# True by wyświetlać walutę
Text_Show = true
Text_Color = Color.new(50,50,50,255)
Text_Font = nil # Czcionka, nil dla domyślnej
Text_Size_of_Font = 15 # Rozmiar
Text_X = 280
Text_Y = 50
Text_Width = 50
Text = "Dollars" # Nazwa waluty
#===============================================#
#============ End of Settings ================#
#===============================================#
#============ Top of Script ==================#
#===============================================#
end
class Scene_Map < Scene_Base
include PR_RRPG_HUD
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_Control] = true
@animation_hud1 = Using_transparency_in_the_entrance
@animation_hud2 = Using_transparency_in_the_entrance
@animation_hud_1 = Using_transparency_in_the_exit
@animation_hud_2 = Using_transparency_in_the_exit
@back = Sprite.new
@back.bitmap = Cache.load_bitmap(Images_folder_of_the_HUD, Bottom_of_the_HUD)
@back.opacity = 0 if @animation_hud1 == true
x = Position_X
y = Position_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 = false
@id = Number_Character-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 status_update
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_Control] == true
if @back != nil
if @back.opacity < Final_Opacity and @animation_hud1 == true
@back.opacity += Speed
else
@back.opacity = Final_Opacity
@animation_hud1 = false
end
if @wind.contents_opacity < Opacity_Final_Element and @animation_hud2 == true
@wind.contents_opacity += Speed
@hp.opacity += Speed
@mp.opacity += Speed
else
@wind.contents_opacity = Opacity_Final_Element
@hp.opacity = Opacity_Final_Element
@mp.opacity = Opacity_Final_Element
@animation_hud2 = false
end
else
active_hud
end
else
if @back != nil
if @back.opacity > Speed-1 and @animation_hud_1 == true
@back.opacity -= Speed
else
@back.bitmap.dispose
@back.dispose
@back = nil
@animation_hud_1 = false
end
if @wind.contents_opacity > Speed-1 and @animation_hud_2 == true
@wind.contents_opacity -= Speed
@hp.opacity -= Speed
@mp.opacity -= Speed
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.x + @back.width and
$game_player.screen_y >= @back.y and $game_player.screen_y <= @back.y + @back.height
@back.opacity = Character_Opacity
@hp.opacity = Opacity_Character_Element
@mp.opacity = Opacity_Character_Element
@wind.contents_opacity = Opacity_Character_Element
end
end
real_update if status_update
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_Show
if Name_Show
@wind.contents.font.name = Name_Font if Name_Font != nil
@wind.contents.font.color = Name_Color
@wind.contents.font.size = Name_Size_of_Font
@wind.contents.draw_text(Name_X, Name_Y, Name_Width, Name_Size_of_Font, a.name, Name_Alignment)
end
if Class_Show
@wind.contents.font.name = Class_Font if Class_Font != nil
@wind.contents.font.color = Class_Color
@wind.contents.font.size = Class_Size_of_Font
@wind.contents.draw_text(Class_X, Class_Y, Class_Width, Class_Size_of_Font, a.class.name, Class_Alignment)
end
if HP_Show
@hp.bitmap.dispose
@hp.bitmap = Cache.load_bitmap(Images_folder_of_the_HUD, Bar_HP)
@hp.bitmap.clear_rect(Rect.new((@hp.width*a.hp/a.maxhp),0,@hp.width,@hp.height))
end
if MP_Show
@mp.bitmap.dispose
@mp.bitmap = Cache.load_bitmap(Images_folder_of_the_HUD, Bar_MP)
@mp.bitmap.clear_rect(Rect.new((@mp.width*a.mp/a.maxmp),0,@mp.width,@mp.height))
end
if Values_HP_Show_Current
text = a.hp.to_s
end
if Values_HP_Show_Total
text = a.maxhp.to_s
end
if Values_HP_Show_Current and Values_HP_Show_Total
text = a.hp.to_s + "/" + a.maxhp.to_s
end
if text != nil
@wind.contents.font.name = Values_HP_Font if Values_HP_Font != nil
@wind.contents.font.color = Values_HP_Color
@wind.contents.font.size = Values_HP_Size_of_Font
@wind.contents.draw_text(Values_HP_X, Values_HP_Y, @hp.width, Values_HP_Size_of_Font, text, 2)
end
text = nil
if Values_MP_Show_Current
text = a.mp.to_s
end
if Values_MP_Show_Total
text = a.maxmp.to_s
end
if Values_MP_Show_Current and Values_MP_Show_Total
text = a.mp.to_s + "/" + a.maxmp.to_s
end
if text != nil
@wind.contents.font.name = Values_MP_Font if Values_MP_Font != nil
@wind.contents.font.color = Values_MP_Color
@wind.contents.font.size = Values_MP_Size_of_Font
@wind.contents.draw_text(Values_MP_X, Values_MP_Y, @hp.width, Values_MP_Size_of_Font, text, 2)
end
if LV_Show
@wind.contents.font.name = LV_Font if LV_Font != nil
@wind.contents.font.color = LV_Color
@wind.contents.font.size = LV_Size_of_Font
@wind.contents.draw_text(LV_X, LV_Y, LV_Width, LV_Size_of_Font, a.level, 1)
end
if Gold_Show
@wind.contents.font.name = Gold_Font if Gold_Font != nil
@wind.contents.font.color = Gold_Color
@wind.contents.font.size = Gold_Size_of_Font
@wind.contents.draw_text(Gold_X, Gold_Y, Gold_Width, Gold_Size_of_Font, $game_party.gold, 1)
end
if Text_Show
@wind.contents.font.name = Text_Font if Text_Font != nil
@wind.contents.font.color = Text_Color
@wind.contents.font.size = Text_Size_of_Font
@wind.contents.draw_text(Text_X, Text_Y, Text_Width, Text_Size_of_Font, Text, 1)
end
end
def status_update
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.class_id != @info[4]
return update_infos if a.class.name != @info[5]
return update_infos if a.hp != @info[6]
return update_infos if a.maxhp != @info[7]
return update_infos if a.mp != @info[8]
return update_infos if a.maxmp != @info[9]
return update_infos if a.level != @info[10]
return update_infos if $game_party.gold != @info[11]
return false
end
Screenu nie ma, a co do konfiguracji... Wrzucasz coś, czego sam nie rozumiesz? Przecież masz w skrypcie, jak byk, potężną konfigurację!
A spoilery robisz tagami
Kod:
[spoiler]tekst[/spoiler]
to chyba oczywiste?
________________________
"Na trolla pewne są tylko dwie pewne metody, jedna samopowtarzalna i druga, wymagająca przeładowania ręcznego."
Using_transparency_in_the_entrance = true # Makes the HUD fade when go under it
Using_transparency_in_the_exit = true # FadeOut to disappear in just
Speed = 3 # Speed to FadeIn/FadeOut
Final_Opacity = 255 # Final 0pacity of the HUD
Opacity_Final_Element = 255 # Opacity of the final elements of the HUD
Character_Opacity = 150 # Opacity if the character is under
Opacity_Character_Element = 160 # Opacity of the elements
Switch_Control = 1 #Przełącznik aktywujący.
# HUD jest włączony gdy przełącznik jest on.
Number_Character = 1 # Numer postaci która ma się pokazywać w HUD.
#==============================================#
#=============== HUD Elements ================#
#==============================================#
# Czy ma się pokazywać charset postaci? (false lub true)
Char_Show = true
Char_X = 42
Char_Y = 63
# Czy ma się pokazywać imie bohatera? (false lub true)
Name_Show = true
Name_Alignment = 1 # 0 = Left | 1 = Center | 2 = Right
Name_X = 92
Name_Y = 22
Name_Width = 134
Name_Color = Color.new(20,20,20,255)
Name_Font = nil # Font to use, write nil to use the default
Name_Size_of_Font = 17 # Size_of Font
# Czy ma się pokazywać klasa postaci? (false lub true)
Class_Show = true
Class_Alignment = 1 # 0 = Left | 1 = Center | 2 = Right
Class_X = 229
Class_Y = 23
Class_Width = 48
Class_Color = Color.new(50,50,50,255)
Class_Font = nil # Font to use, write nil to use the default
Class_Size_of_Font = 16 # Size_of Font
# Czy ma się pokazywać pasek HP postaci? (false lub true)
HP_Show = true
HP_X = 92
HP_Y = 42
# Czy ma się pokazywać pasek MP postaci? (false lub true)
MP_Show = true
MP_X = 92
MP_Y = 59
# Czy ma się pokazywać ile postać ma HP? (false lub true)
Values_HP_Show_Current = false
# Czy ma się pokazywać maksymalna ilość HP? (false lub true)
Values_HP_Show_Total = false
Values_HP_Color = Color.new(50,50,50,255)
Values_HP_Font = nil # Font to use, write nil to use the default
Values_HP_Size_of_Font = 14 # Size_of Font
Values_HP_X = 92
Values_HP_Y = 38
# Czy ma się pokazywać ile postać ma MP (false lub true)
Values_MP_Show_Current = false
# Czy ma się pokazywać maksymalna ilość MP (false lub true)
Values_MP_Show_Total = false
Values_MP_Color = Color.new(50,50,50,255)
Values_MP_Font = nil # Font to use, write nil to use the default
Values_MP_Size_of_Font = 14 # Size_of Font
Values_MP_X = 92
Values_MP_Y = 55
# Czy ma się pokazywać level postaci? (false lub true)
LV_Show = true
LV_Color = Color.new(50,50,50,255)
LV_Font = nil # Font to use, write nil to use the default
LV_Size_of_Font = 19 # Size_of Font
LV_Width = 30
LV_X = 238
LV_Y = 49
# Czy ma się pokazywać ilość złota? (false lub true)
Gold_Show = true
Gold_Color = Color.new(50,50,50,255)
Gold_Font = nil # Font to use, write nil to use the default
Gold_Size_of_Font = 18 # Size_of Font
Gold_X = 280
Gold_Y = 35
Gold_Width = 50
# Set true to show the suffix of play money (false to not display)
Text_Show = true
Text_Color = Color.new(50,50,50,255)
Text_Font = nil # Font to use, write nil to use the default
Text_Size_of_Font = 15 # Size_of Font
Text_X = 280
Text_Y = 50
Text_Width = 50
Text = "Dollars" # Nazwa waluty w grze
#===============================================#
#============ End of Settings ================#
#===============================================#
#============ Top of Script ==================#
#===============================================#
end
class Scene_Map < Scene_Base
include PR_RRPG_HUD
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_Control] = true
@animation_hud1 = Using_transparency_in_the_entrance
@animation_hud2 = Using_transparency_in_the_entrance
@animation_hud_1 = Using_transparency_in_the_exit
@animation_hud_2 = Using_transparency_in_the_exit
@back = Sprite.new
@back.bitmap = Cache.load_bitmap(Images_folder_of_the_HUD, Bottom_of_the_HUD)
@back.opacity = 0 if @animation_hud1 == true
x = Position_X
y = Position_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 = false
@id = Number_Character-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 status_update
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_Control] == true
if @back != nil
if @back.opacity < Final_Opacity and @animation_hud1 == true
@back.opacity += Speed
else
@back.opacity = Final_Opacity
@animation_hud1 = false
end
if @wind.contents_opacity < Opacity_Final_Element and @animation_hud2 == true
@wind.contents_opacity += Speed
@hp.opacity += Speed
@mp.opacity += Speed
else
@wind.contents_opacity = Opacity_Final_Element
@hp.opacity = Opacity_Final_Element
@mp.opacity = Opacity_Final_Element
@animation_hud2 = false
end
else
active_hud
end
else
if @back != nil
if @back.opacity > Speed-1 and @animation_hud_1 == true
@back.opacity -= Speed
else
@back.bitmap.dispose
@back.dispose
@back = nil
@animation_hud_1 = false
end
if @wind.contents_opacity > Speed-1 and @animation_hud_2 == true
@wind.contents_opacity -= Speed
@hp.opacity -= Speed
@mp.opacity -= Speed
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.x + @back.width and
$game_player.screen_y >= @back.y and $game_player.screen_y <= @back.y + @back.height
@back.opacity = Character_Opacity
@hp.opacity = Opacity_Character_Element
@mp.opacity = Opacity_Character_Element
@wind.contents_opacity = Opacity_Character_Element
end
end
real_update if status_update
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_Show
if Name_Show
@wind.contents.font.name = Name_Font if Name_Font != nil
@wind.contents.font.color = Name_Color
@wind.contents.font.size = Name_Size_of_Font
@wind.contents.draw_text(Name_X, Name_Y, Name_Width, Name_Size_of_Font, a.name, Name_Alignment)
end
if Class_Show
@wind.contents.font.name = Class_Font if Class_Font != nil
@wind.contents.font.color = Class_Color
@wind.contents.font.size = Class_Size_of_Font
@wind.contents.draw_text(Class_X, Class_Y, Class_Width, Class_Size_of_Font, a.class.name, Class_Alignment)
end
if HP_Show
@hp.bitmap.dispose
@hp.bitmap = Cache.load_bitmap(Images_folder_of_the_HUD, Bar_HP)
@hp.bitmap.clear_rect(Rect.new((@hp.width*a.hp/a.maxhp),0,@hp.width,@hp.height))
end
if MP_Show
@mp.bitmap.dispose
@mp.bitmap = Cache.load_bitmap(Images_folder_of_the_HUD, Bar_MP)
@mp.bitmap.clear_rect(Rect.new((@mp.width*a.mp/a.maxmp),0,@mp.width,@mp.height))
end
if Values_HP_Show_Current
text = a.hp.to_s
end
if Values_HP_Show_Total
text = a.maxhp.to_s
end
if Values_HP_Show_Current and Values_HP_Show_Total
text = a.hp.to_s + "/" + a.maxhp.to_s
end
if text != nil
@wind.contents.font.name = Values_HP_Font if Values_HP_Font != nil
@wind.contents.font.color = Values_HP_Color
@wind.contents.font.size = Values_HP_Size_of_Font
@wind.contents.draw_text(Values_HP_X, Values_HP_Y, @hp.width, Values_HP_Size_of_Font, text, 2)
end
text = nil
if Values_MP_Show_Current
text = a.mp.to_s
end
if Values_MP_Show_Total
text = a.maxmp.to_s
end
if Values_MP_Show_Current and Values_MP_Show_Total
text = a.mp.to_s + "/" + a.maxmp.to_s
end
if text != nil
@wind.contents.font.name = Values_MP_Font if Values_MP_Font != nil
@wind.contents.font.color = Values_MP_Color
@wind.contents.font.size = Values_MP_Size_of_Font
@wind.contents.draw_text(Values_MP_X, Values_MP_Y, @hp.width, Values_MP_Size_of_Font, text, 2)
end
if LV_Show
@wind.contents.font.name = LV_Font if LV_Font != nil
@wind.contents.font.color = LV_Color
@wind.contents.font.size = LV_Size_of_Font
@wind.contents.draw_text(LV_X, LV_Y, LV_Width, LV_Size_of_Font, a.level, 1)
end
if Gold_Show
@wind.contents.font.name = Gold_Font if Gold_Font != nil
@wind.contents.font.color = Gold_Color
@wind.contents.font.size = Gold_Size_of_Font
@wind.contents.draw_text(Gold_X, Gold_Y, Gold_Width, Gold_Size_of_Font, $game_party.gold, 1)
end
if Text_Show
@wind.contents.font.name = Text_Font if Text_Font != nil
@wind.contents.font.color = Text_Color
@wind.contents.font.size = Text_Size_of_Font
@wind.contents.draw_text(Text_X, Text_Y, Text_Width, Text_Size_of_Font, Text, 1)
end
end
def status_update
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.class_id != @info[4]
return update_infos if a.class.name != @info[5]
return update_infos if a.hp != @info[6]
return update_infos if a.maxhp != @info[7]
return update_infos if a.mp != @info[8]
return update_infos if a.maxmp != @info[9]
return update_infos if a.level != @info[10]
return update_infos if $game_party.gold != @info[11]
return false
end
Dzięki za powiedzenie jak robić spoilery .Skrypt już rozumiem .Proszę o podmienienie tamtego skryptu na ten.Przepraszam następnym razem będę porządnie dawał skrypty.
Oto potrzebne grafiki(pomyślałem że warto dać):
Grafik też zamieszczać nie umiesz? Dobra, podrzucę to do pierwszego... Przetłumaczę do końca, bo z tego co ty przetłumaczyłeś nie wszystko można wywnioskować... Pierwszy i ostatni raz poprawię za kogoś temat.
Ok, grafiki są... Jakiś zły permalink był wcześniej podany...
________________________
"Na trolla pewne są tylko dwie pewne metody, jedna samopowtarzalna i druga, wymagająca przeładowania ręcznego."
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