Pomógł: 6 razy Dołączył: 19 Gru 2012 Posty: 81 Skąd: Masz taki nr. IQ ?
Wysłany: Pon 21 Sty, 2013 20:54
Visual Equipment
~ VMS Equpment Hud ~
Krótki opis:
Tworzy nam Hud ekwipunku w górnym lewym rogu ekranu
Autor:
DeadMaker
Kompatybilność:
RPG Maker VX Ace
Skrypt:
Spoiler:
Kod:
#==============================================================================#
# VMS - Armors In Map #
#------------------------------------------------------------------------------#
# To : CRM By : DeadMaker Date : 16/04/2012 #
#==============================================================================#
# Iniciando Configuraçőes de Data_Base : #
#==============================================================================#
module Vms_Equip_In_Map_EQP
#------------------------------------------------------------------------------#
Input_To_Window = nil
#==============================================================================#
#=> Botăo para ativar HUD. Coloque nil para nenhum. #
#------------------------------------------------------------------------------#
Other_Actor_Down = nil
#==============================================================================#
#=> Botăo para mostrar HUD de personagem anterior. Coloque nil para nenhum. #
#------------------------------------------------------------------------------#
Other_Actor_Up = nil
#==============================================================================#
#=> Botăo para mostrar HUD do proximo personagem. Coloque nil para nenhum. #
#------------------------------------------------------------------------------#
Space_Icons = 39
#==============================================================================#
#=> Espaço entre cada Icone. Base = Vertical ~ 19 / Horizontal ~ 15 #
#------------------------------------------------------------------------------#
Has_Switche = 002
#==============================================================================#
#=> ID da switche que ativa HUD. Coloque nil para nenhum. #
#------------------------------------------------------------------------------#
Position_X_Y = [200,15]
#==============================================================================#
#=> Posiçăo X e Y da HUD na tela. Sendo X = Vertical ~ Y = Horizontal #
#------------------------------------------------------------------------------#
Icon_Position = [4,7]
#==============================================================================#
#=> Posiçăo X e Y dos icones na HUD. Sendo X = Vertical ~ Y = Horizontal #
#------------------------------------------------------------------------------#
Window_Picture = "Picture"
#==============================================================================#
#=> Usar imagem para base ou janela comum.
# - Para imagem coloque : "Picture"
# - Para janela coloque : "Window"
#------------------------------------------------------------------------------#
Space_Base = 30
#==============================================================================#
#=> Espaço entre cada base da HUD. #
#------------------------------------------------------------------------------#
Window_Opacity = 0
#==============================================================================#
#=> Opacidade da janela de HUD. #
#------------------------------------------------------------------------------#
Hori_Vert = "Horizontal"
#==============================================================================#
#=> Posiçăo da HUD. Sendo as opçőes : "Horizontal" e "Vertical" #
#------------------------------------------------------------------------------#
Font_Name = "Arial"
#==============================================================================#
#=> Fonte usada para textos. #
#------------------------------------------------------------------------------#
Font_Size = 14
#==============================================================================#
#=> Tamanho da fonte usada nos textos. #
#------------------------------------------------------------------------------#
Show_atk_def_texts = true
#==============================================================================#
#=> Desenhar os textos de "Atk" e "Def". true = ativa / false = desativa. #
#------------------------------------------------------------------------------#
Atk_Text = "Atk"
#==============================================================================#
#=> Texto usado para representar o Ataque da arma. #
#------------------------------------------------------------------------------#
Def_Text = " Def"
#==============================================================================#
#=> Texto usado para representar a Defesa da arma. #
#------------------------------------------------------------------------------#
Atk_T_x_y = [-56,-11]
#==============================================================================#
#=> Posiçăo X e Y base do texto de ataque. Sendo X = Vertical ~ Y = Horizontal #
#------------------------------------------------------------------------------#
Def_T_x_y = [-56,18]
#==============================================================================#
#=> Posiçăo X e Y base do texto de defesa. Sendo X = Vertical ~ Y = Horizontal #
#------------------------------------------------------------------------------#
Text_Space = 63
#==============================================================================#
#=> Espaço entre cada texto. Base = Vertical ~ 43 / Horizontal ~ 39 #
#------------------------------------------------------------------------------#
Valor_Space = 15
#==============================================================================#
#=> Espaço do atributo das armas em relaçăo ao texto. #
#------------------------------------------------------------------------------#
Atk_Color = Color.new(255,80,80,255)
#==============================================================================#
#=> Cor do texto para "Atk". #
#------------------------------------------------------------------------------#
Def_Color = Color.new(100,255,100,255)
#==============================================================================#
#=> Cor do texto para "Def". #
#------------------------------------------------------------------------------#
end
#==============================================================================#
# Fim das Configuraçőes #
#------------------------------------------------------------------------------#
Screeny:
Spoiler:
Dodatkowe informacje:
Jest potrzebna 2 część Skryptu ale nie wiem czy je wkleić razem czy oddzielnie to już sami próbujcie oto i cz.2
Spoiler:
Kod:
#==============================================================================#
# VMS - Armors In Map #
#------------------------------------------------------------------------------#
# To : CRM By : DeadMaker Date : 16/04/2012 #
#==============================================================================#
# Janela responsável por todas funçőes gráficas do script. #
#==============================================================================#
def refresh
self.contents.clear
@act = $vms_equip_i_map_sctp ; actor = $game_party.members[@act]
armors = [[actor.equips[0], actor.equips[1], actor.equips[2],
actor.equips[3], actor.equips[4]],[0,1,2,3,4]]
tbl = armors[1] ; tbz = armors[0] ; ip = Icon_Position
if Has_Switche == nil or $game_switches[Has_Switche] == true
self.opacity = Window_Opacity
if Window_Picture == "Picture"
for n in 0..4
op = Cache.picture("Equipament_Hud")
opw = op.width
oph = op.height
op_rect = Rect.new(0,0,opw,oph)
if @cond == "vertical"
xz = 0 ; yz = (n * oph) + (Space_Base * n)
else
xz = (n * opw) + (Space_Base * n) ; yz = 0
end
self.contents.blt(xz,yz,op,op_rect)
end
if @cond == "vertical"
plus = [opw + (12 * 2),(5 * oph) + (12 * 2)]
else
plus = [(5 * opw) + (12 * 2),oph + (12 * 2)]
end
else
if @cond == "vertical"
plus = [24 + (12 * 2) + (Icon_Position[0]),(6 * 24) + (Space_Base * 5) + (12 * 2)]
else
plus = [(6 * 24) + (Space_Base * 5) + (12 * 2),24 + (12 * 2) + (Icon_Position[1])]
end
end
if @cond == "vertical"
w = plus[0]
h = ((plus[1]) + (Space_Base * 5))
else
w = ((plus[0]) + (Space_Base * 5))
h = plus[1]
end
self.width = w ; self.height = h
for i in tbl
other_i = i
if @cond == "vertical"
x = 0 + ip[0] ; y = (24 * i) + ((Space_Icons * i) + ip[1])
else
x = (24 * i) + ((Space_Icons * i) + ip[0]) ; y = 0 + ip[1]
end
dwii_vms_eqp(tbz[i], x, y)
end
if Show_atk_def_texts == true
a_color = Atk_Color ; d_color = Def_Color
change_color(a_color)
if @cond == "vertical"
vezes_x = [0,0,0,0,0] ; vezes_y = [0,1,2,3,4]
else
vezes_x = [0,1,2,3,4] ; vezes_y = [0,0,0,0,0]
end
c_1 = Atk_T_x_y[0] ; c_2 = Atk_T_x_y[1] ; c_3 = Def_T_x_y[0]
c_4 = Def_T_x_y[1] ; c_5 = Text_Space ; c_6 = vezes_x ; c_7 = vezes_y
draw_text(c_1 + (c_5 * c_6[0]),c_2 + (c_5 * c_7[0]),132,32,Atk_Text,1) if tbz[0] != nil
draw_text(c_1 + (c_5 * c_6[1]),c_2 + (c_5 * c_7[1]),132,32,Atk_Text,1) if tbz[1] != nil
draw_text(c_1 + (c_5 * c_6[2]),c_2 + (c_5 * c_7[2]),132,32,Atk_Text,1) if tbz[2] != nil
draw_text(c_1 + (c_5 * c_6[3]),c_2 + (c_5 * c_7[3]),132,32,Atk_Text,1) if tbz[3] != nil
draw_text(c_1 + (c_5 * c_6[4]),c_2 + (c_5 * c_7[4]),132,32,Atk_Text,1) if tbz[4] != nil
change_color(d_color)
draw_text(c_3 + (c_5 * c_6[0]),c_4 + (c_5 * c_7[0]),132,32,Def_Text,1) if tbz[0] != nil
draw_text(c_3 + (c_5 * c_6[1]),c_4 + (c_5 * c_7[1]),132,32,Def_Text,1) if tbz[1] != nil
draw_text(c_3 + (c_5 * c_6[2]),c_4 + (c_5 * c_7[2]),132,32,Def_Text,1) if tbz[2] != nil
draw_text(c_3 + (c_5 * c_6[3]),c_4 + (c_5 * c_7[3]),132,32,Def_Text,1) if tbz[3] != nil
draw_text(c_3 + (c_5 * c_6[4]),c_4 + (c_5 * c_7[4]),132,32,Def_Text,1) if tbz[4] != nil
change_color(normal_color) ; p = Valor_Space
draw_text(c_1 + (c_5 * c_6[0]) + p,c_2 + (c_5 * c_7[0]),132,32," #{tbz[0].params[2]}",1) if tbz[0] != nil
draw_text(c_3 + (c_5 * c_6[0]) + p,c_4 + (c_5 * c_7[0]),132,32," #{tbz[0].params[3]}",1) if tbz[0] != nil
draw_text(c_1 + (c_5 * c_6[1]) + p,c_2 + (c_5 * c_7[1]),132,32," #{tbz[1].params[2]}",1) if tbz[1] != nil
draw_text(c_3 + (c_5 * c_6[1]) + p,c_4 + (c_5 * c_7[1]),132,32," #{tbz[1].params[3]}",1) if tbz[1] != nil
draw_text(c_1 + (c_5 * c_6[2]) + p,c_2 + (c_5 * c_7[2]),132,32," #{tbz[2].params[2]}",1) if tbz[2] != nil
draw_text(c_3 + (c_5 * c_6[2]) + p,c_4 + (c_5 * c_7[2]),132,32," #{tbz[2].params[3]}",1) if tbz[2] != nil
draw_text(c_1 + (c_5 * c_6[3]) + p,c_2 + (c_5 * c_7[3]),132,32," #{tbz[3].params[2]}",1) if tbz[3] != nil
draw_text(c_3 + (c_5 * c_6[3]) + p,c_4 + (c_5 * c_7[3]),132,32," #{tbz[3].params[3]}",1) if tbz[3] != nil
draw_text(c_1 + (c_5 * c_6[4]) + p,c_2 + (c_5 * c_7[4]),132,32," #{tbz[4].params[2]}",1) if tbz[4] != nil
draw_text(c_3 + (c_5 * c_6[4]) + p,c_4 + (c_5 * c_7[4]),132,32," #{tbz[4].params[3]}",1) if tbz[4] != nil
end
elsif $game_switches[Has_Switche] == false
self.opacity = 0
end
end
end
#==============================================================================#
# VMS - Scene_Map #
#------------------------------------------------------------------------------#
# Modificaçăo no Scene_Map para funcionalidades com script. #
#==============================================================================#
class Scene_Map
alias eqp_w_vms_m main
def main
@eqp_w_vms = Vms_Equip_In_Map.new
eqp_w_vms_m
@eqp_w_vms.dispose
end
alias eqp_w_vms_u update
def update
eqp_w_vms_u
if Input.trigger?(Vms_Equip_In_Map_EQP::Input_To_Window) and
@eqp_w_vms.visible == true
@eqp_w_vms.visible = false
elsif Input.trigger?(Vms_Equip_In_Map_EQP::Input_To_Window) and
@eqp_w_vms.visible == false
@eqp_w_vms.visible = true
end
if Input.trigger?(Vms_Equip_In_Map_EQP::Other_Actor_Down)
if $vms_equip_i_map_sctp == 1 and $game_party.members.size >= 2
$vms_equip_i_map_sctp = 0
elsif $vms_equip_i_map_sctp == 2 and $game_party.members.size >= 3
$vms_equip_i_map_sctp = 1
elsif $vms_equip_i_map_sctp == 3 and $game_party.members.size >= 4
$vms_equip_i_map_sctp = 2
end
elsif Input.trigger?(Vms_Equip_In_Map_EQP::Other_Actor_Up)
if $vms_equip_i_map_sctp == 0 and $game_party.members.size >= 2
$vms_equip_i_map_sctp = 1
elsif $vms_equip_i_map_sctp == 1 and $game_party.members.size >= 3
$vms_equip_i_map_sctp = 2
elsif $vms_equip_i_map_sctp == 2 and $game_party.members.size >= 4
$vms_equip_i_map_sctp = 3
elsif $vms_equip_i_map_sctp == $game_party.members.size - 1
$vms_equip_i_map_sctp = 0
end
end
if $andando == true
@eqp_w_vms.refresh if Graphics.frame_count % 10 == 0
else
@eqp_w_vms.refresh if Graphics.frame_count % 10 == 0
end
end
end
#==============================================================================#
# VMS - Window_Base #
#------------------------------------------------------------------------------#
# Modificaçăo na Window_Base para funcionalidades com script. #
#==============================================================================#
class Window_Base < Window
def dwii_vms_eqp(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
end
end
#==============================================================================#
# Fim do Script #
#------------------------------------------------------------------------------#
bd potrzebna też i ta grafika:
Należy je umieścić w folderze Windows>Pictures i nazwać:
Equipment_Hud
To już wszystko z mojej strony dziękuje dowidzenia skrypt został znaleziony w necie
________________________
Siema
Gość, Jeżeli ci Pomogłem, możesz mi dać .
_______________________________________________________________
Niestety, padł mi komp z Projektami, więc przez pewien czas niestety nici z Projektów :C
Nie możesz pisać nowych tematów Nie możesz odpowiadać w tematach Nie możesz zmieniać swoich postów Nie możesz usuwać swoich postów Nie możesz głosować w ankietach Nie możesz załączać plików na tym forum Możesz ściągać załączniki na tym forum