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HUD
Autor Wiadomość
Davis4 



Preferowany:
RPG Maker XP

Dołączył: 28 Mar 2011
Posty: 9
Wysłany: Sob 20 Kwi, 2013 12:30
HUD
Witam was , chciałbym by ktoś wykonał Hud do gry The Hunter. Chcę by był na samym dole wraz z Hotkeyami. Hud ma być koloru srebnego albo takiego mrocznego.

Coś takiego :

Tyle, że bez minimapy , chce by ktoś przerobił skrypt pod ten obrazek oraz hud do tego

Oto skrypt do przerobienia hudu :

Spoiler:

Kod:

#==============================================================================
# ** HUD
#------------------------------------------------------------------------------
# Mr.Mo "Muhammet Sivri" & Axerax
# Version 1.8
# 10.01.06
# Credit: Prexus for the Original Background. Axerax for edited HUD Background.
# Axerax for HUD Display,Mini-Map Backdrop HUD, and Hotkeys HUD.
# Notes: Be sure you have the Selwyn Passability Mini-Map before trying to use
# this version of the HUD. As well follow steps provided by Selwyn in his script
# to display the Mini-Map itself, my HUD will not display it for you, it is only
# a backdrop that displays the name of the map you are currently on.
#==============================================================================
#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.enabled?("Mr.Mo's ABS")
#--------------------------------------------------------------------------
# * Constants - MAKE YOUR EDITS HERE
#--------------------------------------------------------------------------
HP_X = 140             # X POS of the HP Bar
HP_Y = 80              # Y POS of the HP Bar
HP_WIDTH = 160         # WIDTH of the HP Bar
HP_HEIGHT = 7         # Height of the HP Bar
#--------------------------------------------------------------------------
SP_X = 515             # X POS of the SP Bar
SP_Y = 455             # Y POS of the SP Bar
SP_WIDTH = 110         # WIDTH of the SP Bar
SP_HEIGHT = 10         # Height of the SP Bar
#--------------------------------------------------------------------------
EXP_X = 55            # X POS of the EXP Bar
EXP_Y = 42            # Y POS of the EXP Bar
EXP_WIDTH = 60        # WIDTH of the EXP Bar
EXP_HEIGHT = 5        # Height of the EXP Bar
#--------------------------------------------------------------------------
STATES_SHOW = false    # Show states?
STATES_X = 170        # States X display
STATES_Y = 430        # States Y display
#--------------------------------------------------------------------------
HOTKEYS_SHOW = true  #Show hotkeys?
HOTKEYS_X = 180       #Hotkeys X Display
HOTKEYS_Y = 440       #Hotkeys Y Display
#--------------------------------------------------------------------------
SHOW_DASH = false      # Show dash bar?
DASH_X = 95          # X POS of the DASH Bar
DASH_Y = 430          # Y POS of the DASH Bar
DASH_WIDTH = 55      # WIDTH of the DASH Bar
DASH_HEIGHT = 5      # Height of the DASH Bar
DASH_BAR = "018-Simple03" # The file used for gradient
#--------------------------------------------------------------------------
SHOW_SNEAK = false      # Show SNEAK bar?
SNEAK_X = 95          # X POS of the SNEAK Bar
SNEAK_Y = 445          # Y POS of the SNEAK Bar
SNEAK_WIDTH = 55      # WIDTH of the SNEAK Bar
SNEAK_HEIGHT = 5      # Height of the SNEAK Bar
SNEAK_BAR = "019-Simple04" # The file used for gradient
#--------------------------------------------------------------------------
LOW_HP = 150          # What HP should the low HP icon be shown?
#--------------------------------------------------------------------------
HP_ITEMID = 1         # POTION ITEM ID
SP_ITEMID = 4         # SP Increase Item ID
#--------------------------------------------------------------------------
CAN_TOGGLE = false
TOGGLE_KEY = Input::Letters["E"]
#--------------------------------------------------------------------------
MINI_MAP = false       # Display Mini-Map?
#--------------------------------------------------------------------------
class Window_MrMo_HUD < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(-16, -16, 700, 700)
    #Record Old Data
    @actor = $game_party.actors[0]
    @old_hp = @actor.hp
    @old_sp = @actor.sp
    @old_exp = @actor.exp
    @level = @actor.level
    @hp_n = $game_party.item_number(HP_ITEMID)
    @sp_n = $game_party.item_number(SP_ITEMID)
    @gold_n = $game_party.gold
    @states = @actor.states.to_s
    @dash = $ABS.dash_min
    @sneak = $ABS.sneak_min
    #Create Bitmap
    self.contents = Bitmap.new(width - 32, height - 32)
    #Hide Window
    self.opacity = 0
    #Refresh
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.font.color = Color.new(255, 255, 190)
    self.contents.font.name = "MK reczne", "Comic Sans MS"
    self.contents.font.size = 24
    #Record new data
    @actor = $game_party.actors[0]
    @old_hp = @actor.hp
    @old_sp = @actor.sp
    @old_exp = @actor.exp
    @level = @actor.level
    @hp_n = $game_party.item_number(HP_ITEMID)
    @sp_n = $game_party.item_number(SP_ITEMID)
    @gold_n = $game_party.gold
    @states = @actor.states.to_s
    @dash = $ABS.dash_min
    @sneak = $ABS.sneak_min

    #Show the Pictures
    bitmap = RPG::Cache.picture("HUD Graphic")
    self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 375, 175))
    bitmap = RPG::Cache.picture("Hotkeys HUD")
    self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 640, 480))
    if MINI_MAP
      bitmap = RPG::Cache.picture("Mini-Map HUD")
      self.contents.blt(493, 362.5, bitmap, Rect.new(0, 0, 175, 175))
      #Show Map Name
      map_infos = load_data("Data/MapInfos.rxdata")
      name = map_infos[$game_map.map_id].name.to_s
      self.contents.draw_text(520, 455, 400, 32, name.to_s)
    end
    #Show the HP Symbol
    #Draw the HP BAR
    draw_gradient_bar(HP_X, HP_Y, @actor.hp, @actor.maxhp, HP_BAR, HP_WIDTH, HP_HEIGHT)
    #Show the EXP Symbol
    #Draw the EXP Bar
    #Show Level Icon
   
    draw_gradient_bar(SP_X, SP_Y, @actor.sp, @actor.maxsp, SP_BAR, SP_WIDTH, SP_HEIGHT)

   
   
   
 self.contents.draw_text(160, 50, 640, 32, "" + @actor.name.to_s)
    #Show Gold Icon
    bitmap = RPG::Cache.icon("Gold")
    self.contents.blt(456, 450, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.size = 16
    self.contents.draw_text(475, 447, 640, 32, $game_party.gold.to_s)
    #Show Clock
    self.contents.font.color = system_color
    self.contents.font.color = normal_color
    self.contents.font.size = 14
    self.contents.draw_text(570, 270, 175, 175, @time.to_s)
    #If the HP is too low
    if @actor.hp.to_i <= LOW_HP
      bitmap = RPG::Cache.icon("")
      self.contents.blt(35, 67, bitmap, Rect.new(0, 0, 24, 24))
    end
    #If the SP Item is more then 0
   
    if STATES_SHOW
      begin
        #Draw States Background
        n = -2
        for id in @actor.states
          state = $data_states[id]
          next if state == nil
          bitmap = RPG::Cache.picture("States Display")
          x = (n*40) + 185
          self.contents.blt(x, 50, bitmap, Rect.new(0, 0, 49, 58))
          n += 1
        end
        #Draw States
        n = -2
        for id in @actor.states
          state = $data_states[id]
          next if state == nil
          bitmap = RPG::Cache.icon(state.name+"_Icon")
          x = (n*40) + +195
          self.contents.blt(x, 65, bitmap, Rect.new(0, 0, 24, 24))
          self.contents.draw_text(x, 66.5, 49, 58, state.name.to_s)
          n += 1
        end
      rescue
        print "#{$!} - Don't ask Mr.Mo for it!!!"
      end
    end
    if HOTKEYS_SHOW
      #Draw Hotkeys
      count = 0
      #Make a loop to get all the ideas that are Hotkeyed
      @actor.skill_keys.each {|key, id|
        #Skip NIL values
        next if id == nil
        x = (count*42) + 280
        #Get skill
        skill = $data_skills[id]
        # Next if skill is nil
        next if skill.nil?
        #Get Icon
        icon = RPG::Cache.icon(skill.icon_name)
        self.contents.blt(x - 240, 452, icon, Rect.new(0, 0, 200, 100))
        #self.contents.draw_text(x, 33, 49, 58, skill.name.to_s)
               #Increase Count
        count += 1
      }
    end
    #Change font size
    self.contents.font.size = 20
    #Dash Bar
    self.contents.draw_text(DASH_X - 40, DASH_Y-10, 40, 32, "") if SHOW_DASH
    draw_gradient_bar(DASH_X, DASH_Y, $ABS.dash_min, $ABS.dash_max, DASH_BAR, DASH_WIDTH, DASH_HEIGHT) if SHOW_DASH
    #SNEAK Bar
    self.contents.draw_text(SNEAK_X - 40, SNEAK_Y-10, 40, 32, "") if SHOW_SNEAK
    draw_gradient_bar(SNEAK_X, SNEAK_Y, $ABS.sneak_min, $ABS.sneak_max, SNEAK_BAR, SNEAK_WIDTH, SNEAK_HEIGHT) if SHOW_SNEAK
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    refresh if something_changed?
  end
  #--------------------------------------------------------------------------
  # * Something Changed?
  #--------------------------------------------------------------------------
  def something_changed?
    return false if Graphics.frame_count % 30 != 0
    return true if @actor != $game_party.actors[0]
    return true if @old_hp != @actor.hp or @old_sp != @actor.sp or @old_exp != @actor.exp
    return true if @level != @actor.level
    return true if @hp_n != $game_party.item_number(HP_ITEMID) or @sp_n != $game_party.item_number(SP_ITEMID)
    return true if @gold_n != $game_party.gold
    return true if @states.to_s != @actor.states.to_s
    return true if @dash != $ABS.dash_min or @sneak != $ABS.sneak_min
    return true if $kts != nil and @time != $kts.time.to_s
    return true if $kts == nil and @time != game_time
    return false
  end
  #--------------------------------------------------------------------------
  # * Game Time
  #--------------------------------------------------------------------------
  def game_time
    total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = total_sec / 60 / 60
    min = total_sec / 60 % 60
    sec = total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    return text
  end
  #--------------------------------------------------------------------------
  def CAN_TOGGLE
    return CAN_TOGGLE
  end
  #--------------------------------------------------------------------------
  def TOGGLE_KEY
    return TOGGLE_KEY
  end
end
#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  alias mrmo_hud_main_window main_window
  alias mrmo_keyhud_update update
  #--------------------------------------------------------------------------
  # * Main Draw
  #--------------------------------------------------------------------------
  def main_window
    @mrmo_hud = Window_MrMo_HUD.new
    mrmo_hud_main_window
  end
  #--------------------------------------------------------------------------
  # * Turn HUD Show
  #--------------------------------------------------------------------------
  def hud_show
    @mrmo_hud.visible = true
  end
  #--------------------------------------------------------------------------
  # * Turn HUD Hide
  #--------------------------------------------------------------------------
  def hud_hide
    @mrmo_hud.visible = false
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    mrmo_keyhud_update
    if @mrmo_hud.CAN_TOGGLE and Input.trigger?(@mrmo_hud.TOGGLE_KEY)
      return @mrmo_hud.visible = true if !@mrmo_hud.visible
      return @mrmo_hud.visible = false if @mrmo_hud.visible
    end
  end
   
end

#--------------------------------------------------------------------------
# * SDK End
#--------------------------------------------------------------------------
end
class Game_Actor
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    exp = @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
    return exp
  end
end

 
 
raziel121 



Preferowany:
RPG Maker XP

Dołączył: 14 Lut 2013
Posty: 49
Wysłany: Pią 26 Kwi, 2013 21:53
A jaką masz wersje całego skryptu ??
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