erienus - Sob 22 Maj, 2010 15:47 Temat postu: HUDJest to mój pierwszy skrypt, więc nie najlepszy ^^ jest to HUD, który wyświetla HP, MP, EXP, LVL oraz imię bohatera.
a ten obrazek w formacie .png wrzucacie do windowskin o nazwie red (nie musicie go ustawiać jako główny, po prostu go wrzućcie do folderu)
A to screen:
Spoiler:
za umieszczenie go w grze chciałbym creditsy ;pCzeliosss - Sob 22 Maj, 2010 16:00 Jak na pierwszy skrypt i taki ubogi to jest dobrze. W kolejnej wersji możesz dodać grafikę bohatera, parę statyk, ilość złota i exp.
Pzdr.Malian - Sob 22 Maj, 2010 16:06 1. W skrypcie, można opisać autora, aby był znany od razu.
2. Na pewno w creditsach, jeżeli pisze się skrypty, to podaje się ich autorów.
3. Nie widzę tego obrazka, który trzeba zapisać. Jedynie SS.erienus - Sob 22 Maj, 2010 16:22 faktycznie, nie ma obrazka ;/
tutaj link, proszę o edytowanie mojego posta i wrzucenie odpowiednio obrazka ;ptobik312 - Sob 22 Maj, 2010 17:03 erienus,
ładniewito35 - Sob 22 Maj, 2010 21:23 Jestem nowy ale mam pytanie jak deje pobierz to wyświetla mi się jakiś dziwny czworokąt to jego mam użyć do skryptu ?Ayene - Sob 22 Maj, 2010 22:02 erienus, a nie możesz po prostu zhostować obrazka np. na www.imageshack.uspw115 - Sob 22 Maj, 2010 22:12 Bardzo ładny Hud jak na początek ;) Ja bym przesunął napis z poziomem bohatera na prawo od nicku. Brakuje ci tylko pasków (HP & SP) ale to już wyższa szkoła
Ogólnie 9/10Kiras - Nie 23 Maj, 2010 08:10 Szacun.
Oby tak dalej.erienus - Nie 23 Maj, 2010 11:45 wito - tak, wrzuć ten obrazek do folderu windowskins
time - na twoim poradniku się uczyłem ^^wito35 - Nie 23 Maj, 2010 14:38 Oki dzięki spróbuję.
[ Dodano: Nie 23 Maj, 2010 15:45 ]
To mam wrzucić ???
class Scene_Map
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make sprite set
@spriteset = Spriteset_Map.new
# Make message window
@message_window = Window_Message.new
@okno = Window_HUD
# Transition run
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of sprite set
@spriteset.dispose
# Dispose of message window
@message_window.dispose
@okno.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Loop
loop do
# Update map, interpreter, and player order
# (this update order is important for when conditions are fulfilled
# to run any event, and the player isn't provided the opportunity to
# move in an instant)
$game_map.update
$game_system.map_interpreter.update
$game_player.update
# Update system (timer), screen
$game_system.update
$game_screen.update
# Abort loop if player isn't place moving
unless $game_temp.player_transferring
break
end
# Run place move
transfer_player
# Abort loop if transition processing
if $game_temp.transition_processing
break
end
end
# Update sprite set
@spriteset.update
# Update message window
@message_window.update
@okno.uptade
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Change to title screen
$scene = Scene_Title.new
return
end
# If transition processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If showing message window
if $game_temp.message_window_showing
return
end
# If encounter list isn't empty, and encounter count is 0
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
# If event is running or encounter is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
# Confirm troop
n = rand($game_map.encounter_list.size)
troop_id = $game_map.encounter_list[n]
# If troop is valid
if $data_troops[troop_id] != nil
# Set battle calling flag
$game_temp.battle_calling = true
$game_temp.battle_troop_id = troop_id
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
end
end
end
# If B button was pressed
if Input.trigger?(Input::B)
# If event is running, or menu is not forbidden
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
# Set menu calling flag or beep flag
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
# If debug mode is ON and F9 key was pressed
if $DEBUG and Input.press?(Input::F9)
# Set debug calling flag
$game_temp.debug_calling = true
end
# If player is not moving
unless $game_player.moving?
# Run calling of each screen
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
#--------------------------------------------------------------------------
# * Battle Call
#--------------------------------------------------------------------------
def call_battle
# Clear battle calling flag
$game_temp.battle_calling = false
# Clear menu calling flag
$game_temp.menu_calling = false
$game_temp.menu_beep = false
# Make encounter count
$game_player.make_encounter_count
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
end
#--------------------------------------------------------------------------
# * Shop Call
#--------------------------------------------------------------------------
def call_shop
# Clear shop call flag
$game_temp.shop_calling = false
# Straighten player position
$game_player.straighten
# Switch to shop screen
$scene = Scene_Shop.new
end
#--------------------------------------------------------------------------
# * Name Input Call
#--------------------------------------------------------------------------
def call_name
# Clear name input call flag
$game_temp.name_calling = false
# Straighten player position
$game_player.straighten
# Switch to name input screen
$scene = Scene_Name.new
end
#--------------------------------------------------------------------------
# * Menu Call
#--------------------------------------------------------------------------
def call_menu
# Clear menu call flag
$game_temp.menu_calling = false
# If menu beep flag is set
if $game_temp.menu_beep
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Clear menu beep flag
$game_temp.menu_beep = false
end
# Straighten player position
$game_player.straighten
# Switch to menu screen
$scene = Scene_Menu.new
end
#--------------------------------------------------------------------------
# * Save Call
#--------------------------------------------------------------------------
def call_save
# Straighten player position
$game_player.straighten
# Switch to save screen
$scene = Scene_Save.new
end
#--------------------------------------------------------------------------
# * Debug Call
#--------------------------------------------------------------------------
def call_debug
# Clear debug call flag
$game_temp.debug_calling = false
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Straighten player position
$game_player.straighten
# Switch to debug screen
$scene = Scene_Debug.new
end
#--------------------------------------------------------------------------
# * Player Place Move
#--------------------------------------------------------------------------
def transfer_player
# Clear player place move call flag
$game_temp.player_transferring = false
# If move destination is different than current map
if $game_map.map_id != $game_temp.player_new_map_id
# Set up a new map
$game_map.setup($game_temp.player_new_map_id)
end
# Set up player position
$game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
# Set player direction
case $game_temp.player_new_direction
when 2 # down
$game_player.turn_down
when 4 # left
$game_player.turn_left
when 6 # right
$game_player.turn_right
when 8 # up
$game_player.turn_up
end
# Straighten player position
$game_player.straighten
# Update map (run parallel process event)
$game_map.update
# Remake sprite set
@spriteset.dispose
@spriteset = Spriteset_Map.new
# If processing transition
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
Graphics.transition(20)
end
# Run automatic change for BGM and BGS set on the map
$game_map.autoplay
# Frame reset
Graphics.frame_reset
# Update input information
Input.update
end
end
PS: jakby wam nie działało to wchodzicie w Scene_Map i pod 15 linijką wklejacie:
@okienko = Window_okno.newwito35 - Nie 23 Maj, 2010 19:11 O to mi się podoba, oby tak dalej, daje 10/10 erienus - Sro 26 Maj, 2010 13:10 nowa wersja HUDa, teraz pokazuje jeszcze okno ze statystykami
wielkie dzięki Czeliosssowi za wykrycie pewnego błędu ;pwito35 - Sro 26 Maj, 2010 15:11 A może jakiś screen.
PS: co mam wrzucić do windowskin, czy woglę mam coś wrzucić, bo jak włączam grę to nic mi się nie pokazuje.erienus - Sro 26 Maj, 2010 21:06 kurcze weź pokręciło mi się!! masz tu demko, podmień z niego scene_title, HUD i scene_map
sorka, wszystko mi się pomyliło xDwito35 - Sro 26 Maj, 2010 21:19 Nawet fajne HUDu, niestety mogę dać tylko 11/10, przykro mi mlynarz - Pią 21 Sty, 2011 18:14 DA KTOŚ NORMALNEGO SSA Z TYM?!!!?