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Zamknięty przez: Agumon
Nie 23 Sty, 2011 13:02
HUD HP i MP
Autor Wiadomość
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
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Wysłany: Wto 18 Sty, 2011 13:11
HUD HP i MP
Witajcie :jupi:
Pozwolę sobie prosić o skrypt na dosyć ciekawy HUD.
Chodzi mi o taki bez ramki, by widać było same Paski PŻ/PM. Podobny do Hud'u jaki miał Popek1 w swoim projekcie...
Z góry dziękuje
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
Wysłany: Wto 18 Sty, 2011 13:47
http://www.rpgrevolution....showtopic=36520
Liczą na pomógł.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Wto 18 Sty, 2011 14:10
Wow! Robi wrażenie, ale jest mniej więcej coś w tym stylu:
Spoiler:


Ale nie ominie Cię pomógł
PS: Do tego skryptu potrzebne są materiały, a by je ściągnąć trzeba się zalogować...
Albo byłem taki zmulony i czegoś nie zauważyłem
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
Dołączył: 02 Lis 2009
Posty: 661
Skąd: Wa-wa
Wysłany: Wto 18 Sty, 2011 14:41
Tak trzeba tam posiadać konto. A grafiki to sam możesz zrobić lub poproś jakiegoś grafika. Szczerze to fajnie wygląda ta grafika na huda ;-)
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Wto 18 Sty, 2011 15:30
Proszę więc, grafików by "stworzyli" mi grafikę xD
A tak na serio to potrzebuje tej grafiki - wszelcy graficy są proszeni o pomoc :D

Kod:
Szczerze to fajnie wygląda ta grafika na huda

Tak grafika fajna - ale o której mówisz Tej co ja podrzuciłem lub "tej z tamtej" strony
Jeżeli chodzi o tę ze strony, to bardzo mi się podoba, ale nie pasi do mojej gry, paski są zbyt jasne, no nie ważne - Chodzi mi o hud'y takie jak w niektórych RPG'ówkach
@edit: [b]Oto przykład Hud'a - screen z gry "Two Worlds II"
Spoiler:

________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
Czeliosss 



Ranga RM:
1 gra

Pomógł: 49 razy
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Posty: 661
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Wysłany: Wto 18 Sty, 2011 16:23
Cytat:

Tak grafika fajna - ale o której mówisz Tej co ja podrzuciłem lub "tej z tamtej" strony

Chodzi mi o tą co podałeś. Niestety grafikiem dobrym nie jestem więc nie pomogę.
________________________
...Amelanduil & FireBlade words will be remembered...
...Amelanduil & FireBlade acts will be remembered...
...Amelanduil & FireBlade never gonna die...

Nie pisać, bo nie odpiszę.
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Sro 19 Sty, 2011 06:24
No cóż, ale mam nadzieje że jakiś skryptor się odezwie...
Te grafikę co wrzuciłem to materiały graficzne do skryptu...
O skrypcie dał mi znać Poster27
Spoiler:

Kod:
#==============================================================================#
#Lander_HUD
#Créditos: Highlander
#==============================================================================#

#==============================================================================#
#Configurações
#==============================================================================#
  Posição_X = 0
  Posição_Y = 0
 
  Pasta_das_Imagens_da_HUD = "Graphics/Pictures/"
  Fundo_da_HUD = "HUD.png"
  Barra_de_HP = "HP.png"
  Barra_de_MP = "MP.png"
 
  Utilizar_transparencia_na_entrada = true
  Utilizar_transparencia_na_saida = true
                                         
  Velocidade = 3
  Opacidade_Final = 255
  Opacidade_Final_dos_Elementos = 255
  Opacidade_Personagem = 150
  Opacidade_Personagem_dos_Elementos = 160
                                           
 
  Switch_de_controle = 1 # Switch que controla a HUD entre ON e OFF
                         
                         
  Número_do_Personagem = 1 # Número dele no menu
                           

#==============================================================================#
#Arquivos contidos na HUD
#==============================================================================#
#===============#
#Exibir Char    #
#===============#
  Char_Mostrar = true
  Char_X = 75
  Char_Y = 45
 
#===============#
#Exibir Nome    #
#===============#
  Nome_Mostrar = true
  Nome_Alinhamento = 1
  Nome_X = 10
  Nome_Y = 45
  Nome_Largura = 134
  Nome_Cor = Color.new(255,255,255,255)
  Nome_Fonte = "Georgia"
  Nome_Tamanho_da_Fonte = 17

#===============#
#Exibir HP      #
#===============#
  HP_Mostrar = true
  HP_X = 19
  HP_Y = 34
 
#===============#
#Exibir MP      #
#===============#
  MP_Mostrar = true
  MP_X = 19
  MP_Y = 34
   
#===============#
#Exibir LVL     #
#===============#
  LV_Mostrar = true
  LV_Cor = Color.new(255,255,255,255)
  LV_Fonte = "Georgia"
  LV_Tamanho_da_Fonte = 19
  LV_Largura = 30
  LV_X = 110
  LV_Y = 10

#==============================================================================#
#Fim das Configurações
#==============================================================================#

class Scene_Map < Scene_Base

  alias hud_start start
  alias hud_update update
  alias hud_terminate terminate
 
  def start
    active_hud
    hud_start
  end
 
  def active_hud
    $game_switches[Switch_de_controle] = true
    @animation_hud1 = Utilizar_transparencia_na_entrada
    @animation_hud2 = Utilizar_transparencia_na_entrada
    @animation_hud_1 = Utilizar_transparencia_na_saida
    @animation_hud_2 = Utilizar_transparencia_na_saida
    @back = Sprite.new
    @back.bitmap = Cache.load_bitmap(Pasta_das_Imagens_da_HUD, Fundo_da_HUD)
    @back.opacity = 0 if @animation_hud1 == true
    x = Posiç&atilde;o_X
    y = Posiç&atilde;o_Y
    w = @back.width
    h = @back.height
    x = ( x == nil ? ( 544 - w ) / 2 : ( x < 0 ? ( 544 + x - w ) : x ) )
    y = ( y == nil ? ( 416 - h ) / 2 : ( y < 0 ? ( 416 + y - h ) : y ) )
    @back.x = x
    @back.y = y
    @back.z = 190
    @wind = Window_Base.new(x-16,y-16,w+32,h+32)
    @wind.opacity = 0
    @wind.contents_opacity = 0 if @animation_hud2 == true
    @wind.z = 195
    @wind.contents.font.shadow = true
    @id = Número_do_Personagem-1
    @info = []
    @hp = Sprite.new
    @hp.bitmap = Bitmap.new(32,32)
    @mp = Sprite.new
    @mp.bitmap = Bitmap.new(32,32)
    @hp.x = HP_X + x
    @mp.x = MP_X + x
    @hp.y = HP_Y + y
    @mp.y = MP_Y + y
    @hp.z = 192
    @mp.z = 193
    @hp.opacity = 0 if @animation_hud2 == true
    @mp.opacity = 0 if @animation_hud2 == true
    real_update if condiç&atilde;o_de_atualizaç&atilde;o
  end
 
  def terminate
    if @animation_hud_1 == true
      @back.bitmap.dispose
      @back.dispose
    end
    if @animation_hud_2 == true
      @hp.bitmap.dispose
      @hp.dispose
      @mp.bitmap.dispose
      @mp.dispose
      @wind.contents.dispose
      @wind.dispose
    end
    hud_terminate
  end
 
  def update
    if $game_switches[Switch_de_controle] == true
      if @back != nil
        if @back.opacity < Opacidade_Final and @animation_hud1 == true
          @back.opacity += Velocidade
        else
          @back.opacity = Opacidade_Final
          @animation_hud1 = false
        end
        if @wind.contents_opacity <Opacidade_Final_dos_Elementos> Velocidade-1 and @animation_hud_1 == true
          @back.opacity -= Velocidade
        else
          @back.bitmap.dispose
          @back.dispose
          @back = nil
          @animation_hud_1 = false
        end
        if @wind.contents_opacity > Velocidade-1 and @animation_hud_2 == true
          @wind.contents_opacity -= Velocidade
          @hp.opacity -= Velocidade
          @mp.opacity -= Velocidade
        else
          if @animation_hud_2 == true
            @hp.bitmap.dispose
            @hp.dispose
            @hp = nil
            @mp.bitmap.dispose
            @mp.dispose
            @mp = nil
            @wind.contents.dispose
            @wind.dispose
            @wind = nil
            @animation_hud_2 = false
          end
        end
      end
    end
    if @back != nil
      if $game_player.screen_x >= @back.x and $game_player.screen_x <back>= @back.y and $game_player.screen_y <= @back.y + @back.height
        @back.opacity = Opacidade_Personagem
        @hp.opacity = Opacidade_Personagem_dos_Elementos
        @mp.opacity = Opacidade_Personagem_dos_Elementos
        @wind.contents_opacity = Opacidade_Personagem_dos_Elementos
      end
    end
    real_update if condiç&atilde;o_de_atualizaç&atilde;o
    hud_update
  end
 
  def real_update
    a = $game_party.members[@id]
    @wind.contents.clear
    @wind.draw_character(a.character_name, a.character_index, Char_X, Char_Y) if Char_Mostrar
     if Nome_Mostrar
      @wind.contents.font.name = Nome_Fonte if Nome_Fonte != nil
      @wind.contents.font.color = Nome_Cor
      @wind.contents.font.size = Nome_Tamanho_da_Fonte
      @wind.contents.draw_text(Nome_X, Nome_Y, Nome_Largura, Nome_Tamanho_da_Fonte, a.name, Nome_Alinhamento)
    end
    if HP_Mostrar
      @hp.bitmap.dispose
      @hp.bitmap = Cache.load_bitmap(Pasta_das_Imagens_da_HUD, Barra_de_HP)
      @hp.bitmap.clear_rect(Rect.new((@hp.width*a.hp/a.maxhp),0,@hp.width,@hp.height))
    end
    if MP_Mostrar
      @mp.bitmap.dispose
      @mp.bitmap = Cache.load_bitmap(Pasta_das_Imagens_da_HUD, Barra_de_MP)
      @mp.bitmap.clear_rect(Rect.new((@mp.width*a.mp/a.maxmp),0,@mp.width,@mp.height))
    end
    if LV_Mostrar
      @wind.contents.font.name = LV_Fonte if LV_Fonte != nil
      @wind.contents.font.color = LV_Cor
      @wind.contents.font.size = LV_Tamanho_da_Fonte
      @wind.contents.draw_text(LV_X, LV_Y, LV_Largura, LV_Tamanho_da_Fonte, a.level, 1)
    end
  end
 
  def condiç&atilde;o_de_atualizaç&atilde;o
    return false if @wind == nil
    a = $game_party.members[@id]
    return update_infos if a.id != @info[0]
    return update_infos if a.character_name != @info[1]
    return update_infos if a.character_index != @info[2]
    return update_infos if a.name != @info[3]
    return update_infos if a.hp != @info[4]
    return update_infos if a.maxhp != @info[5]
    return update_infos if a.mp != @info[6]
    return update_infos if a.maxmp != @info[7]
    return update_infos if a.level != @info[8]
    return false
  end
 
  def update_infos
    a = $game_party.members[@id]
    @info[0] = a.id
    @info[1] = a.character_name
    @info[2] = a.character_index
    @info[3] = a.name
    @info[4] = a.hp
    @info[5] = a.maxhp
    @info[6] = a.mp
    @info[7] = a.maxmp
    @info[8] = a.level

    return true
  end
 
end


I jeszcze grafika:
Spoiler:




Ów skrypt mi nie działa - być może nie jest kompatybilny
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
Popek1 




Preferowany:
RPG Maker VX

Dołączył: 12 Lip 2010
Posty: 36
Wysłany: Sro 19 Sty, 2011 17:18
Spoiler:

#==============================================================================
# Sistema de HUD para Un Personaje
# v 1.2 - 28/8/2008
# Creado por OriginalWij
#==============================================================================

module HUD

#=========================================================================#
# Inicio de Configuración #
#=========================================================================#

# Colores
HUD_BACK_COLOR = Color.new(0,0,0,75)
HUD_BAR_BACK_COLOR = Color.new(255,255,255,255)

# Icono de Oro
HUD_GOLD_ICON = 205

# Nombre del comando Cargar
HUD_LOAD_NAME = 'Cargar'

# Nombre de la zona
HUD_LOCATION = 'Localización: '

# Opacidad de la Mini-ventana
HUD_MINI_OPACITY = 200

# Interruptor del HUD
HUD_DISABLE_SWITCH = 1

#=========================================================================#
# Fin de Configuración #
#=========================================================================#

end

#==============================================================================
# HUD Window (new)
#------------------------------------------------------------------------------
# Draws HP/MP bars on-screen
#==============================================================================

class Hud_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize
super(-10,-16,200,104)
self.opacity = 0
update
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
if $game_switches[HUD::HUD_DISABLE_SWITCH]
self.visible = false
else
self.visible = true
end
self.contents.fill_rect(-2, 6, 136, 92, HUD::HUD_BACK_COLOR)
self.contents.fill_rect(1, 15, 132, 8, HUD::HUD_BAR_BACK_COLOR)
self.contents.fill_rect(1, 37, 132, 8, HUD::HUD_BAR_BACK_COLOR)
@hud_actor = $game_party.members[0]
draw_actor_hp(@hud_actor, 2, 0, 130)
draw_actor_mp(@hud_actor, 2, 22, 130)
hud_draw_actor_level(@hud_actor, 0, 48)
draw_actor_state(@hud_actor, 38, 48)
end
#--------------------------------------------------------------------------
# Draw Level With Small Font
#--------------------------------------------------------------------------
def hud_draw_actor_level(actor, x, y)
self.contents.font.size = 16
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 12, y, 24, WLH, actor.level, 2)
self.contents.font.size = Font.default_size
end
end

#==============================================================================
# HUD Command Window (new)
#------------------------------------------------------------------------------
# Draws individual command windows
#==============================================================================

class Hud_Command_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize(y)
super(-168, y, 160, 56)
self.back_opacity = HUD::HUD_MINI_OPACITY
update
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
self.contents.clear
end
end

#==============================================================================
# Dummy Location Window (new)
#------------------------------------------------------------------------------
# Draws the dummy location window
#==============================================================================

class Hud_Dummy_Location_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize
super(128, 382, 416, 34)
self.z = 0
update
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
self.contents.clear
end
end
#==============================================================================
# Location Window (new)
#------------------------------------------------------------------------------
# Draws the location window
#==============================================================================

class Hud_Location_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize
super(128, 370, 416, 56)
self.opacity = 0
update
end

#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
self.contents.clear
$hud_maps = load_data("Data/MapInfos.rvdata")
@hud_maps_id = $game_map.map_id
@hud_current_map = $hud_maps[@hud_maps_id].name
@hud_current_map.gsub!(/\\N\[([0-9]+)\]/i) { $game_actors[$1.to_i].name }
@hud_current_map.gsub!(/\[.*\]/) {""}
hud_textsize = contents.text_size(HUD::HUD_LOCATION).width
self.contents.font.color = system_color
self.contents.draw_text(0, -4, 128, 32, HUD::HUD_LOCATION)
self.contents.font.color = normal_color
self.contents.draw_text(hud_textsize + 5, -4, 400, 32, @hud_current_map, 0)
end
end

#==============================================================================
# HUD Money Window (new)
#------------------------------------------------------------------------------
# Draws a dummy money window
#==============================================================================

class Hud_Money_Window < Window_Base
#--------------------------------------------------------------------------
# Init
#--------------------------------------------------------------------------
def initialize
super(0, 382, 128, 34)
self.z = 0
update
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
self.contents.clear
end
end

#==============================================================================
# Window_Base Overwrite
#------------------------------------------------------------------------------
# Rewrites draw currency to display an icon and add commas (total rewrite)
#==============================================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# Daw currency with currency icon and commas
#--------------------------------------------------------------------------
def draw_currency_value(value, x, y, width)
hud_width = width - 22
self.contents.font.color = normal_color
@value = value / 1000
@value3 = value - (@value*1000)
@value = value / 1000000
@value2 = (value - (@value*1000000)) / 1000
@value = value / 1000000
@value_h = @value3.to_s
@value_t = @value2.to_s
@value_m = @value.to_s
if value > 999999
if @value3 > 99
self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2)
elsif @value3 > 9
self.contents.draw_text(x - 4, y, hud_width, WLH, '0' + @value_h, 2)
else
self.contents.draw_text(x - 4, y, hud_width, WLH, '00' + @value_h, 2)
end
self.contents.draw_text(x + 48, y, 11, WLH, ',', 2)
if @value2 > 99
self.contents.draw_text(x - 42, y, hud_width, WLH, @value_t, 2)
elsif @value2 > 9
self.contents.draw_text(x - 42, y, hud_width, WLH, '0' + @value_t, 2)
else
self.contents.draw_text(x - 42, y, hud_width, WLH, '00' + @value_t, 2)
end
self.contents.draw_text(x + 12, y, 11, WLH, ',', 2)
self.contents.draw_text(x - 79, y, hud_width, WLH, @value_m, 2)
elsif value > 999
if @value3 > 99
self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2)
elsif @value3 > 9
self.contents.draw_text(x - 4, y, hud_width, WLH, '0' + @value_h, 2)
else
self.contents.draw_text(x - 4, y, hud_width, WLH, '00' + @value_h, 2)
end
self.contents.draw_text(x + 48, y, 11, WLH, ',', 2)
self.contents.draw_text(x - 52, y, hud_width, WLH, @value_t, 2)
else
self.contents.draw_text(x - 4, y, hud_width, WLH, @value_h, 2)
end
self.contents.font.color = normal_color
draw_icon(HUD::HUD_GOLD_ICON, x + hud_width, y, true)
end
end

#==============================================================================
# Window_Command Overwrite
#------------------------------------------------------------------------------
# Allows commands to be aligned
#==============================================================================

class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Draw Item (added align)
# index : item number
# enabled : enabled flag. When false, draw semi-transparently.
# align : align text flag. 0 = left justified
# 1 = centered
# 2 = right justified
#
#--------------------------------------------------------------------------
def draw_item(index, enabled = true, align = 0) #:add argument
@align = align # :add alignment arg.
rect = item_rect(index)
rect.x += 4
rect.width -= 8
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
case @align # :add check for alignment
when 1
self.contents.draw_text(rect, @commands[index], 1) # :add center
when 2
self.contents.draw_text(rect, @commands[index], 2) # :add right justify
else
self.contents.draw_text(rect, @commands[index], 0) # :old left justify
end
end
end

#==============================================================================
# Window_Help Overwrite
#------------------------------------------------------------------------------
# Force center alignment
#==============================================================================

class Window_Help < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 544, WLH + 32)
end
#--------------------------------------------------------------------------
# * Set Text
# text : character string displayed in window
# align : alignment (0..flush left, 1..center, 2..flush right)
#--------------------------------------------------------------------------
def set_text(text, align = 1) # :force align
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, WLH, text, align)
@text = text
@align = align
end
end
end

#==============================================================================
# Window_MenuStatus (mod)
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias hud_menu_status_initialize initialize
def initialize(x, y)
hud_menu_status_initialize(x,y)
self.z = 1000
end
end

#==============================================================================
# Window_SaveFile Overwrite
#------------------------------------------------------------------------------
# Adjusts window size, count, and appearance
#==============================================================================

class Window_SaveFile < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# file_index : save file index (0-11)
# filename : filename
#--------------------------------------------------------------------------
def initialize(file_index, filename)
@save_offset = 0
@save_offset = 272 if file_index > 5
super(@save_offset, 56 + file_index % 6 * 60, 272, 60)
@file_index = file_index
@filename = filename
load_gamedata
refresh
@selected = false
end

#--------------------------------------------------------------------------
# * Load Partial Game Data - :added access to character names
# By default, switches and variables are not used (for expansion use,
# such as displaying place names)
#--------------------------------------------------------------------------
def load_gamedata
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
file = File.open(@filename, "r")
@time_stamp = file.mtime
begin
@characters = Marshal.load(file)
@frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
@game_system = Marshal.load(file)
@game_message = Marshal.load(file)
@game_switches = Marshal.load(file)
@game_variables = Marshal.load(file)
@hud_self_sw = Marshal.load(file)
@hud_actors = Marshal.load(file)
@total_sec = @frame_count / Graphics.frame_rate
rescue
@file_exist = false
ensure
file.close
end
end
end

#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
name = Vocab::File + " #{@file_index + 1}"
self.contents.draw_text(4, 0, 100, WLH, name)
@name_width = contents.text_size(name).width
if @file_exist
draw_party_characters(84, 30)
self.contents.font.color = normal_color
draw_playtime(0, 0, contents.width - 4, 2)
end
end

#--------------------------------------------------------------------------
# * Draw Party Characters (changed spacing)
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
#--------------------------------------------------------------------------
def draw_party_characters(x, y)
for i in 0...@characters.size
name = @characters[i][0]
index = @characters[i][1]
draw_character(name, index, x + i * 24, y)
end
end

#--------------------------------------------------------------------------
# * Draw Play Time
# x : Draw spot X coordinate
# y : Draw spot Y coordinate
# width : Width
# align : Alignment
#--------------------------------------------------------------------------
def draw_playtime(x, y, width, align)
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
time_string = sprintf("%02d:%02d", hour, min)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, width, WLH, time_string, 2)
end
end

#==============================================================================
# Scene_Base Overwrite
#------------------------------------------------------------------------------
# Rewrites the menu background script to be un-blurred and un-tinted
#==============================================================================

class Scene_Base
#--------------------------------------------------------------------------
# Create Un-blurred Snapshot for Using as Background of Another Screen
#--------------------------------------------------------------------------
def snapshot_for_background
$game_temp.background_bitmap.dispose
$game_temp.background_bitmap = Graphics.snap_to_bitmap
end
#--------------------------------------------------------------------------
# Create Un-tinted Background for Menu Screen
#--------------------------------------------------------------------------
def create_menu_background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.color.set(0, 0, 0, 0)
update_menu_background
end
end

#==============================================================================
# Scene_Title Overwrite
#------------------------------------------------------------------------------
# Center start menu commands
#==============================================================================

class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window (centered)
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
@command_window.draw_item(0, true, 1)
@command_window.draw_item(1, true, 1)
@command_window.draw_item(2, true, 1)
if @continue_enabled # If continue is enabled
@command_window.index = 1 # Move cursor over command
else # If disabled
@command_window.draw_item(1, false, 1) # Make command semi-transparent
end
@command_window.openness = 0
@command_window.open
end
end

#==============================================================================
# Scene Map Mod
#------------------------------------------------------------------------------
# Adds HP/MP window to map screen
#==============================================================================

class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# Start (Include HUD)
#--------------------------------------------------------------------------
alias hud_scene_map_start start
def start
hud_scene_map_start

#add hud window
@hud_window = Hud_Window.new
end
#--------------------------------------------------------------------------
# Terminate (Include HUD)
#--------------------------------------------------------------------------
alias hud_scene_map_terminate terminate
def terminate
hud_scene_map_terminate

#dispose hud window
@hud_window.dispose
end
#--------------------------------------------------------------------------
# Update (Include HUD and L & R)
#--------------------------------------------------------------------------
alias hud_scene_map_update update
def update
hud_scene_map_update

#update hud window
@hud_window.update

#check for L and R
if Input.trigger? (Input::R)
if $game_party.members.size > 1
Sound.play_save
hud_lead_hold1 = $game_party.members[0].id
$game_party.remove_actor (hud_lead_hold1)
$game_party.add_actor (hud_lead_hold1)
$game_player.refresh
end
elsif Input.trigger? (Input::L)
if $game_party.members.size > 1
Sound.play_save
hud_lead_hold1 = $game_party.members[0].id
hud_lead_hold2 = $game_party.members[1].id
hud_lead_hold3 = $game_party.members[2].id
@hud_party_size = $game_party.members.size
$game_party.remove_actor (hud_lead_hold1)
$game_party.remove_actor (hud_lead_hold2) if @hud_party_size > 2
$game_party.remove_actor (hud_lead_hold3) if @hud_party_size > 3
$game_party.add_actor (hud_lead_hold1)
$game_party.add_actor (hud_lead_hold2) if @hud_party_size > 2
$game_party.add_actor (hud_lead_hold3) if @hud_party_size > 3
$game_player.refresh
end
end
end
end

#==============================================================================
# Scene_Menu Mods & Overwrites
#------------------------------------------------------------------------------
# Mods:
# 1) Adjusts command window position
# 2) Makes status window invisible
# 3) Adjusts gold window position
# 4) Makes gold window transparent
# 5) Adds mini-windows to terminate
#
# Adds:
# 1) Mini-windows for commands
#
# Overwrites:
# 1) Rewrites commands to be invisible and adds Load command
# 2) Adds load & up/down check to update selection
#==============================================================================

class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# Start (with adjustments)
#--------------------------------------------------------------------------
alias hud_scene_menu_start start
def start
hud_scene_menu_start
# adjust command window position
@command_window.x = -160
# adjust status window visibility
@status_window.visible = false
# adjust gold window position
@gold_window.x = -19
@gold_window.y = 370
# create location window
@hud_location_window = Hud_Location_Window.new
# create dummy windows
@hud_money_window = Hud_Money_Window.new
@hud_dummy_location_window = Hud_Dummy_Location_Window.new
# adjust gold window transparency
@gold_window.opacity = 0
end

#--------------------------------------------------------------------------
# Create Mini Command Windows (new)
#--------------------------------------------------------------------------
def create_mini_windows
@mini_command_window = []
for i in 0..6
@mini_command_window[i] = Hud_Command_Window.new(i * 24 + 80)
end
if $game_party.members.size == 0
@mini_command_window[0].contents.font.color.alpha = 128
@mini_command_window[1].contents.font.color.alpha = 128
@mini_command_window[2].contents.font.color.alpha = 128
@mini_command_window[3].contents.font.color.alpha = 128
end
@mini_command_window[0].contents.draw_text(-15, 0, 160, 24, Vocab::item, 1)
@mini_command_window[1].contents.draw_text(-15, 0, 160, 24, Vocab::skill, 1)
@mini_command_window[2].contents.draw_text(-15, 0, 160, 24, Vocab::equip, 1)
@mini_command_window[3].contents.draw_text(-15, 0, 160, 24, Vocab::status, 1)
if $game_system.save_disabled
@mini_command_window[4].contents.font.color.alpha = 128
end
@mini_command_window[4].contents.draw_text(-15, 0, 160, 24, Vocab::save, 1)
@mini_command_window[5].contents.draw_text(-15, 0, 160, 24, HUD::HUD_LOAD_NAME, 1)
@mini_command_window[6].contents.draw_text(-15, 0, 160, 24, Vocab::game_end, 1)
end

#--------------------------------------------------------------------------
# * Termination Processing (add mini, location, & dummy windows)
#--------------------------------------------------------------------------
alias hud_scene_menu_terminate terminate
def terminate
hud_scene_menu_terminate
@hud_money_window.dispose
@hud_dummy_location_window.dispose
@hud_location_window.dispose
for i in 0..6
@mini_command_window[i].dispose
end
end

#--------------------------------------------------------------------------
# Create Command Window With Invisiblity and Load Command (Rewrite)
#--------------------------------------------------------------------------
def create_command_window
create_mini_windows # new: call mini window creation
s1 = ""
s2 = ""
s3 = ""
s4 = ""
s5 = ""
s6 = ""
s7 = ""
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
for i in 1..10
@mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8
Graphics.wait(1)
end
end

#--------------------------------------------------------------------------
# Update Command Selection With Arrow Check, Load, and Location (Rewrite)
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B) #original
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C) #original
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Items
$scene = Scene_Item.new
when 1,2,3 # Skills, Equip, Status
@status_window.visible = true
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # :changed to Load
$scene = Scene_File.new(false, false, false)
when 6 # End Game :changed from 5 to 6
$scene = Scene_End.new
end
# :new - move mini windows
elsif Input.repeat?(Input::UP) # :new
@offset = @command_window.index + 1
@offset = 0 if @offset > 6
for i in 1..10
@mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168
@mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8
Graphics.wait(1)
end
elsif Input.repeat?(Input::DOWN) # :new
@offset = @command_window.index - 1
@offset = 6 if @offset < 0
for i in 1..10
@mini_command_window[@offset].x -= 16 if @mini_command_window[@offset].x > -168
@mini_command_window[@command_window.index].x += 16 if @mini_command_window[@command_window.index].x < -8
Graphics.wait(1)
end
end
end

#--------------------------------------------------------------------------
# * End Actor Selection (Mod
#--------------------------------------------------------------------------
alias hud_end_actor_selection end_actor_selection
def end_actor_selection
hud_end_actor_selection
@status_window.visible = false
end
end

#==============================================================================
# Scene_Item Overwrite
#------------------------------------------------------------------------------
# Adjusted for only 1 character
#==============================================================================

class Scene_Item < Scene_Base
#--------------------------------------------------------------------------
# Show Target Window (adjusted viewport)
#--------------------------------------------------------------------------
def show_target_window(right)
@item_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
end

#==============================================================================
# ** Scene_Skill
#------------------------------------------------------------------------------
# This class performs the skill screen processing.
#==============================================================================

class Scene_Skill < Scene_Base
#--------------------------------------------------------------------------
# * Show Target Window
# right : Right justification flag (if false, left justification)
#--------------------------------------------------------------------------
def show_target_window(right)
@skill_window.active = false
width_remain = 544 - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
@viewport.rect.set(0, 0, 544, 416)
@viewport.ox = 0
end
end
#==============================================================================
# Scene_File Overwrite
#------------------------------------------------------------------------------
# Add return for Load command and adjust number of files
#==============================================================================

class Scene_File < Scene_Base
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
if @saving
$scene = Scene_Menu.new(4)
else
$scene = Scene_Menu.new(5)
end
end
end
#--------------------------------------------------------------------------
# * Create Save File Window
#--------------------------------------------------------------------------
def create_savefile_windows
@savefile_windows = []
for i in 0..11
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@item_max = 12
end
#--------------------------------------------------------------------------
# * Update Save File Selection
#--------------------------------------------------------------------------
alias hud_update_savefile_selection update_savefile_selection
def update_savefile_selection
hud_update_savefile_selection
if Input.trigger?(Input::RIGHT)
if @index < 6
Sound.play_cursor
@savefile_windows[@index].selected = false
@index += 6
@savefile_windows[@index].selected = true
end
elsif Input.trigger?(Input::LEFT)
if @index > 5
Sound.play_cursor
@savefile_windows[@index].selected = false
@index -= 6
@savefile_windows[@index].selected = true
end
end
end
end

#==============================================================================
# Scene_End Overwrite
#------------------------------------------------------------------------------
# Adjusts return for Quit because of adding Load & centers menu
#==============================================================================

class Scene_End < Scene_Base
#--------------------------------------------------------------------------
# * Create Command Window (centered)
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::to_title
s2 = Vocab::shutdown
s3 = Vocab::cancel
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = (416 - @command_window.height) / 2
@command_window.openness = 0
@command_window.draw_item(0, true, 1)
@command_window.draw_item(1, true, 1)
@command_window.draw_item(2, true, 1)
end

#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
$scene = Scene_Menu.new(6)
end
end


A takie ujdzie?
________________________

Darmowe mapki na zamówienie...
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Sro 19 Sty, 2011 17:53
Dzięki Popek1, ale w Twoim projekcie ten hud był jakiś, no nie wiem - ładniejszy...
Ten, który jest na forum wygląda ładniej niż ten co podrzuciłeś... A masz coś innego lub dobre strony ze skryptami?
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
Popek1 




Preferowany:
RPG Maker VX

Dołączył: 12 Lip 2010
Posty: 36
Wysłany: Sro 19 Sty, 2011 18:40
Poszukam
________________________

Darmowe mapki na zamówienie...
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Czw 20 Sty, 2011 15:03
A cóż za problem wrzucić skrypt z projektu? Chyba że chcesz mieć oryginalną gierkę...
Ah, szukaj Popek1, szukaj :D
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
Popek1 




Preferowany:
RPG Maker VX

Dołączył: 12 Lip 2010
Posty: 36
Wysłany: Pią 21 Sty, 2011 19:38
to nie takie proste ponieważ to jest cały abs
________________________

Darmowe mapki na zamówienie...
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Sob 22 Sty, 2011 21:39
Przepraszam, Cię Popek1, już wiem co masz na myśli... Widziałem demko ze masą skryptów, które trzeba wkleić
A co do tematu to proszę o zamknięcie
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
Agumon 




Preferowany:
RPG Maker VX

Ranga RM:
1 gra

Pomógł: 53 razy
Dołączył: 30 Gru 2009
Posty: 515
Skąd: Ruda Śląska
Wysłany: Nie 23 Sty, 2011 13:02
Zamykam
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Piszę poprawnie po polsku

 
 
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