_size) @move_events.each { |e| rect.x = (e.x - @draw_range_begin.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> * @grid_size rect.y = (e.y - @draw_range_begin.y) * @grid_size bitmap.fill_rect(rect, KMS_MiniMap::MOVE_EVENT_COLOR) } end #-------------------------------------------------------------------------- # ○ アニメーション更新 #-------------------------------------------------------------------------- def update_animation if @showing # フェードイン self.opacity += 16 if opacity == 255 @showing = false end elsif @hiding # フェードアウト self.opacity -= 16 if opacity == 0 @hiding = false self.visible = false end end end #-------------------------------------------------------------------------- # ○ オブジェクト描画 #-------------------------------------------------------------------------- def draw_object # 下準備 bitmap = @object_sprite.bitmap bitmap.clear rect = Rect.new(0, 0, @grid_size, @grid_size) # オブジェクト描画 @object_list.each { |obj| next unless in_draw_range?(obj.x, obj.y) color = KMS_MiniMap::OBJECT_COLOR[obj.minimap_object_type - 1] next if color.nil? rect.x = (obj.real_x - @draw_range_begin.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> * @grid_size rect.y = (obj.real_y - @draw_range_begin.y) * @grid_size bitmap.fill_rect(rect, color) } # 乗り物描画 $game_map.vehicles.each { |vehicle| next if vehicle.transparent rect.x = (vehicle.real_x - @draw_range_begin.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> * @grid_size rect.y = (vehicle.real_y - @draw_range_begin.y) * @grid_size bitmap.fill_rect(rect, KMS_MiniMap::VEHICLE_COLOR) } end #-------------------------------------------------------------------------- # ○ 更新 #-------------------------------------------------------------------------- def update update_input return if !visible || opacity == 0 update_draw_range update_position update_animation draw_object @map_sprite.update @object_sprite.update @position_sprite.update end end #============================================================================== # □ Sprite_MiniMapIcon #------------------------------------------------------------------------------ # ミニマップ用アイコンのクラスです。 #============================================================================== class Sprite_MiniMapIcon < Sprite DURATION_MAX = 60 #-------------------------------------------------------------------------- # ● オブジェクト初期化 # viewport : ビューポート #-------------------------------------------------------------------------- def initialize(viewport = nil) super(viewport) @duration = DURATION_MAX / 2 end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super @duration += 1 if @duration == DURATION_MAX @duration = 0 end update_effect end #-------------------------------------------------------------------------- # ○ エフェクトの更新 #-------------------------------------------------------------------------- def update_effect self.color.set(255, 255, 255, (@duration - DURATION_MAX / 2).abs * KMS_MiniMap::BLINK_LEVEL ) end end #============================================================================== # ■ Spriteset_Map #============================================================================== class Spriteset_Map attr_reader :minimap #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias initialize_KMS_MiniMap initialize def initialize initialize_KMS_MiniMap create_minimap end #-------------------------------------------------------------------------- # ○ ミニマップの作成 #-------------------------------------------------------------------------- def create_minimap return unless $game_map.minimap_show? @minimap = Game_MiniMap.new(@tilemap) @minimap.visible = $game_system.minimap_show end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- alias dispose_KMS_MiniMap dispose def dispose dispose_KMS_MiniMap dispose_minimap end #-------------------------------------------------------------------------- # ○ ミニマップの解放 #-------------------------------------------------------------------------- def dispose_minimap @minimap.dispose unless @minimap.nil? end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias update_KMS_MiniMap update def update update_KMS_MiniMap update_minimap end #-------------------------------------------------------------------------- # ○ ミニマップ更新 #-------------------------------------------------------------------------- def update_minimap return if @minimap.nil? # 表示切替 @minimap.visible = $game_system.minimap_show # フェード判定 case $game_map.minimap_fade when Game_Map::MINIMAP_FADE_IN @minimap.fadein $game_map.minimap_fade = Game_Map::MINIMAP_FADE_NONE when Game_Map::MINIMAP_FADE_OUT @minimap.fadeout $game_map.minimap_fade = Game_Map::MINIMAP_FADE_NONE end @minimap.update end #-------------------------------------------------------------------------- # ○ ミニマップ全体をリフレッシュ #-------------------------------------------------------------------------- def refresh_minimap return if @minimap.nil? @minimap.clear_passage_table_cache @minimap.refresh end #-------------------------------------------------------------------------- # ○ ミニマップのオブジェクトを更新 #-------------------------------------------------------------------------- def update_minimap_object @minimap.update_object_list unless @minimap.nil? end end #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # ● 場所移動後の処理 #-------------------------------------------------------------------------- alias post_transfer_KMS_MiniMap post_transfer def post_transfer refresh_minimap post_transfer_KMS_MiniMap end #-------------------------------------------------------------------------- # ○ ミニマップ全体をリフレッシュ #-------------------------------------------------------------------------- def refresh_minimap @spriteset.refresh_minimap end #-------------------------------------------------------------------------- # ○ ミニマップのオブジェクトを更新 #-------------------------------------------------------------------------- def update_minimap_object @spriteset.update_minimap_object end end Note dell'Autore: Termini e condizioni d'uso sullo script, nel sito dell'autore: http://ytomy.sakura.ne.jp/tkool/rpgtech/rules.html]http://ytomy.sakura....tech/rules.html
  4. Ally

    HUD HUD su Mappa

    Nome Script: HUD su Mappa Versione: N/D Autore/i: Jet Informazioni: HUD che inserisce barre HP, MP etc, e da la possibilità di inserire anche picture extra nel caso voleste aggiungere altro su mappa. Screenshots: Istruzioni: Inserite lo script sotto Material. Nella demo comunque sono presenti (oltre che allo script) istruzioni e immagini necessarie per il corretto funzionamento dell'HUD. Script: #=============================================================================== # HUD # By Jet10985 (Jet) #=============================================================================== # This script will allow you to have a fully customizable hud displaying # multiple pictures and actor-related information. # This script has: 7 customization options. #=============================================================================== # Overwritten Methods: # None #------------------------------------------------------------------------------- # Aliased methods: # Spriteset_Map: initialize, update, dispose #=============================================================================== =begin Note: all pictures used in this HUD must be in the Graphics/Pictures folder. =end module Jet module HUD # These are the bars of the HUD. These takes highest display priority of # the entire hud. It follows this format: # :stat => ["Background", "Bar Image", "Overlay", x, y, switch] # Bars have 3 layers, drawn in this order: background, bar, overlay. # If you don't need one of these layers, leave the configuration as a "", # EX: :hp => ["Bar Back", "Hp Bar", "", 0, 10, 0] # switch is the visibility switch for the bar. 0 for none. BARS = { :hp => ["Bar Back", "HP Bar", "HP Overlay", 0, 10, 0], :mp => ["Bar Back", "MP Bar", "MP Overlay", 0, 40, 0], :tp => ["Bar Back", "TP Bar", "TP Overlay", 0, 70, 0] } # These are extra parts of the HUD which relate to the 1st actor. This # takes middle display priority in the HUD. Follow's this format: # :symbol => [x, y] # :symbol can be any of the following: # :graphic (Character Sprite) # :face (Character Face) # :name (Character name) # :class (Character class) # :nickname (Character nickname) # :level (Character Level) # :icons (Character buffs and states represented by icons) # :hp (Character hp in text along with default gauge) # :mp (Character mp in text along with default gauge) # :tp (Character tp in text along with default gauge) ACTOR_EXTRAS = { :face => [544 - 96, 0] } # This is the font used for the extra's sprite if text is drawn. ACTOR_EXTRAS_FONT = "Verdana" # This is the switch to make the extra's layer invisible ACTOR_EXTRAS_SWITCH = 0 # These are pictures displayed with the HUD. These take the lowest display # priority of the 3 sections. Follow this format: # "Picture Name" => [x, y, switch] # switch is the visiblility switch for this specific picture. PICTURES = { "Bar Back" => [250, 250, 0] } # Turning this switch on will make the entire HUD invisible. FULL_HUD_SWITCH = 1 # Do you want the HUD to follow any map shaking/scrolling/tinting? FOLLOW_MAP = true end end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== ($imported ||= {})[:jet] ||= {} $imported[:jet][:HUD] = true class Spriteset_Map alias jet4856_initialize initialize def initialize(*args, &block) create_hud jet4856_initialize(*args, &block) @hudset.viewport = Jet::HUD::FOLLOW_MAP ? @viewport1 : nil end def create_hud @hudset = Spriteset_HUD.new end alias jet3745_update update def update(*args, &block) jet3745_update(*args, &block) update_hud end def update_hud if [email protected]? @hudset.visible = !$game_switches[Jet] @hudset.update end end alias jet7355_dispose dispose def dispose(*args, &block) dispose_hud jet7355_dispose(*args, &block) end def dispose_hud @hudset.dispose end end class Spriteset_HUD attr_reader :sprites, :actor attr_accessor :viewport def initialize(viewport = nil) @sprites = {} @actor = $game_party.members[0] @actor_extras = !Jet::HUD::ACTOR_EXTRAS.empty? if @actor_extras @actor_struct = Struct.new(*Jet::HUD::ACTOR_EXTRAS.keys).new Jet::HUD::ACTOR_EXTRAS.each_key {|a| @actor_struct.send("#{a}=".to_sym, (@actor.send(a) rescue true)) } end @viewport = viewport create_bars create_actor_extras if @actor_extras create_pictures @visible = 0 self.visible = !$game_switches[Jet] update end def create_bars @sprites[:bars] = {} Jet::HUD::BARS.each {|a, b| @sprites[:bars][a] = [] b[0..2].each {|c| if c == "" @sprites[:bars][a].push(Sprite.new) next end bitmap = Cache.picture(c) sprite = b.index(c) == 1 ? Sprite_Bar.new(@actor, a) : Sprite.new sprite.bitmap = bitmap sprite.x = b[3] sprite.y = b[4] @sprites[:bars][a].push(sprite) sprite.z = 1002 } } end def create_actor_extras f = Window_Base.new(0, 0, 32, 32) x = 0 - f.padding; y = 0 - f.padding width = Graphics.width + f.padding * 2 height = Graphics.height + f.padding * 2 f.dispose @sprites[:extras] = Window_Base.new(x, y, width, height) @sprites[:extras].opacity = 0 @sprites[:extras].contents.font.name = Jet::HUD::ACTOR_EXTRAS_FONT @sprites[:extras].z = 1001 Jet::HUD::ACTOR_EXTRAS.each {|a, b| @sprites[:extras].send("draw_actor_#{a}", @actor, b[0], b[1]) } end def create_pictures @sprites[:pictures] = {} Jet::HUD::PICTURES.each {|a, b| bitmap = Cache.picture(a) sprite = Sprite.new(nil) sprite.bitmap = bitmap sprite.x, sprite.y = *b[0...2] @sprites[:pictures][a] = sprite sprite.z = 1000 } end def update if @actor != $game_party.members[0] @actor = $game_party.members[0] dispose_actor_extras create_actor_extras dispose_bars create_bars end if @actor_extras do_refresh = false Jet::HUD::ACTOR_EXTRAS.each_key {|a| if @actor_struct.send(a) != (@actor.send(a) rescue true) do_refresh = true @actor_struct.send("#{a}=".to_sym, (@actor.send(a) rescue true)) end } if do_refresh dispose_actor_extras create_actor_extras end end return if !@visible update_bars update_actor_extras if @actor_extras update_pictures end def update_bars @sprites[:bars].each {|sym, a| a.each {|b| b.visible = !$game_switches[Jet][5]] b.update if b.visible b.viewport = @viewport } } end def update_actor_extras @sprites[:extras].visible = !$game_switches[Jet] @sprites[:extras].viewport = @viewport end def update_pictures @sprites[:pictures].each {|string, a| a.visible = !$game_switches[Jet][2]] a.viewport = @viewport } end def update_visibility @sprites[:pictures].each {|string, a| a.visible = @visible } @sprites[:extras].visible = @visible if @actor_extras @sprites[:bars].each {|sym, a| a.each {|b| b.visible = @visible } } end def dispose dispose_bars dispose_actor_extras if @actor_extras dispose_pictures end def dispose_bars @sprites[:bars].each_value {|a| a.each {|b| b.dispose } } end def dispose_actor_extras @sprites[:extras].dispose end def dispose_pictures @sprites[:pictures].each_value {|a| a.dispose } end def visible=(t) if @visible != t @visible = t update_visibility end end end class Sprite_Bar < Sprite def initialize(actor, type) super(nil) @actor = actor @type = type end def update begin max = @actor.send(("m" + @type.to_s).to_sym) rescue max = @actor.send(("max_" + @type.to_s).to_sym) end cur = @actor.send(@type) self.src_rect.width = (self.bitmap.width * (cur / max.to_f)).round end end Demo:http://dl.dropbox.com/u/35988679/HUD%20Demo.exe
  5. Ally

    HUD Angelo HUD

    Nome Script: Angelo HUD Versione: burandon Autore/i: 2.5 Informazioni: Semplice script che può essere personalizzato in vari modi (vedere le istruzioni all'interno dello script stesso) :3 Screenshots: Istruzioni: Inserite lo script sotto Material. Istruzioni all'interno dello script. Script: #============================================================================== # ■ Angelo HUD v2.5 #------------------------------------------------------------------------------ #  Created by Brandon *** 8(13) customization options *** Plug N' Play! #============================================================================== #==================================================# # ▼ UPDATE LOG # #--------#--------------------------------#--------# # v1 ● first release. # # v1.2 ● not released, # # ● add HUDVISIBLESWITCH # # ● add HP, MPSWITCH # # v1.5 ● not released, # # ● add FONT NAME & SIZE # # v1.8 ● not released, # # ● add WEAPONSWITCH # # v1.9 ● not released # # ● *BUG* Lag # # ● *BUG* Texts disappea- # # rence. # # v2 ● second release # # ● fixed v1.9 *BUGS* # # ● add R, G, B _BLA & # # _BDA # # ● *BUG* Transfer Player # # crash. # # v2.1 ● third release # # ● fixed v2 *BUG* # # ● changed update method # # ● changed Scene_Map # # update and dispose # # methods. # # ● *BUG* Lag # # v2.2 ● fourth release # # ● fixed v2.1 *BUG* # # ● now HUD will only re- # # fresh when the stats # # change. # # ● improved performance # #--------#--------------------------------#--------# # v2.5 ● current release # # ● improved stability # # ● added a option to link with other Angelo# # scripts # # ● -------------------------------- # # ● added gold count if Angelo Menu is pre- # # sent. # #==================================================# # ▼ THANKS TO: # # ● King of Sadism # # ● YF # # ● Valiant # # ● Amy Pond # # ● Jet # #==================================================# #------------------------------------------------------------------------------ # ▼ Customization Options #----------------------------#------------------------------------------------- # ● HUD_VISIBLE_SWITCH # #- - - - - - - - - - - - - # # Define the switch that you want to use to turn the HUD 'ON' or 'OFF', by de- # fault it's 1. When the switch is turned 'ON' the HUD will be turned 'ON' too, # and when the switch is turned 'OFF' the HUD is turned 'OFF' too. #------------------------------#----------------------------------------------- # ● FONT_NAME & FONT_SIZE # #- - - - - - - - - - - - - - # # In FONTNAME you define the font that you want to use with the HUD information. # In FONTSIZE you define the size of the font you've decided in FONTNAME. #-------------------#---------------------------------------------------------- # ● HP_SWITCH # #- - - - - - - - -# # Define the switch that you want to use to turn the HP Display 'ON' or 'OFF', # by default it's 2. When the switch is turned 'ON' the HP Display will be # turned 'ON' too, and when the switch is turned 'OFF' the HP Display is turned # 'OFF' too. #-------------------#---------------------------------------------------------- # ● MP_SWITCH # #- - - - - - - - -# # Define the switch that you want to use to turn the MP Display 'ON' or 'OFF', # by default it's 3. When the switch is turned 'ON' the MP Display will be # turned 'ON' too, and when the switch is turned 'OFF' the MP Display is turned # 'OFF' too. #------------------------------#----------------------------------------------- # ● WEAPON_AND_NAME_SWITCH # #- - - - - - - - - - - - - - # # Define the switch that you want to use to turn the Currently Equipped Weapon # Display and Actor Name 'ON' or 'OFF', by default it's 4. When the switch is # turned 'ON' this option will be turned 'ON' too, and when the switch is # turned 'OFF' this option is turned 'OFF' too. #---------------------#-------------------------------------------------------- # ● R, G, B _BLA # #- - - - - - - - - -# # Define the amount of each color(Red, Green, Blue) presented in the lighter a- # rea of the Back of the HUD. By default it's black which means that R, G and B # are setted to '0'. #---------------------#-------------------------------------------------------- # ● R, G, B _BDA # #- - - - - - - - - -# # Define the amount of each color(Red, Green, Blue) presented in the darker a- # rea of the Back of the HUD. By default it's black which means that R, G and B # are setted to '0'. #------------------------------------------------------------------------------ # ▼ Post Scriptum #------------------------------------------------------------------------------ # ● "I want to turn all the HUD or only some part of her at the same time with # the same switch, it's possible?" #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Yes, just set the parts you wanted in the same # switch as the HUDVISIBLESWITCH. #------------------------------------------------------------------------------ # ● "Which values you recommend to use in FONTSIZE?" #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Use between 8 and 18, or the text will be too # small or too bigger. But some times it depends # on your FONTNAME. #------------------------------------------------------------------------------ # ● "Which values you recommend to use in R, G, B _BLA and _BDA?" #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # You MUST use ONLY values between 0 and 255. #------------------------------------------------------------------------------ module ANGELO HUD_VISIBLE_SWITCH = 1 FONT_NAME = "Times New Roman" FONT_SIZE = 16 HP_SWITCH = 2 MP_SWITCH = 3 WEAPON_AND_NAME_SWITCH = 4 #=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT # * * * IF YOU ARE USING OTHER ANGELO SCRIPTS, ENABLE THIS * * * #=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT ENABLE_ANGELO_LINK = false R_BLA = 0 G_BLA = 0 B_BLA = 0 R_BDA = 0 G_BDA = 0 B_BDA = 0 end #------------------------------------------------------------------------------ # !!!!DO NOT EDIT FROM HERE UNLESS YOU KNOW WHAT YOU'RE DOING!!!! #------------------------------------------------------------------------------ include ANGELO class AngeloHUD < Window_Base def initialize super(-16, -16, Graphics.width + standard_padding * 2, Graphics.height + standard_padding * 2) self.opacity = 0 $AngeloHUD = true refresh end def refresh self.contents.clear self.contents.font = Font.new(FONT_NAME, FONT_SIZE) actor = $game_party.members[0] @hp = actor.hp @mp = actor.mp @mhp = actor.mhp @mmp = actor.mmp index = 0 colorback = Color.new(R_BLA, G_BLA, B_BLA, 150) colorback2 = Color.new(R_BDA, G_BDA, B_BDA, 190) if $game_switches[HUD_VISIBLE_SWITCH] == true unless $game_switches[HP_SWITCH] == false self.contents.fill_rect(3, 364, 238, 16, colorback) self.contents.fill_rect(3, 368, 238, 8, colorback2) draw_gauge(19, 353, 200, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) draw_text(40, 354, 100, 32, Vocab::hp_a) draw_current_and_max_values(90, 358, 116, actor.hp, actor.mhp, hp_color(actor), normal_color) end unless $game_switches[MP_SWITCH] == false self.contents.fill_rect(3, 395, 238, 16, colorback) self.contents.fill_rect(3, 399, 238, 8, colorback2) draw_gauge(19, 384, 200, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) draw_text(40, 385, 100, 32, Vocab::mp_a) draw_current_and_max_values(90, 389, 116, actor.mp, actor.mmp, mp_color(actor), normal_color) end unless $game_switches[WEAPON_AND_NAME_SWITCH] == false self.contents.fill_rect(-64 + 85, 376, 125, 19, colorback) self.contents.fill_rect(-64 + 90, 376, 115, 19, colorback2) draw_actor_name(actor, -40 + 92, 373, 100) return unless actor.equips[index] draw_icon(actor.equips[index].icon_index, -64 + 92, 372, true)#(actor.equips[index], -64 + 92, 376, true) end end def hud_changed return true if @hp != $game_party.members[0].hp return true if @mp != $game_party.members[0].mp return true if $game_switches[HP_SWITCH] != "OFF" return true if $game_switches[MP_SWITCH] != "OFF" return true if $game_switches[WEAPON_AND_NAME_SWITCH] != "OFF" return true if $game_switches[HUD_VISIBLE_SWITCH] != "OFF" return false end end def update super refresh if hud_changed end end class Scene_Map alias hud_main create_all_windows def create_all_windows create_hud_window hud_main end def create_hud_window @hud = AngeloHUD.new if ENABLE_ANGELO_LINK && $Menu_Angelo == true @gold = Window_Gold.new @gold.opacity = 0 @gold.x = 544 - @gold.contents.width - 10 @gold.y = 375 end end end
  6. Ally

    HUD Barra Testo

    Nome Script: Barra Testo Versione: N/D Autore/i: Death10 Informazioni: Script che permette di visualizzare una barra con un testo nella mappa (funzione utile se si vuole far comparire il nome della mappa). Screenshots: Istruzioni: Inserite lo script sotto Material. Istruzioni all'interno dello script. Script: #============================================================================== # ** Text Bar #============================================================================== # Author: Death10 # [url="http://itbinhdan.com"]http://itbinhdan.com[/url] #============================================================================== # *Call script: # -On: $game_system.ads_option = 1 # -Off: $game_system.ads_option = 2 # -Change: # +Text: $game_system.ads_x = "Text" # +Back image: $game_system.ads_back = "Back.png" #============================================================================== DataManager.load_normal_databaseclass Game_System attr_accessor :ads attr_accessor :ads_on attr_accessor :ads_x attr_accessor :ads_option attr_accessor :ads_back alias initialize_ads initialize def initialize initialize_ads @ads = "Text Bar" @ads_back = Cache.title1($data_system.title1_name) @ads_option = 1 @ads_on = 1 @ads_x = 0 end end class TB < Window_Base def initialize super(0, 0, 544, 64) self.opacity = 0 $game_system = Game_System.new refresh end def refresh case $game_system.ads_option when 1 $game_system.ads_on = 1 $game_system.ads_x = -contents.text_size($game_system.ads).width $game_system.ads_option = 0 when 2 $game_system.ads_on = 0 $game_system.ads_option = 0 end contents.clear cx = contents.text_size($game_system.ads).width if $game_system.ads_x == 544 $game_system.ads_x = -cx else $game_system.ads_x += 0.5 end if $game_system.ads_on == 1 contents.blt(0, 0, $game_system.ads_back, Rect.new(0, 0, 544, 32), 160) contents.draw_text($game_system.ads_x, 0, cx, 32, $game_system.ads, 2) end end def open super refresh end end class Scene_Map alias caw create_all_windows def create_all_windows caw @ads = TB.new end alias update_ads update def update update_ads @ads.open end alias utp update_transfer_player def update_transfer_player utp case $game_system.ads_on when 0 @map_name_window.y = 0 when 1 @map_name_window.y = 44 end end end
  7. Ally

    HUD HUD ReinoRPG

    Nome Script: HUD ReinoRPG Versione: 0.6 Autore/i: LB Informazioni: HUD in uno stile medioevale che indica il nome del personaggio, il livello, HP, MP e le monete in possesso. Screenshots: Istruzioni: Istruzioni e script all'interno della demo. Demo: http://www.mediafire.com/?2zc23m7fr70gfqd
  8. Ally

    HUD HUD Nome Mappa

    Nome Script: HUD Nome Mappa Versione: 1.1 Autore/i: Niclas Informazioni: Semplice script che permette di visualizzare il nome della Mappa come HUD. Si possono modificare posizione e visualizzazione. Istruzioni: Inserite lo script sotto material. Script: #============================================================================== # Simple Map HUD # Author: Nicke # Created: 07/06/2011 # Edited: 20/06/2011 # Version: 1.1 #============================================================================== # Instructions # ----------------------------------------------------------------------------- # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials but above ▼ Main. Remember to save. #============================================================================== $imported = {} if $imported == nil $imported["NICKE-MAP"] = true module NICKE module MAP_HUD #==============================================================================# # ** Settings #==============================================================================# MAP_HUD_FONT = ["Rockwell"] # Font name. MAP_HUD_SIZE = 18 # Font size. MAP_HUD_COLOR = Color.new(255,215,100) # Font color. MAP_HUD_SHADOW = true # Font shadow. X_MAP_HUD = -12 # X position. Y_MAP_HUD = -20 # Y position. Z_MAP_HUD = 200 # Z order. OPACITY = 0 # Opacity level. SHOW_ICON = true # Icon visibility. ICON_INDEX = 153 # Map icon ID to be displayed. VISIBLE_SWITCH = 8 # Switch ID to turn on/off the map window. SHOW_MAP_ID = nil # Show map for ID(s). nil to turn it off. MAPNAME_REPLACE = { # Map ID => "ReplacedName" } # Don't remove this line! # Method for replacing the map name. def self.replace_mapname(oldname, map_id) return MAPNAME_REPLACE[map_id] if MAPNAME_REPLACE.has_key?(map_id) return oldname end end end # *** Don't edit below unless you know what you are doing. *** #==============================================================================# # ** Game_Map #------------------------------------------------------------------------------ # Method for reading the map id and name. #==============================================================================# class Game_Map attr_reader :name #-------------------------------------------------------------------------- # *setup #-------------------------------------------------------------------------- alias nicke_map_hud_setup setup def setup(map_id) nicke_map_hud_setup(map_id) @map_infos = load_data("Data/MapInfos.rvdata") if @map_infos.nil? @name = NICKE::MAP_HUD.replace_mapname(@map_infos[@map_id].name, @map_id) end end #==============================================================================# # ** Window_Base #------------------------------------------------------------------------------ # Method for drawing the map. #==============================================================================# class Window_Base < Window def draw_map_hud(x, y) self.contents.font.name = NICKE::MAP_HUD::MAP_HUD_FONT self.contents.font.size = NICKE::MAP_HUD::MAP_HUD_SIZE self.contents.font.color = NICKE::MAP_HUD::MAP_HUD_COLOR self.contents.font.shadow = NICKE::MAP_HUD::MAP_HUD_SHADOW self.contents.draw_text(x + 30, y, 260, 32, $game_map.name.to_s, 0) end end #============================================================================== # ** Simple_Map_HUD #------------------------------------------------------------------------------ # This window displays the current location. #============================================================================== class Simple_Map_HUD < Window_Base def initialize(x, y) super(x, y, 260, WLH + 38) @map_id = $game_map.map_id refresh end def refresh self.contents.clear draw_map_hud(0, 0) if NICKE::MAP_HUD::SHOW_ICON != false draw_icon(NICKE::MAP_HUD::ICON_INDEX, 0, 6) end end def update super if @map_id != $game_map.map_id refresh @map_id = $game_map.map_id end end end #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # Show a location window on the map. #============================================================================== class Scene_Map < Scene_Base alias nicke_map_hud_start start unless $@ def start(*args) create_map_hud @map_hud.visible = $game_switches[NICKE] if NICKE::MAP_HUD::SHOW_MAP_ID != nil if NICKE::MAP_HUD::SHOW_MAP_ID.include?($game_map.map_id) @map_hud.visible = true else @map_hud.visible = false end end nicke_map_hud_start(*args) end alias nicke_map_hud_terminate terminate unless $@ def terminate nicke_map_hud_terminate dispose_map_hud end def create_map_hud @map_hud = Simple_Map_HUD.new(NICKE::MAP_HUD::X_MAP_HUD, NICKE::MAP_HUD::Y_MAP_HUD) @map_hud.opacity = NICKE::MAP_HUD::OPACITY @map_hud.z = NICKE::MAP_HUD::Z_MAP_HUD end def dispose_map_hud @map_hud.dispose unless @map_hud.nil? @map_hud = nil end alias nicke_map_hud_update update unless $@ def update nicke_map_hud_update @map_hud.update @map_hud.visible = $game_switches[NICKE] if NICKE::MAP_HUD::SHOW_MAP_ID != nil if NICKE::MAP_HUD::SHOW_MAP_ID.include?($game_map.map_id) @map_hud.visible = true else @map_hud.visible = false end end end end # END OF FILE #=*==========================================================================*=# # ** END OF FILE #=*==========================================================================*=#
  9. Nome Script: Mostra il nome della mappa in "Revolution Mode" Versione: 1.0 Autore/i: Ramiro (Holy_wyvern, ramiazul) Informazioni: Questo (favoloso) script visualizzerà con un'animazione a rivoluzione da sinistra verso destra il nome della mappa, per poi sparire! l'effetto è molto bello e professionale! Istruzioni: Lo scritp va inserito in Materials (sotto materials create una nuova voce gli date un titolo e incollate lo script su quest'ultimo). Oppure in "Custom script Below" se usate l'RGSS2+ (consigliato). è personalizzabile! istruzioni varie nello script (in inglese semplice ^^) Script: #============================================================================== # SHOW THE MAP NAME - REVOLUTION MODE - #------------------------------------------------------------------------------ # Author Ramiro (Holy_wyvern, ramiazul) #------------------------------------------------------------------------------ # Version 1.0 #------------------------------------------------------------------------------ # Description: # Allows you to show the name of some maps, whit a nice graphical style #------------------------------------------------------------------------------ # Compatibility: # RPG maker VX script. # Shoud work with anyting (99.999 % sure) #------------------------------------------------------------------------------ # Instructions: # Insert on materials section # # To show the hero's name on a map or a variable # N[id of actor on database] (1 - 999) # P[id of variable] (1 - 999) # PN[id of actor on party position] (0 - 3) # (Yes it's like the massage window...) #------------------------------------------------------------------------------ # BUGS: # Not now... Report if you found one #------------------------------------------------------------------------------ # Author's notes: # FOR non-Comertial games only. Giving credit it's not necesarry but it's nice #=============================================================================== #=============================================================================== # Configurations #=============================================================================== module MAPWINDOW VIEWING_TIME = 160 # viewing time of letter LETTER_ANIM = 200 # starting animating time LETTER_END = 20 # time for hiding the name INIT_X = 10 # start X of first letter INIT_Y = 10 # start Y of first letter START_ANGLE = -180 # start angle of firs letter RECT_COLOR = Color.new(255,255,255) # The line's color RECT_X = 0 # the X correction of the rect RECT_Y = -14 # the Y correction FIRST_LETTER = Color.new(255,255,255) # the first letter�s color LETTER_COLOR = Color.new(255,255,255,200) # other letter�s colors OPACITY = 200 # the letter�s opacity RECT_OPACITY = 255 # opacity of the rect FONT_SIZE = 25 # the size of the font EX_START_X = 0 # X start movement RECT_HEIGHT = 1 # the height of the rect NOT_SHOW_MAPS= [] # put map id of maps than don't show # it's name eg. [1,2,3] end #=============================================================================== # GAME MAP SETUP #=============================================================================== class Game_Map def name map_infos = load_data("Data/MapInfos.rvdata") name = map_infos[@map_id].name.clone name.gsub!(/N[([0-9]+)]/i) { $game_actors[$1.to_i].name } name.gsub!(/PN[([0-9]+)]/i) { $game_party.members[$1.to_i].name } name.gsub!(/V[([0-9]+)]/i) { $game_variables[$1.to_i] } return name end end #=============================================================================== # The spritest of letters #=============================================================================== class Spriteset_MapName include MAPWINDOW def initialize @letters = [] @index = 0 @finish_count = @dispose_count = 0 end def set_sprites if !NOT_SHOW_MAPS.include?($game_map.map_id) dispose_sprites @letters = [] name = $game_map.name.scan(/./).clone @l_count = (LETTER_ANIM / name.size) + 1 @index = 0 @finish = false @finish_count = VIEWING_TIME @dispose_count = LETTER_END for i in 0...name.size @letters[i] = Sprite.new @letters[i].bitmap = Bitmap.new(FONT_SIZE,FONT_SIZE) @letters[i].ox = 10 @letters[i].oy = 10 @letters[i].bitmap.font.size = FONT_SIZE @letters[i].bitmap.font.color = i == 0 ? FIRST_LETTER : LETTER_COLOR @letters[i].bitmap.draw_text(0,0,FONT_SIZE,FONT_SIZE,name[i],1) @letters[i].x = i * (FONT_SIZE / 2) + EX_START_X + INIT_X @letters[i].y = INIT_Y @letters[i].z = 9999 @letters[i].opacity = 0 @letters[i].angle = START_ANGLE end @b_count = @letters.size * ((LETTER_ANIM / @letters.size) + 1) @border = Sprite.new @border.bitmap = Bitmap.new(@letters.size * (FONT_SIZE / 2) + (FONT_SIZE / 2), RECT_HEIGHT) @border.bitmap.fill_rect(Rect.new(0,0,@letters.size * (FONT_SIZE / 2) + (FONT_SIZE / 2), RECT_HEIGHT),RECT_COLOR) @border.x = - @border.width + INIT_X - (FONT_SIZE / 2) - RECT_X @border.opacity = 0 @border.y = INIT_Y + (FONT_SIZE ) + RECT_Y end end def update if !@finish if @letters[@index] if @l_count > 0 @letters[@index].x = (@letters[@index].x * (@l_count - 1) + @index * (FONT_SIZE / 2) + INIT_<img src='http://rpgmkr.net/forum/public/style_emoticons/default/sourirex.gif' class='bbc_emoticon' alt='XD' /> / @l_count @letters[@index].opacity = (@letters[@index].opacity * (@l_count - 1) + OPACITY) / @l_count @letters[@index].angle = (@letters[@index].angle * (@l_count - 1)) / @l_count @l_count -= 1 if @b_count > 0 @border.x = (@border.x * (@b_count - 1) + INIT_X - (FONT_SIZE / 2) + RECT_<img src='http://rpgmkr.net/forum/public/style_emoticons/default/sourirex.gif' class='bbc_emoticon' alt='XD' /> / @b_count @border.opacity = (@border.opacity * (@b_count - 1) + RECT_OPACITY) / @b_count @b_count -= 1 end else @index += 1 @l_count = ((LETTER_ANIM / @letters.size) + 1) end else @finish = true end else if @finish_count > 0 @finish_count -= 1 return end if @dispose_count > 0 for i in [email protected] @letters[i].x = (@letters[i].x * (@dispose_count - 1) + i * (FONT_SIZE / 2) + 24 + INIT_<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt=':s' /> / @dispose_count @letters[i].opacity = (@letters[i].opacity * (@dispose_count - 1)) / @dispose_count end @border.x = (@border.x * (@dispose_count - 1)+ INIT_X + RECT_X - (FONT_SIZE / 2) - @border.width ) / @dispose_count @border.opacity = (@border.opacity * (@dispose_count - 1)) / @dispose_count @dispose_count -= 1 end end end def dispose dispose_sprites end def dispose_sprites for i in @letters i.dispose end if @border @border.bitmap.dispose if @border.bitmap @border.dispose end end end #=============================================================================== # The map #=============================================================================== class Scene_Map < Scene_Base alias smsbstrt start alias smsbupdbas update_transfer_player alias smsbupdnorm update alias smsbterm terminate def start @letters = Spriteset_MapName.new smsbstrt @letters.set_sprites end def update @letters.update smsbupdnorm end def update_transfer_player teleported = true if $game_player.transfer? smsbupdbas @letters.set_sprites if teleported end def terminate @letters.dispose smsbterm end end Incompatibilità: bug noti: nessuno!
  10. Nome Script: Kingdom Hearts HUD Versione: 1.0(?) Autore/i: By BigEd781 Graphics by Celianna Informazioni: Lo script permette di avere un hud in stile Kingdom Hearts Istruzioni: Copiare lo script sotto materials e le immagini della cartella Picture della demo in quella del proprio progetto Script: #-------------------------------------------------------------------- # A list of colors that you may use to configure the font and gauge # colors in the config section. Simply replace the last part of each # statement, i.e., the part in the brackets <> below: # # Colors::<White> #-------------------------------------------------------------------- # Continue below for the configuration section #-------------------------------------------------------------------- # * Revisions # 10/10/09 - Creation # 10/19/09 - Added show_hud command. # Added visibility options by switch, map name, or leader # 11/05/09 - Added fadout option # 11/08/09 - Fixed bug caused by stale event listeners #-------------------------------------------------------------------- # * Basic Commands #-------------------------------------------------------------------- # * You can force the HUD to hide by using the "Script..." # event command with this text: # # $scene.hide_hud # # You can show the hud once again by using this line: # # $scene_show_hud #-------------------------------------------------------------------- module Colors AliceBlue = Color.new(240,248,255) AntiquaWhite = Color.new(250,235,215) Aqua = Color.new(0,255,255) Aquamarine = Color.new(127,255,212) Azure = Color.new(240,255,255) Beige = Color.new(245,245,220) Bisque = Color.new(255,228,196) Black = Color.new(0,0,0) BlanchedAlmond = Color.new(255,255,205) Blue = Color.new(0,0,255) BlueViolet = Color.new(138,43,226) Brown = Color.new(165,42,42) BurlyWood = Color.new(222,184,135) CadetBlue = Color.new(95,158,160) Chartreuse = Color.new(127,255,0) Chocolate = Color.new(210,105,30) Coral = Color.new(255,127,80) CornFlowerBlue = Color.new(100,149,237) Cornsilk = Color.new(255,248,220) Crimson = Color.new(220,20,60) Cyan = Color.new(0,255,255) DarkBlue = Color.new(0,0,139) DarkCyan = Color.new(0,139,139) DarkGoldenrod = Color.new(184,134,11) DarkGray = Color.new(169,169,169) DarkGreen = Color.new(0,100,0) DarkKhaki= Color.new(189,183,107) DarkMagenta = Color.new(139,0,139) DarkOliveGreen = Color.new(85,107,47) DarkOrange = Color.new(255,140,0) DarkRed = Color.new(139,0,0) DarkSalmon = Color.new(233,150,122) DarkSeaGreen = Color.new(143,188,143) DarkSlateBlue = Color.new(72,61,139) DarkSlateGray = Color.new(40,79,79) DarkTurquoise = Color.new(0,206,209) DarkViolet = Color.new(148,0,211) DeepPink = Color.new(255,20,147) DeepSkyBlue = Color.new(0,191,255) DimGray = Color.new(105,105,105) DodgerBlue = Color.new(30,144,255) FireBrick = Color.new(178,34,34) FloralWhite = Color.new(255,255,240) ForestGreen = Color.new(34,139,34) Fuschia = Color.new(255,0,255) Gainsboro = Color.new(220,220,220) GhostWhite = Color.new(248,248,255) Gold = Color.new(255,215,0) Goldenrod = Color.new(218,165,32) Gray = Color.new(128,128,128) Green = Color.new(0,128,0) GreenYellow = Color.new(173,255,47) Honeydew = Color.new(240,255,240) HotPink = Color.new(255,105,180) IndianRed = Color.new(205,92,92) Indigo = Color.new(75,0,130) Ivory = Color.new(255,240,240) Khaki = Color.new(240,230,140) Lavender = Color.new(230,230,250) LavenderBlush = Color.new(255,240,245) LawnGreen = Color.new(124,252,0) LemonChiffon = Color.new(255,250,205) LightBlue = Color.new(173,216,230) LightCoral = Color.new(240,128,128) LightCyan = Color.new(224,255,255) LightGoldenrodYellow = Color.new(250,250,210) LightGreen = Color.new(144,238,144) LightGray = Color.new(211,211,211) LightPink = Color.new(255,182,193) LightSalmon = Color.new(255,160,122) LightSeaGreen = Color.new(32,178,170) LightSkyBlue = Color.new(135,206,250) LightSlateGray = Color.new(119,136,153) LightSteelBlue = Color.new(176,196,222) LightYellow = Color.new(255,255,224) Lime = Color.new(0,255,0) LimeGreen = Color.new(50,205,50) Linen = Color.new(250,240,230) Magenta = Color.new(255,0,255) Maroon = Color.new(128,0,0) MediumAquamarine = Color.new(102,205,170) MediumBlue = Color.new(0,0,205) MediumOrchid = Color.new(186,85,211) MediumPurple = Color.new(147,112,219) MediumSeaGreen = Color.new(60,179,113) MediumSlateBlue = Color.new(123,104,238) MediumSpringGreen = Color.new(0,250,154) MediumTurquoise = Color.new(72,209,204) MediumVioletRed = Color.new(199,21,112) MidnightBlue = Color.new(25,25,112) MintCream = Color.new(245,255,250) MistyRose = Color.new(255,228,225) Moccasin = Color.new(255,228,181) NavajoWhite = Color.new(255,222,173) Navy = Color.new(0,0,128) OldLace = Color.new(253,245,230) Olive = Color.new(128,128,0) OliveDrab = Color.new(107,142,45) Orange = Color.new(255,165,0) OrangeRed = Color.new(255,69,0) Orchid = Color.new(218,112,214) PaleGoldenRod = Color.new(238,232,170) PaleGreen = Color.new(152,251,152) PaleTurquoise = Color.new(175,238,238) PaleVioletRed = Color.new(219,112,147) PapayaWhip = Color.new(255,239,213) PeachPuff = Color.new(255,218,155) Peru = Color.new(205,133,63) Pink = Color.new(255,192,203) Plum = Color.new(221,160,221) PowderBlue = Color.new(176,224,230) Purple = Color.new(128,0,128) Red = Color.new(255,0,0) RosyBrown = Color.new(188,143,143) RoyalBlue = Color.new(65,105,225) SaddleBrown = Color.new(139,69,19) Salmon = Color.new(250,128,114) SandyBrown = Color.new(244,164,96) SeaGreen = Color.new(46,139,87) Seashell = Color.new(255,245,238) Sienna = Color.new(160,82,45) Silver = Color.new(192,192,192) SkyBlue = Color.new(135,206,235) SlateBlue = Color.new(106,90,205) SlateGray = Color.new(112,128,144) Snow = Color.new(255,250,250) SpringGreen = Color.new(0,255,127) SteelBlue = Color.new(70,130,180) Tan = Color.new(210,180,140) Teal = Color.new(0,128,128) Thistle = Color.new(216,191,216) Tomato = Color.new(253,99,71) Turquoise = Color.new(64,244,208) Violet = Color.new(238,130,238) Wheat = Color.new(245,222,179) White = Color.new(255,255,255) WhiteSmoke = Color.new(245,245,245) Yellow = Color.new(255,255,0) YellowGreen = Color.new(154,205,50) GaugeGreen = Color.new(202,241,126) GaugeBlue = Color.new(137,222,254) end #-------------------------------------------------------------------- # do not touch this class Point attr_reader :x attr_reader :y def initialize(x, y) @x, @y = x, y end def to_a [@x, @y] end end # or this class ScrollDirection Left = 0 Right = 1 end #-------------------------------------------------------------------- #-------------------------------------------------------------------- # * Configuration Section #-------------------------------------------------------------------- module HudConfig # The actor id of the main character in your game. # This will be the character in the main hud window. PLAYER_ID = 1 # if this is set to 'true' the HUD will go opaque. # when the player is walking. TRANSPARENT_WHEN_MOVING = false # this is the minimum opacity value reached while walking. # this should be a value between 0 and 255. TRANSPARENCY_WHEN_MOVING = 255 # this value determines how fast the HUD will fade out and in. # this is in incremenets per frame (60 frames per second). TRANSPARENCY_SWITCH_SPEED = 2 # If this switch is 'ON' the hud will not appear at all. # Set this to 'nil' to disable the feature completely NO_SHOW_SWITCH = nil # If this text is found in a map name the hud will # be disabled for that map at all times. This text # will be removed from the map name proper in case # you are using a map name script or somethin like that. NO_SHOW_TEXT = 'hud no show' # Display an empty hud if there is no party leader? SHOW_IF_NO_LEADER = false # Name of the player (main character) hud graphic PLAYER_HUD_IMAGE_NAME = 'player_hud' # Use the gren and blue mp/hp gauges? # You may use your own graphics, but they must # adhere to the same format as the originals, i.e., # # hud_bar_hp_000.png # # Where the '000' part is a multiple of five, from 0-100. PLAYER_USE_CUSTOM_GAUGE = true # The physical location of the hud sprite. # All of the other graphic locations are relative to this one. PLAYER_HUD_LOC = Point.new(0, 0) # The relative location of the hud image to the hud sprite. PLAYER_HUD_IMAGE_LOCATION = Point.new(0, 0) # The starting location of each peice of the HP gauge. PLAYER_HP_GAUGE_LOCATION = Point.new(0, 0) # the starting location of each peice of the MP gauge. PLAYER_MP_GAUGE_LOCATION = Point.new(0, 0) SHOW_PLAYER_FACE_IMAGE = true # The location of the face graphic. FACE_LOCATION = Point.new(35, 0) # Show all party members? (THESE FEATURES ARE NOT YET IMPLEMENTED) USE_MEMBER_WINDOW = true MEMBER_HUD_IMAGE_NAME = 'member_hud' MEMBER_USE_CUSTOM_GAUGE = false # Allow the player to hide the HUD by pressing a button? ALLOW_HUD_HIDE = false # The button which will trigger a hud move. HIDE_HUD_INPUT = Input::X # The speed at which to move the hud. HUD_HIDE_SPEED = 7 # replace "Left" with "Right" below to change the scroll direction HUD_SCROLL_DIRECTION = ScrollDirection::Left # Global values which are convenient for setting # multiple values to the same thing. GLOBAL_FONT_NAME = ['Magneto', 'Consolas', 'Verdana', 'Ariel', 'Courier New'] GLOBAL_PLAYER_FONT_SIZE = 22 GLOBAL_MEMBER_FONT_SIZE = 22 SHOW_PLAYER_NAME = true # The rest of the settings deal with setting the # location and style of the text displayed in the HUD PLAYER_NAME_FONT = GLOBAL_FONT_NAME PLAYER_NAME_COLOR = Colors::Silver PLAYER_NAME_USE_ITALICS = false PLAYER_NAME_USE_BOLD = false PLAYER_NAME_USE_SHADOW = true PLAYER_NAME_FONT_SIZE = 20 PLAYER_NAME_LOCATION = Point.new(125,0) PLAYER_NAME_WIDTH = 90 PLAYER_NAME_HEIGHT = 22 MEMBER_NAME_FONT = GLOBAL_FONT_NAME MEMBER_NAME_COLOR = Colors::White MEMBER_NAME_FONT_SIZE = GLOBAL_MEMBER_FONT_SIZE MEMBER_NAME_LOCATION = Point.new(0,0) USE_HP_TEXT_DISPLAY = true PLAYER_HP_FONT = ['Consolas', 'Verdana', 'Ariel', 'Courier New'] PLAYER_FULL_HP_COLOR = Colors::GaugeGreen PLAYER_HP_FONT_USE_ITALICS = false PLAYER_HP_FONT_USE_BOLD = true PLAYER_HP_FONT_USE_SHADOW = true PLAYER_HP_FONT_SIZE = 14 PLAYER_HP_LOCATION = Point.new(130,66) PLAYER_HP_WIDTH = 76 PLAYER_HP_HEIGHT = 11 MEMBER_HP_FONT = GLOBAL_FONT_NAME MEMBER_HP_FONT_SIZE = GLOBAL_MEMBER_FONT_SIZE MEMBER_HP_LOCATION = Point.new(0,0) USE_MP_TEXT_DISPLAY = USE_HP_TEXT_DISPLAY PLAYER_MP_FONT = PLAYER_HP_FONT PLAYER_FULL_MP_COLOR = Colors::GaugeBlue PLAYER_MP_FONT_USE_ITALICS = PLAYER_HP_FONT_USE_ITALICS PLAYER_MP_FONT_USE_BOLD = PLAYER_HP_FONT_USE_BOLD PLAYER_MP_FONT_USE_SHADOW = PLAYER_HP_FONT_USE_SHADOW PLAYER_MP_FONT_SIZE = PLAYER_HP_FONT_SIZE PLAYER_MP_LOCATION = Point.new(PLAYER_HP_LOCATION.x, PLAYER_HP_LOCATION.y + PLAYER_HP_HEIGHT + 1) PLAYER_MP_WIDTH = PLAYER_HP_WIDTH PLAYER_MP_HEIGHT = PLAYER_HP_HEIGHT MEMBER_MP_FONT = GLOBAL_FONT_NAME MEMBER_MP_FONT_SIZE = GLOBAL_MEMBER_FONT_SIZE MEMBER_MP_LOCATION = Point.new(0,0) SHOW_PLAYER_LEVEL = true PLAYER_LEVEL_FONT = GLOBAL_FONT_NAME PLAYER_LEVEL_COLOR = Colors::Gold PLAYER_LEVEL_USE_ITALICS = false PLAYER_LEVEL_USE_BOLD = false PLAYER_LEVEL_USE_SHADOW = true PLAYER_LEVEL_FONT_SIZE = 18 PLAYER_LEVEL_LOCATION = Point.new(136,24) PLAYER_LEVEL_WIDTH = 36 PLAYER_LEVEL_HEIGHT = 35 MEMBER_LEVEL_FONT = GLOBAL_FONT_NAME MEMBER_LEVEL_COLOR = PLAYER_LEVEL_COLOR MEMBER_LEVEL_FONT_SIZE = 10 MEMBER_LEVEL_LOCATION = Point.new(0,0) #------- # don't change the values below unless you know what you are doing. # Shows above the map and below the message window by default PLAYER_HUD_Z = 199 # The text format used for gauage images. HEALTH_GAUGE_FORMAT = 'hud_bar_%s_%.3d' # the name of the image file used as a mask for the face graphic PLAYER_FACE_MASK_NAME = 'player_face_mask' end class EventHandler def initialize @client_map = {} end def add_listener(id, func) (@client_map[id.hash] ||= []) << func end def remove_listener(id) return @client_map.delete(id.hash) end def alert_listeners(*args) @client_map.each_value { |v| v.each { |func| func.call(*args) } } end def dispose @client_map = nil end end class Game_Actor < Game_Battler attr_reader :hp_changed attr_reader :mp_changed attr_reader :maxhp_changed attr_reader :maxmp_changed alias :pre_confhud_ga_init :initialize unless $@ def initialize(*args) @hp_changed = EventHandler.new @mp_changed = EventHandler.new @maxhp_changed = EventHandler.new @maxmp_changed = EventHandler.new pre_confhud_ga_init(*args) end def on_hp_changed(*args) @hp_changed.alert_listeners(*args) end def on_mp_changed(*args) @mp_changed.alert_listeners(*args) end def on_maxhp_changed(*args) @maxhp_changed.alert_listeners(*args) end def on_maxmp_changed(*args) @maxmp_changed.alert_listeners(*args) end alias :pre_confhud_ga_hpequ :hp= unless $@ def hp=(*args) temp = @hp pre_confhud_ga_hpequ(*args) on_hp_changed(@hp) unless temp == @hp end alias :pre_confhud_ga_maxhpequ :maxhp= unless $@ def maxhp=(*args) temp = self.maxhp pre_confhud_ga_maxhpequ(*args) cur_max = self.maxhp on_maxhp_changed(cur_max) unless temp == cur_max end alias :pre_confhud_ga_mpequ :mp= unless $@ def mp=(*args) temp = @mp pre_confhud_ga_mpequ(*args) on_mp_changed(@mp) unless temp == @mp end alias :pre_confhud_ga_maxmpequ :maxmp= unless $@ def maxmp=(*args) temp = self.maxmp pre_confhud_ga_maxmpequ(*args) cur_max = self.maxmp on_maxmp_changed(cur_max) unless temp == cur_max end alias :pre_confhud_ga_recover_all :recover_all unless $@ def recover_all(*args) temp_hp, temp_mp = @hp, @mp pre_confhud_ga_recover_all(*args) on_hp_changed if temp_hp != @hp on_mp_changed if temp_mp != @mp end end class Game_Party attr_reader :party_leader_changed alias :pre_confhud_gp_init :initialize def initialize(*args) pre_confhud_gp_init(*args) @party_leader_changed = EventHandler.new end def on_party_leader_changed(*args) party_leader_changed.alert_listeners(*args) end alias :pre_confhud_gp_add_actor :add_actor def add_actor(*args) leader = $game_party.members.first pre_confhud_gp_add_actor(*args) on_party_leader_changed unless leader == $game_party.members.first end alias :pre_confhud_gp_remove_actor :remove_actor def remove_actor(*args) leader = $game_party.members.first pre_confhud_gp_remove_actor(*args) on_party_leader_changed unless leader == $game_party.members.first end end class Game_Player < Game_Character attr_reader :move_begun attr_reader :move_end alias :pre_confhud_gp_init :initialize def initialize(*args) @move_begun = EventHandler.new @move_end = EventHandler.new @move_started = false pre_confhud_gp_init(*args) end def on_move_begun @move_started = true @move_begun.alert_listeners end def on_move_end @move_started = false @move_end.alert_listeners end alias :pre_confhud_gp_update :update def update on_move_end if !moving? && @move_started pre_confhud_gp_update end alias :pre_conf_hud_gp_move_d :move_down def move_down(*args) on_move_begun if passable?(@x, @y + 1) pre_conf_hud_gp_move_d(*args) end alias :pre_conf_hud_gp_move_l :move_left def move_left(*args) on_move_begun if passable?(@x - 1, @y) pre_conf_hud_gp_move_l(*args) end alias :pre_conf_hud_gp_move_u :move_up def move_up(*args) on_move_begun if passable?(@x, @y - 1) pre_conf_hud_gp_move_u(*args) end alias :pre_conf_hud_gp_move_r :move_right def move_right(*args) on_move_begun if passable?(@x + 1, @y) pre_conf_hud_gp_move_r(*args) end end class Window_Base < Window alias :pre_confhud_wb_hp_color :hp_color unless $@ def hp_color(actor, for_hud=false) return HudConfig::PLAYER_FULL_HP_COLOR if for_hud && actor.hp == actor.maxhp return pre_confhud_wb_hp_color(actor) end alias :pre_confhud_wb_mp_color :mp_color unless $@ def mp_color(actor, for_hud=false) return HudConfig::PLAYER_FULL_MP_COLOR if for_hud && actor.mp == actor.maxmp return pre_confhud_wb_mp_color(actor) end end class MainHud < Sprite_Base include HudConfig WLH = Window_Base::WLH attr_accessor :actor def initialize(location, viewport=nil, actor=nil, visible=true) $game_player.move_begun.add_listener(self, lambda { player_begin_move }) $game_player.move_end.add_listener(self, lambda { player_end_move }) @hud_visible = visible @new_opacity = 255 super(viewport) self.bitmap = Bitmap.new(Graphics.width, Graphics.height) self.x, self.y = location.x, location.y self.actor = actor end def player_end_move @new_opacity = 255 end def player_begin_move @new_opacity = TRANSPARENCY_WHEN_MOVING end def update if TRANSPARENT_WHEN_MOVING && self.opacity != @new_opacity incr = TRANSPARENCY_SWITCH_SPEED if @new_opacity < self.opacity new_opacity = [self.opacity - incr, @new_opacity].max else new_opacity = [self.opacity + incr, @new_opacity].min end self.opacity = new_opacity end super end def actor=(value) # allow nil values to cause a refresh so that the hud # is painted at all times, even when there are no party members. return if @actor == value unless value.nil? remove_listeners(@actor) add_listeners(value) @actor = value create_player_face_image refresh end def hud_visible? @hud_visible end def hud_visible=(value) if @hud_visible != value @hud_visible = value refresh end end def image_rect ret = hud_image.rect ret.x, ret.y = *PLAYER_HUD_LOC.to_a return ret end def create_dummy_window win = Window_Base.new(0, 0, 64, 64) win.visible = false return win end # Stupid hack to get standard text colors because # I did not feel like copy & pasting those methods. def hp_color return (@window ||= create_dummy_window).hp_color(@actor, true) end def mp_color return (@window ||= create_dummy_window).mp_color(@actor, true) end def hud_image return Cache.picture(PLAYER_HUD_IMAGE_NAME) end def hud_location return PLAYER_HUD_IMAGE_LOCATION end def hp_gauge_location return PLAYER_HP_GAUGE_LOCATION end def mp_gauge_location return PLAYER_MP_GAUGE_LOCATION end def name_draw_rect return Rect.new( PLAYER_NAME_LOCATION.x, PLAYER_NAME_LOCATION.y, PLAYER_NAME_WIDTH, PLAYER_NAME_HEIGHT ) end def level_draw_rect return Rect.new( PLAYER_LEVEL_LOCATION.x, PLAYER_LEVEL_LOCATION.y, PLAYER_LEVEL_WIDTH, PLAYER_LEVEL_HEIGHT ) end def hp_draw_rect return Rect.new( PLAYER_HP_LOCATION.x, PLAYER_HP_LOCATION.y, PLAYER_HP_WIDTH, PLAYER_HP_HEIGHT ) end def mp_draw_rect return Rect.new( PLAYER_MP_LOCATION.x, PLAYER_MP_LOCATION.y, PLAYER_MP_WIDTH, PLAYER_MP_HEIGHT ) end def name_font font = Font.new(PLAYER_NAME_FONT, PLAYER_NAME_FONT_SIZE) font.color = PLAYER_NAME_COLOR font.italic = PLAYER_NAME_USE_ITALICS font.bold = PLAYER_NAME_USE_BOLD font.shadow = PLAYER_NAME_USE_SHADOW return font end def hp_font font = Font.new(PLAYER_HP_FONT, PLAYER_HP_FONT_SIZE) font.color = hp_color font.italic = PLAYER_HP_FONT_USE_ITALICS font.bold = PLAYER_HP_FONT_USE_BOLD font.shadow = PLAYER_HP_FONT_USE_SHADOW return font end def mp_font font = Font.new(PLAYER_MP_FONT, PLAYER_MP_FONT_SIZE) font.color = mp_color font.italic = PLAYER_MP_FONT_USE_ITALICS font.bold = PLAYER_MP_FONT_USE_BOLD font.shadow = PLAYER_MP_FONT_USE_SHADOW return font end def level_font font = Font.new(PLAYER_LEVEL_FONT, PLAYER_LEVEL_FONT_SIZE) font.color = PLAYER_LEVEL_COLOR font.italic = PLAYER_LEVEL_USE_ITALICS font.bold = PLAYER_LEVEL_USE_BOLD font.shadow = PLAYER_LEVEL_USE_SHADOW return font end def player_face_mask_image return Cache.picture(PLAYER_FACE_MASK_NAME) end def create_player_face_image(size=96) if @actor.nil? @face_image = Bitmap.new(size, size) return end rect = Rect.new(0, 0, 0, 0) rect.x = @actor.face_index % 4 * 96 + (96 - size) / 2 rect.y = @actor.face_index / 4 * 96 + (96 - size) / 2 rect.width = size rect.height = size face = Cache.face(@actor.face_name) mask = player_face_mask_image @face_image = Bitmap.new(rect.width, rect.height) @face_image.blt(0, 0, face, rect) for y in 0...rect.height for x in 0...rect.width mask_color = mask.get_pixel(x, y) @face_image.set_pixel(x, y, mask_color) if mask_color.alpha.zero? end end end def add_listeners(actor) return if actor.nil? func = lambda { refresh } actor.hp_changed.add_listener(self, func) actor.maxhp_changed.add_listener(self, func) actor.mp_changed.add_listener(self, func) actor.maxmp_changed.add_listener(self, func) end def hp_value_changed refresh end def remove_listeners(actor) return if actor.nil? actor.hp_changed.remove_listener(self) actor.maxhp_changed.remove_listener(self) actor.mp_changed.remove_listener(self) actor.maxmp_changed.remove_listener(self) end def draw_hud draw_custom_mp_gauge draw_custom_hp_gauge image = hud_image location = hud_location self.bitmap.blt(location.x, location.y, image, image.rect) end def draw_custom_hp_gauge cur, max = *(@actor.nil? ? [0,1] : [@actor.hp,@actor.maxhp]) draw_gauge(hp_gauge_location, 'hp', cur, max) end def draw_custom_mp_gauge cur, max = *(@actor.nil? ? [0,1] : [@actor.mp,@actor.maxmp]) draw_gauge(mp_gauge_location, 'mp', cur, max) end def draw_gauge(location, stat_name, current, max) percent_health = (current / max.to_f) * 100 multiple = 5 percent_health = check_health_bounds(percent_health, multiple) percent_health = round_to_multiple_of(multiple, percent_health.round) file_name = HEALTH_GAUGE_FORMAT % [stat_name, percent_health] image = Cache.picture(file_name) self.bitmap.blt(location.x, location.y, image, image.rect) end def round_to_multiple_of(multiple_of, num) # why in the fuck did I do this this way? # leave comments for yourself in the future dumbass. leftover = num % multiple_of return num if leftover.zero? if leftover > multiple_of / 2 sym = :+ else sym = :- end ret = num loop do ret = ret.send sym, 1 break if ret % multiple_of == 0 end return ret end def check_health_bounds(num, multiple) # dont allow the gauge to read 100 or 0 unless # the current health actually is 100 or 0. next_lower = 100 - multiple if num > next_lower && num < 100 return next_lower elsif num < multiple && num > 0 return multiple else return num end end def draw_face self.bitmap.blt(FACE_LOCATION.x, FACE_LOCATION.y, @face_image, @face_image.rect) end def draw_name return if @actor.nil? name = @actor.name rect = name_draw_rect font = name_font temp_font = self.bitmap.font self.bitmap.font = font self.bitmap.draw_text(rect, name) self.bitmap.font = temp_font end def draw_level return if @actor.nil? level = @actor.level rect = level_draw_rect font = level_font temp_font = self.bitmap.font self.bitmap.font = font self.bitmap.draw_text(rect, level, 1) self.bitmap.font = temp_font end def use_custom_gauges? return PLAYER_USE_CUSTOM_GAUGE end def health_text(prefix, cur, max) return "#{prefix}: #{cur}/#{max}" end def draw_health(rect, font, prefix, cur, max) self.bitmap.font = font xr = rect.x + rect.width health_width = (rect.width * 0.33).round spacer_width = (health_width / 2.1).round temp_font = self.bitmap.font prefixf = prefix + ':' # fuck this pile of shit, move along, this will just hurt your head self.bitmap.draw_text(rect.x, rect.y, self.bitmap.text_size(prefixf).width, rect.height, prefixf) self.bitmap.draw_text(xr - spacer_width - health_width * 2 + (health_width * 0.15).round, rect.y, health_width, rect.height, cur, 2) self.bitmap.draw_text(xr - spacer_width - health_width, rect.y, spacer_width, rect.height, "/", 2) self.bitmap.draw_text(xr - health_width, rect.y, health_width, rect.height, max, 2) self.bitmap.font = temp_font end def draw_hp return if @actor.nil? draw_health(hp_draw_rect, hp_font, Vocab.hp_a, @actor.hp, @actor.maxhp) end def draw_mp return if @actor.nil? draw_health(mp_draw_rect, mp_font, Vocab.mp_a, @actor.mp, @actor.maxmp) end def refresh self.bitmap.clear return unless hud_visible? draw_face if SHOW_PLAYER_FACE_IMAGE draw_hud draw_name if SHOW_PLAYER_NAME draw_level if SHOW_PLAYER_LEVEL draw_hp if USE_HP_TEXT_DISPLAY draw_mp if USE_MP_TEXT_DISPLAY end def dispose remove_listeners(@actor) $game_player.move_begun.remove_listener(self) $game_player.move_end.remove_listener(self) unless @window.nil? @window.dispose @window = nil end super end end class SubHud < MainHud end class Game_Map alias :pre_confhud_gm_setup :setup def setup(*args) id = *args @info = load_data('Data/MapInfos.rvdata')[id] pre_confhud_gm_setup(*args) end def display_hud? return [email protected]?(HudConfig::NO_SHOW_TEXT) end end class Scene_Map < Scene_Base include HudConfig attr_reader :player_hud # used to keep track of the hud location between # setups and teardowns, i.e., if you enter the menu or battle. @@last_hud_ox = 0 alias :pre_confhud_sm_start :start unless $@ def start pre_confhud_sm_start initialize_hud $game_party.party_leader_changed.add_listener(self, lambda { @player_hud.actor = $game_party.members.first }) end def initialize_hud @hud_viewport = Viewport.new(0, 0, 544, 416) @hud_viewport.z = PLAYER_HUD_Z @hud_viewport.ox = @@last_hud_ox @@target_hud_location ||= @hud_viewport.ox actor = $game_party.members.first @player_hud = MainHud.new( PLAYER_HUD_LOC, @hud_viewport, actor, hud_enabled?(actor) ) end alias :pre_confhud_sm_update :update unless $@ def update pre_confhud_sm_update update_hud update_hud_input update_hud_transition end alias :pre_confhud_sm_update_basic :update_basic unless $@ def update_basic(*args) pre_confhud_sm_update_basic update_hud end def show_hud trigger_scroll end def hide_hud trigger_scroll(true) end def trigger_scroll(force_hide=false) @@hud_moving = true if @hud_viewport.ox.zero? hud_rect = @player_hud.image_rect left = HUD_SCROLL_DIRECTION == ScrollDirection::Left offset = left ? hud_rect.width + hud_rect.x : -(Graphics.width - hud_rect.<img src='http://rpgmkr.net/forum/public/style_emoticons/<#EMO_DIR#>/sourirex.gif' class='bbc_emoticon' alt='X)' /> @@target_hud_location = @hud_viewport.ox + offset elsif !force_hide @@target_hud_location = 0 end end def update_hud @player_hud.hud_visible = hud_enabled? @player_hud.update @hud_viewport.update end def hud_enabled?(actor=nil) return false if !SHOW_IF_NO_LEADER && (actor ||= @player_hud.actor).nil? return false unless $game_map.display_hud? return false unless NO_SHOW_SWITCH.nil? || !$game_switches[NO_SHOW_SWITCH] return true end def update_hud_input trigger_scroll if ALLOW_HUD_HIDE && Input.trigger?(HIDE_HUD_INPUT) end def update_hud_transition @@hud_moving = @hud_viewport.ox != @@target_hud_location return unless @@hud_moving incr = @hud_viewport.ox < @@target_hud_location ? HUD_HIDE_SPEED : -HUD_HIDE_SPEED @hud_viewport.ox += [incr, (@hud_viewport.ox - @@target_hud_location).abs].min end alias :pre_confhud_sm_terminate :terminate unless $@ def terminate pre_confhud_sm_terminate $game_party.party_leader_changed.remove_listener(self) @player_hud.dispose @@last_hud_ox = @hud_viewport.ox end end Demo: http://www.mediafire.com/?g17t2tbaralgxz2
  11. Nome Script: HUD Personalizzato Versione: 2.0 Autore/i: Shepher Informazioni: Crea un HUD personalizzato... Istruzioni: Inserite lo script sotto Material e importate le immagini contenute nella demo nel vostro progetto. Script: ############################################ ########### HUD - HP SP LVL ################ ############# By : Shepher ################# ########### Agradecimentos ################# ############# FlyBoyUnder ################## ############################################ ################################################ # Instruções do script : # # Apenas cole acima do Main e jogue ^^ # # Para trocar a opacidade vá na linha 24 # # Dica: Não altere o tamanho da janela # ################################################ ############################################################# # INICIO DO SCRIPT # ##################### By Shepher ############################ module Shepher_HUD Barra_HP = "HP-Bar" # Imagem da barra de HP Barra_MP = "MP-Bar" # Imagem da barra de MP Base = "Bars-Base" # Imagm do fundo das barras Switch_q_Ativa_O_Script = 10 # Switch que ativa / desativa a HUD Opacidade = 0 # Opacidade da janela | Recomendo 0 Ativar_Botao = Input::R Mostrar_Face = false # Mostrar a face ou não true/false # Recomendo deixar false, pois pode dar mto lag end class Window_Teste < Window_Base def initialize super(0, 0,544, 120) #280,120 self.opacity = (Shepher_HUD::Opacidade) @actor = $game_party.members[0] @actor2 = $game_party.members[1] @actor3 = $game_party.members[2] @actor4 = $game_party.members[3] self.contents.font.color = Color.new(255,0,0,0) end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def update self.contents.clear if Shepher_HUD::Mostrar_Face == true draw_hp(@actor, 70, 40) draw_mp(@actor, 70, 64) show_state(@actor, 130, 0) @item_max = $game_party.members.size for actor in $game_party.members draw_actor_face(actor, 2, actor.index * 96 + 2, 92) x = 40 y = actor.index * 96 + WLH / 2 draw_actor_name(actor, x, y) draw_actor_level(actor, 136, y) end end if Shepher_HUD::Mostrar_Face == false draw_hp(@actor, 0, 35) draw_mp(@actor, 0, 59) draw_hp(@actor2,130,35) draw_mp(@actor2,130,59) draw_hp(@actor3,260,35) draw_mp(@actor3,260,59) draw_hp(@actor4,390,35) draw_mp(@actor4,390,59) show_state(@actor, 130, 0) @item_max = $game_party.members.size for actor in $game_party.members x = 0 y = actor.index * 96 + WLH / 2 x2 = 130 self.contents.font.color = Color.new(255,0,0,0) draw_actor_name(actor, x, y) draw_actor_name(@actor2,x2,y) draw_actor_name(@actor3,260,y) draw_actor_name(@actor4,390,y) end end end def show_state(actor, x, y) count = 0 for state in actor.states draw_icon(state.icon_index, x, y + 24 * count) count += 1 break if (24 * count > 76) end end def draw_hp(actor, x, y) back = Cache.system(Shepher_HUD::Base) cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x, y-ch+24, back, src_rect) meter = Cache.system(Shepher_HUD::Barra_HP) cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x+5, y-ch+17, meter, src_rect) end def draw_mp(actor, x, y) back = Cache.system(Shepher_HUD::Base) cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x, y-ch+24, back, src_rect) meter = Cache.system(Shepher_HUD::Barra_MP) cw = meter.width * actor.mp / actor.maxmp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x+5, y-ch+17, meter, src_rect) end end ############################################################# # Fim do Script # ######################### By Shepher ######################## class Scene_Map alias shepher_hud_shepher_start start alias shepher_hud_shepher_update update alias shepher_hud_shepher_terminate terminate def start shepher_hud_shepher_start @show = true @hud = Window_Teste.new end def update shepher_hud_shepher_update @hud.update showing_hud end def terminate shepher_hud_shepher_terminate @hud.dispose end def showing_hud if Input.trigger?(Shepher_HUD::Ativar_Botao) if @show == true @show = false else @show = true end end if Shepher_HUD::Switch_q_Ativa_O_Script == 0 or $game_switches[Shepher_HUD] == true if @show == true @hud.visible = true elsif @show == false @hud.visible = false end else @hud.visible = false end end end Demo: http://www.mediafire.com/?sharekey=11d6977360083ebe00d27174b47c6657224eabca47fe4d38f7e866bfb1230ce0
  12. Ally

    HUD Time Rewrite

    Nome Script: Time Rewrite Versione: 1.1 Autore/i: Mac Informazioni: Questo script vi permette di visualizzare un timer,e di cambiarne l'opacità,di spostarlo a destra/sinistra/alto/basso,di cambiarne il tipo di font,e di impostare una posizione esatta sullo schermo Istruzioni: Inserite lo script sotto Material. Per personalizzare il tutto,andate a prendere queste righe che vi elencherò sotto: On/Off Timer $game_switches[numberhere] == false Posizione Timer #TOP LEFT $game_system.timer_position = 0 #TOP RIGHT $game_system.timer_position = 1 #BOTTOM LEFT $game_system.timer_position = 2 #BOTTOM RIGHT $game_system.timer_position = 3 Posizione esatta da x/y $game_system.timer_position = 4 $game_system.timer_posx = # $game_system.timer_posy = # Opacità(da 0 a 255) $game_system.timer_opacity = # Font e grandezza font $game_system.timer_fontsize = # $game_system.timer_fontsize = "fonthere" Script: #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles system-related data. Also manages vehicles and BGM, etc. # The instance of this class is referenced by $game_system. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :timer # timer attr_accessor :timer_working # timer working flag attr_accessor :timer_position # timer screen position attr_accessor :timer_posx # timer position x axis attr_accessor :timer_posy # timer position y axis attr_accessor :timer_opacity # timer opacity attr_accessor :timer_fonttype # timer font type attr_accessor :timer_fontsize # timer font size attr_accessor :save_disabled # save forbidden attr_accessor :menu_disabled # menu forbidden attr_accessor :encounter_disabled # encounter forbidden attr_accessor :save_count # save count attr_accessor :version_id # game version ID #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize @timer = 0 @timer_working = false @timer_position = 1 @timer_opacity = 255 @timer_posx = 0 @timer_posy = 0 @timer_fonttype = "Arial" @timer_fontsize = 32 @save_disabled = false @menu_disabled = false @encounter_disabled = false @save_count = 0 @version_id = 0 end #-------------------------------------------------------------------------- # * Get Battle BGM #-------------------------------------------------------------------------- def battle_bgm if @battle_bgm == nil return $data_system.battle_bgm else return @battle_bgm end end #-------------------------------------------------------------------------- # * Set Battle BGM # battle_bgm : new battle BGM #-------------------------------------------------------------------------- def battle_bgm=(battle_bgm) @battle_bgm = battle_bgm end #-------------------------------------------------------------------------- # * Get Battle End ME #-------------------------------------------------------------------------- def battle_end_me if @battle_end_me == nil return $data_system.battle_end_me else return @battle_end_me end end #-------------------------------------------------------------------------- # * Set Battle End ME # battle_end_me : new battle end ME #-------------------------------------------------------------------------- def battle_end_me=(battle_end_me) @battle_end_me = battle_end_me end #-------------------------------------------------------------------------- # * Get Position of Timer #-------------------------------------------------------------------------- def timer_position return @timer_position end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update if @timer_working and @timer > 0 @timer -= 1 if @timer == 0 and $game_temp.in_battle # If the timer 0 in battle $game_temp.next_scene = "map" # interrupt the battle end end end end #============================================================================== # ** Sprite_Timer #------------------------------------------------------------------------------ # This sprite is used to display the timer. It observes the $game_system # and automatically changes sprite conditions. #============================================================================== class Sprite_Timer < Sprite #-------------------------------------------------------------------------- # * Object Initialization # viewport : viewport #-------------------------------------------------------------------------- def initialize(viewport) super(viewport) self.bitmap = Bitmap.new(88, 48) self.bitmap.font.name = $game_system.timer_fonttype self.bitmap.font.size = $game_system.timer_fontsize @timer_position = $game_system.timer_position self.x = 544 self.y = 0 self.z = 200 update end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose self.bitmap.dispose super end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update case @timer_position when 0 # Top Left self.x = 85 - self.bitmap.width self.y = 0 when 1 # Top Right self.x = 544 - self.bitmap.width self.y = 0 when 2 # Bottom Left self.x = 85 - self.bitmap.width self.y = 370 when 3 # Bottom Right self.x = 544 - self.bitmap.width self.y = 370 when 4 # Custom self.x = $game_system.timer_posx self.y = $game_system.timer_posy end super self.visible = $game_system.timer_working self.bitmap.font.name = $game_system.timer_fonttype self.bitmap.font.size = $game_system.timer_fontsize if $game_switches[1] == false self.opacity = $game_system.timer_opacity else self.opacity = 0 end if $game_system.timer / Graphics.frame_rate != @total_sec self.bitmap.clear @timer_position = $game_system.timer_position @total_sec = $game_system.timer / Graphics.frame_rate min = @total_sec / 60 sec = @total_sec % 60 text = sprintf("%02d:%02d", min, sec) self.bitmap.font.color.set(255, 255, 255) self.bitmap.draw_text(self.bitmap.rect, text, 1) end end end
  13. Ally

    HUD Mini HUD

    Titolo: Mini HUD Versione: N/D Autore/i: topinhobr Informazioni: Un mini hud semplice,ma carino ^^ Istruzioni: Inserite lo script sopra Main... Script: #=============================================================================# # Nome do Script: Mini-HUD # # Desenvolvido por: topinhobr # # Ajude-me doando créditos. # #=============================================================================# # Créditos também a: dodoop. # # por postar o tutorial. # #=============================================================================# class Hud < Window_Base #-------------------------------------------------------------------------- # * Inicialização dos objetos #-------------------------------------------------------------------------- def initialize super(1, 0, 640, 49) #Selecionar a Window Skin self.windowskin = RPG::Cache.windowskin('modern-blue Kitty_F') #Criar Bitmap self.contents = Bitmap.new(width - 32, height - 32) #Posição Z self.z = 100 #Adquirir conteúdos get_contents #Atualiza e adiciona o conteúdo da janela refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh #Limpa o Bitmap self.contents.clear #Adiciona o Conteúdo add_contents end #-------------------------------------------------------------------------- # * Adicionando o Conteúdo da Janela no add_contents #-------------------------------------------------------------------------- def add_contents #Get all the contents for cont in @content next if cont == nil #If the content is a text if cont.is_a?(Game_Text) # Add the text add_text(cont.text,cont.x,cont.y,cont.w,cont.h,cont.size,cont.color,cont.bol,cont.it) elsif cont.is_a?(Game_Bar) # Add Bar draw_bar_type(cont.x, cont.y, cont.min, cont.max, cont.file, cont.w , cont.h, cont.hue, cont.back, cont.back2, cont.view) elsif cont.is_a?(Game_HpBar) #Draw HP Bar draw_actor_hp(cont.actor, cont.x, cont.y, cont.w, cont.file) elsif cont.is_a?(Game_SpBar) #Draw Sp Bar draw_actor_sp(cont.actor, cont.x, cont.y, cont.w, cont.file) elsif cont.is_a?(Game_ExpBar) #Draw Exp Bar draw_actor_exp(cont.actor, cont.x, cont.y, cont.w, cont.file) elsif cont.is_a?(Game_ParaBar) #Draw Para Bar draw_actor_parameter(cont.actor, cont.x, cont.y, cont.type, cont.file) elsif cont.is_a?(Game_Pic) #Draw Picture add_picture(cont.file,cont.x,cont.y,cont.w,cont.h) elsif cont.is_a?(Game_CharacterSet) #Draw Characterset add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue) elsif cont.is_a?(Game_Bat) #Draw Game Battler add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue) elsif cont.is_a?(Game_AcCharacterSet) #Draw Characterset add_characterset(cont.file,cont.x,cont.y,cont.dir,cont.h,cont.w,cont.hue) elsif cont.is_a?(Game_AcBat) #Draw Game Battler add_battler(cont.file,cont.x,cont.y,cont.w,cont.h,cont.hue) elsif cont.is_a?(Game_Icon) #Draw Icon add_icon(cont.file,cont.x,cont.y,cont.w,cont.h) end end end #-------------------------------------------------------------------------- # * Criando conteúdos da janela no get_contents #-------------------------------------------------------------------------- def get_contents #Set the content array @content = [] #Salvar Conteúdo: HP Bar @content[0] = Game_HpBar.new(10,-8,144,12,1,'Database','014-Reds01') #Salvar Conteúdo: SP Bar @content[1] = Game_SpBar.new(168,-8,144,12,1,'Database','013-Blues01') #Salvar Conteúdo: EXP Bar @content[2] = Game_ExpBar.new(316,-8,144,12,1,'Database','015-Greens01') end end #Esse script coloca a janela da hud na tela! class Scene_Map alias hud_main main def main @Hud = Hud.new hud_main @Hud.dispose end alias hud_update update def update hud_update @Hud.update @Hud.refresh end end
  14. Ally

    HUD Nome Mappa

    Titolo: Nome Mappa Versione: N/D Autore/i: Fronty Informazioni: Script che permette di visualizzare il nome della mappa ^^ Istruzioni: Istruzioni e script all'interno della Demo Demo: http://www.mediafire.com/?a18b97rdt9jzw6z
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