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Inny HUD
Autor Wiadomość
Loki 




Preferowany:
RPG Maker VX

Pomógł: 12 razy
Dołączył: 25 Kwi 2012
Posty: 162
Wysłany: Nie 20 Maj, 2012 12:25
Inny HUD
Krótki opis:
Pokazuje stan życia bohatera, SP, Lv, złoto i uzbrojenie.

Autor:
DarkCloud

Kompatybilność:
RPG Maker XP

Skrypt:
Spoiler:

Kod:
#==============================================================================
# Pretty and Simple HUD+ v.0.5                         by DarkCloud  [19.10.08r]
#==============================================================================

#==============================================================================
# * Config
#==============================================================================
    # Tego lepiej nie zmianiaj =D
    LEFT = 0
    RIGHT = 464
    UP = 0
    DOWN = 230
    LEFT2 = -16
    RIGHT2 = 448
    UP2 = -16
    DOWN2 = 214
    # Pozycja HUD'a w osi X (LEFT - Lewy róg, RIGHT - Prawy róg)
    HUDX_POSITION = RIGHT
    HUDX_POSITION2 = RIGHT2
    # Pozycja HUD'a w osi Y (UP - Górny róg, DOWN - Dolny róg)
    HUDY_POSITION = UP
    HUDY_POSITION2 = UP2
    # Przezroczystość HUD'a (Od 0 do 255)
    OPACITY = 200
#==============================================================================
# END of Config
#==============================================================================

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
  #=====================================
  # Actor Name
  #=====================================   
  def draw_actor_name2(actor, x, y)
    self.contents.font.name = "Verdana"
    self.contents.font.color = Color.new(255, 255, 255, OPACITY)
    self.contents.font.size = 18
    self.contents.font.bold = true
    self.contents.draw_text(x, y, 120, 32, actor.name)
    self.contents.font.bold = false
  end
  #=====================================
  # Actor level
  #=====================================   
  def draw_actor_lv(actor, x, y)
    self.contents.font.name = "Verdana"
    self.contents.font.color = Color.new(255, 255, 255, OPACITY)
    self.contents.font.size = 18
    self.contents.font.bold = true
    self.contents.draw_text(x, y, 32, 32, "Lv")
    self.contents.draw_text(x + 23, y, 24, 32, actor.level.to_s, 2)
    self.contents.font.bold = false
  end
  #=====================================
  # Actor HP bar
  #=====================================   
  def draw_actor_hp_bar(actor, x, y)
    @actor = $game_party.actors[0]
    whp = 106 * @actor.hp / @actor.maxhp
    self.contents.fill_rect(x, y, whp, 1, Color.new(232, 0, 0, OPACITY))
    self.contents.fill_rect(x, y + 1, whp, 1, Color.new(215, 0, 0, OPACITY))
    self.contents.fill_rect(x, y + 2, whp, 1, Color.new(195, 0, 0, OPACITY))
    self.contents.fill_rect(x, y + 3, whp, 1, Color.new(165, 0, 0, OPACITY))
    self.contents.fill_rect(x, y + 4, whp, 1, Color.new(145, 0, 0, OPACITY))
    self.contents.fill_rect(x, y + 5, whp, 1, Color.new(130, 0, 0, OPACITY))
    self.contents.fill_rect(x, y + 6, whp, 1, Color.new(105, 0, 0, OPACITY))
    self.contents.fill_rect(x, y + 7, whp, 1, Color.new(75, 0, 0, OPACITY))
    self.contents.fill_rect(x, y + 8, whp, 1, Color.new(55, 0, 0, OPACITY))
    self.contents.fill_rect(x, y + 9, whp, 1, Color.new(25, 0, 0, OPACITY))
    self.contents.font.name = "Palatino Linotype"
    self.contents.font.size = 16
    self.contents.font.color = Color.new(0, 0, 0, OPACITY)
    self.contents.draw_text(x + 6, y - 10, 32, 32, $data_system.words.hp)
    self.contents.font.color = Color.new(255, 255, 255, OPACITY)
    self.contents.draw_text(x + 5, y - 11, 32, 32, $data_system.words.hp)
  end
  #=====================================
  # Actor SP bar
  #=====================================   
  def draw_actor_sp_bar(actor, x, y)
    @actor = $game_party.actors[0]
    wsp = 106 * @actor.sp / @actor.maxsp
    self.contents.fill_rect(x, y, wsp, 1, Color.new(0, 0, 232, OPACITY))
    self.contents.fill_rect(x, y + 1, wsp, 1, Color.new(0, 0, 215, OPACITY))
    self.contents.fill_rect(x, y + 2, wsp, 1, Color.new(0, 0, 195, OPACITY))
    self.contents.fill_rect(x, y + 3, wsp, 1, Color.new(0, 0, 165, OPACITY))
    self.contents.fill_rect(x, y + 4, wsp, 1, Color.new(0, 0, 145, OPACITY))
    self.contents.fill_rect(x, y + 5, wsp, 1, Color.new(0, 0, 130, OPACITY))
    self.contents.fill_rect(x, y + 6, wsp, 1, Color.new(0, 0, 105, OPACITY))
    self.contents.fill_rect(x, y + 7, wsp, 1, Color.new(0, 0, 75, OPACITY))
    self.contents.fill_rect(x, y + 8, wsp, 1, Color.new(0, 0, 55, OPACITY))
    self.contents.fill_rect(x, y + 9, wsp, 1, Color.new(0, 0, 25, OPACITY))
    self.contents.font.name = "Palatino Linotype"
    self.contents.font.size = 16
    self.contents.font.color = Color.new(0, 0, 0, OPACITY)
    self.contents.draw_text(x + 6, y - 10, 32, 32, $data_system.words.sp)
    self.contents.font.color = Color.new(255, 255, 255, OPACITY)
    self.contents.draw_text(x + 5, y - 11, 32, 32, $data_system.words.sp)
  end
  #=====================================
  # Actor Exp bar
  #=====================================   
  def draw_actor_exp_bar(actor, x, y)
    @actor = $game_party.actors[0]
    exp1 = actor.now_exp
    exp2 = actor.next_exp
    if actor.next_exp == 0
      exp1 = 1
      exp2 = 1
    end
    wexp = 106 * exp1 / exp2
    self.contents.fill_rect(x, y, wexp, 1, Color.new(0, 232, 0, OPACITY))
    self.contents.fill_rect(x, y + 1, wexp, 1, Color.new(0, 215, 0, OPACITY))
    self.contents.fill_rect(x, y + 2, wexp, 1, Color.new(0, 195, 0, OPACITY))
    self.contents.fill_rect(x, y + 3, wexp, 1, Color.new(0, 165, 0, OPACITY))
    self.contents.fill_rect(x, y + 4, wexp, 1, Color.new(0, 145, 0, OPACITY))
    self.contents.fill_rect(x, y + 5, wexp, 1, Color.new(0, 130, 0, OPACITY))
    self.contents.fill_rect(x, y + 6, wexp, 1, Color.new(0, 105, 0, OPACITY))
    self.contents.fill_rect(x, y + 7, wexp, 1, Color.new(0, 75, 0, OPACITY))
    self.contents.fill_rect(x, y + 8, wexp, 1, Color.new(0, 55, 0, OPACITY))
    self.contents.fill_rect(x, y + 9, wexp, 1, Color.new(0, 25, 0, OPACITY))
    self.contents.font.name = "Palatino Linotype"
    self.contents.font.size = 16
    self.contents.font.color = Color.new(0, 0, 0, OPACITY)
    self.contents.draw_text(x + 6, y - 10, 32, 32, "Exp")
    self.contents.font.color = Color.new(255, 255, 255, OPACITY)
    self.contents.draw_text(x + 5, y - 11, 32, 32, "Exp")
  end
  #=====================================
  # Gold
  #=====================================   
  def draw_gold(actor, x, y)
    self.contents.font.name = "Verdana"
    self.contents.font.color = Color.new(255, 255, 0, OPACITY)
    self.contents.font.size = 16
    self.contents.font.bold = true
    self.contents.draw_text(x, y, 120, 32, $game_party.gold.to_s, 2)
    self.contents.font.bold = false
  end
  #=====================================
  # Actor STR bar
  #=====================================   
  def draw_actor_str_bar(actor, x, y)
    @actor = $game_party.actors[0]
    str = actor.str
    wstr = 46 * str / 999
    self.contents.fill_rect(x, y, wstr, 1, Color.new(232, 232, 0, OPACITY))
    self.contents.fill_rect(x, y + 1, wstr, 1, Color.new(215, 215, 0, OPACITY))
    self.contents.fill_rect(x, y + 2, wstr, 1, Color.new(195, 195, 0, OPACITY))
    self.contents.fill_rect(x, y + 3, wstr, 1, Color.new(165, 165, 0, OPACITY))
    self.contents.fill_rect(x, y + 4, wstr, 1, Color.new(145, 145, 0, OPACITY))
    self.contents.fill_rect(x, y + 5, wstr, 1, Color.new(130, 130, 0, OPACITY))
    self.contents.fill_rect(x, y + 6, wstr, 1, Color.new(105, 105, 0, OPACITY))
    self.contents.fill_rect(x, y + 7, wstr, 1, Color.new(75, 75, 0, OPACITY))
    self.contents.fill_rect(x, y + 8, wstr, 1, Color.new(55, 55, 0, OPACITY))
    self.contents.fill_rect(x, y + 9, wstr, 1, Color.new(25, 25, 0, OPACITY))
    self.contents.font.name = "Palatino Linotype"
    self.contents.font.size = 16
    self.contents.font.color = Color.new(0, 0, 0, OPACITY)
    self.contents.draw_text(x + 6, y - 10, 32, 32, actor.str.to_s)
    self.contents.font.color = Color.new(255, 255, 255, OPACITY)
    self.contents.draw_text(x + 5, y - 11, 32, 32, actor.str.to_s)
  end
  #=====================================
  # Actor DEX bar
  #=====================================   
  def draw_actor_dex_bar(actor, x, y)
    @actor = $game_party.actors[0]
    dex = actor.dex
    wdex = 46 * dex / 999
    self.contents.fill_rect(x, y, wdex, 1, Color.new(232, 232, 0, OPACITY))
    self.contents.fill_rect(x, y + 1, wdex, 1, Color.new(215, 215, 0, OPACITY))
    self.contents.fill_rect(x, y + 2, wdex, 1, Color.new(195, 195, 0, OPACITY))
    self.contents.fill_rect(x, y + 3, wdex, 1, Color.new(165, 165, 0, OPACITY))
    self.contents.fill_rect(x, y + 4, wdex, 1, Color.new(145, 145, 0, OPACITY))
    self.contents.fill_rect(x, y + 5, wdex, 1, Color.new(130, 130, 0, OPACITY))
    self.contents.fill_rect(x, y + 6, wdex, 1, Color.new(105, 105, 0, OPACITY))
    self.contents.fill_rect(x, y + 7, wdex, 1, Color.new(75, 75, 0, OPACITY))
    self.contents.fill_rect(x, y + 8, wdex, 1, Color.new(55, 55, 0, OPACITY))
    self.contents.fill_rect(x, y + 9, wdex, 1, Color.new(25, 25, 0, OPACITY))
    self.contents.font.name = "Palatino Linotype"
    self.contents.font.size = 16
    self.contents.font.color = Color.new(0, 0, 0, OPACITY)
    self.contents.draw_text(x + 6, y - 10, 32, 32, actor.dex.to_s)
    self.contents.font.color = Color.new(255, 255, 255, OPACITY)
    self.contents.draw_text(x + 5, y - 11, 32, 32, actor.dex.to_s)
  end
  #=====================================
  # Actor AGI bar
  #=====================================   
  def draw_actor_agi_bar(actor, x, y)
    @actor = $game_party.actors[0]
    agi = actor.agi
    wagi = 46 * agi / 999
    self.contents.fill_rect(x, y, wagi, 1, Color.new(232, 232, 0, OPACITY))
    self.contents.fill_rect(x, y + 1, wagi, 1, Color.new(215, 215, 0, OPACITY))
    self.contents.fill_rect(x, y + 2, wagi, 1, Color.new(195, 195, 0, OPACITY))
    self.contents.fill_rect(x, y + 3, wagi, 1, Color.new(165, 165, 0, OPACITY))
    self.contents.fill_rect(x, y + 4, wagi, 1, Color.new(145, 145, 0, OPACITY))
    self.contents.fill_rect(x, y + 5, wagi, 1, Color.new(130, 130, 0, OPACITY))
    self.contents.fill_rect(x, y + 6, wagi, 1, Color.new(105, 105, 0, OPACITY))
    self.contents.fill_rect(x, y + 7, wagi, 1, Color.new(75, 75, 0, OPACITY))
    self.contents.fill_rect(x, y + 8, wagi, 1, Color.new(55, 55, 0, OPACITY))
    self.contents.fill_rect(x, y + 9, wagi, 1, Color.new(25, 25, 0, OPACITY))
    self.contents.font.name = "Palatino Linotype"
    self.contents.font.size = 16
    self.contents.font.color = Color.new(0, 0, 0, OPACITY)
    self.contents.draw_text(x + 6, y - 10, 32, 32, actor.agi.to_s)
    self.contents.font.color = Color.new(255, 255, 255, OPACITY)
    self.contents.draw_text(x + 5, y - 11, 32, 32, actor.agi.to_s)
  end
  #=====================================
  # Actor INT bar
  #=====================================   
  def draw_actor_int_bar(actor, x, y)
    @actor = $game_party.actors[0]
    int = actor.int
    wint = 46 * int / 999
    self.contents.fill_rect(x, y, wint, 1, Color.new(232, 232, 0, OPACITY))
    self.contents.fill_rect(x, y + 1, wint, 1, Color.new(215, 215, 0, OPACITY))
    self.contents.fill_rect(x, y + 2, wint, 1, Color.new(195, 195, 0, OPACITY))
    self.contents.fill_rect(x, y + 3, wint, 1, Color.new(165, 165, 0, OPACITY))
    self.contents.fill_rect(x, y + 4, wint, 1, Color.new(145, 145, 0, OPACITY))
    self.contents.fill_rect(x, y + 5, wint, 1, Color.new(130, 130, 0, OPACITY))
    self.contents.fill_rect(x, y + 6, wint, 1, Color.new(105, 105, 0, OPACITY))
    self.contents.fill_rect(x, y + 7, wint, 1, Color.new(75, 75, 0, OPACITY))
    self.contents.fill_rect(x, y + 8, wint, 1, Color.new(55, 55, 0, OPACITY))
    self.contents.fill_rect(x, y + 9, wint, 1, Color.new(25, 25, 0, OPACITY))
    self.contents.font.name = "Palatino Linotype"
    self.contents.font.size = 16
    self.contents.font.color = Color.new(0, 0, 0, OPACITY)
    self.contents.draw_text(x + 6, y - 10, 32, 32, actor.int.to_s)
    self.contents.font.color = Color.new(255, 255, 255, OPACITY)
    self.contents.draw_text(x + 5, y - 11, 32, 32, actor.int.to_s)
  end
  #=====================================
  # Item icon
  #===================================== 
  def draw_item_icon(item, x, y)
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
  end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

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

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Make HUD window
    @hud = Scene_HUD.new
    # 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
    # Dispose of HUD window
    @hud.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
    @hud.update
    # 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
  #--------------------------------------------------------------------------
  # * 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
    # Remake hud window
    @hud.dispose
    @hud = Scene_HUD.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

#==============================================================================
# ** Window_Hud
#------------------------------------------------------------------------------
#  This window displays HUD.
#==============================================================================

class Window_HUD < Window_Base
 
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 220, 282)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
  end
  #--------------------------------------------------------------------------
  # * Item Acquisition
  #--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    self.contents.clear
    actor = $game_party.actors[0]
    @data = []
    @data.push($data_weapons[actor.weapon_id])
    @data.push($data_armors[actor.armor1_id])
    @data.push($data_armors[actor.armor2_id])
    @data.push($data_armors[actor.armor3_id])
    @data.push($data_armors[actor.armor4_id])
    draw_actor_name2(actor, 9, 1)
    draw_actor_lv(actor, 118, 1)
    draw_actor_hp_bar(actor, 56, 44)
    draw_actor_sp_bar(actor, 56, 63)
    draw_actor_exp_bar(actor, 56, 82)
    draw_gold(actor, 45, 101)
    draw_actor_str_bar(actor, 116, 141)
    draw_actor_dex_bar(actor, 116, 157)
    draw_actor_agi_bar(actor, 116, 173)
    draw_actor_int_bar(actor, 116, 189)
    draw_actor_graphic(actor, 31, 92)
    draw_item_icon(@data[0], 10, 213)
    draw_item_icon(@data[1], 43, 213)
    draw_item_icon(@data[2], 76, 213)
    draw_item_icon(@data[3], 109, 213)
    draw_item_icon(@data[4], 143, 213)
  end
end

#==============================================================================
# ** Scene_HUD
#------------------------------------------------------------------------------
#  This class performs HUD processing.
#==============================================================================

class Scene_HUD
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def initialize
    # Get lead actor
    actor = $game_party.actors[0]
    # HUD Main pic
    @hudpic = Sprite.new
    @hudpic.bitmap = RPG::Cache.picture("Hud")
    @hudpic.x = HUDX_POSITION
    @hudpic.y = HUDY_POSITION
    @hudpic.opacity = OPACITY
    # HUD Window
    @hud = Window_HUD.new
    @hud.x = HUDX_POSITION2
    @hud.y = HUDY_POSITION2
    update
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    @hud.update
    if $game_switches[1] == true
      @hudpic.visible = true
      @hud.visible = true
    end
    if $game_switches[1] == false
      @hudpic.visible = false
      @hud.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    @hudpic.dispose
    @hud.dispose
  end
end


Screeny:
Spoiler:



Demo:


Dodatkowe informacje:
Potrzebne grafiki do folderu pictures:
http://img241.imageshack.us/img241/731/hudhb2.png

Stwórz nową klasę pod Main i wklejcie powyższy skrypt.
 
 
noorbert 




Preferowany:
RPG Maker XP

Dołączył: 17 Mar 2012
Posty: 71
Wysłany: Sob 04 Sie, 2012 13:46
A prześlesz screen jak jesteś na jakieś mapie? Bo chcę coś zobaczyć.
A i z jakiej strony to ściągnąłeś?
________________________

 
 
leszekp321 




Preferowany:
RPG Maker XP

Pomógł: 1 raz
Dołączył: 16 Mar 2012
Posty: 49
Skąd: jesteś?
Wysłany: Sob 04 Sie, 2012 16:46
Zwróciłbym ci uwagę za to że nie korzystasz opcji edytuj ale sam dostałem za to dwa ostrzeżenia :-( więc mi nie wypada :-P
 
 
noorbert 




Preferowany:
RPG Maker XP

Dołączył: 17 Mar 2012
Posty: 71
Wysłany: Pon 06 Sie, 2012 09:42
A to jest tylko dla jednej postaci? Czy dla 4?
Bo nie wiem czy pobierać.
:-?
________________________

 
 
leszekp321 




Preferowany:
RPG Maker XP

Pomógł: 1 raz
Dołączył: 16 Mar 2012
Posty: 49
Skąd: jesteś?
Wysłany: Pon 06 Sie, 2012 12:13
Tylko dla jednej
Niewiele jest HUD-ów dla czterech osób
 
 
noorbert 




Preferowany:
RPG Maker XP

Dołączył: 17 Mar 2012
Posty: 71
Wysłany: Pon 06 Sie, 2012 12:15
Aha, to nie pobieram.
________________________

 
 
leszekp321 




Preferowany:
RPG Maker XP

Pomógł: 1 raz
Dołączył: 16 Mar 2012
Posty: 49
Skąd: jesteś?
Wysłany: Pon 06 Sie, 2012 12:20
Tu masz HUD na 4 osoby
http://www.ultimateam.pl/viewtopic.php?t=9133
 
 
noorbert 




Preferowany:
RPG Maker XP

Dołączył: 17 Mar 2012
Posty: 71
Wysłany: Pon 06 Sie, 2012 13:01
Dzięks.
________________________

 
 
arowiczpro 



Preferowany:
RPG Maker XP

Dołączył: 14 Sie 2012
Posty: 4
Skąd: Szczecin
Wysłany: Czw 16 Sie, 2012 18:13
Hmm..podobny HUD jest w popularnej grze Margonem ;)
Mógłby ktoś to podkoloryzować ,aby ładniej wyglądało?!
Oczywiście dodam do mojego projektu.

Mam jedno pytanko...Wszystko okej, wgrałem skrypt oraz grafikę..włączam test gry i co?!
I nie widzę żadnego Hudu ;x ..a tylko wgrany RingMenu..Co mam zrobić?
 
 
SaE 





Ranga RM:
2 gry

Pomogła: 8 razy
Dołączyła: 14 Paź 2007
Posty: 189
Wysłany: Sob 18 Sie, 2012 20:19
Musisz włączyć HUD przełącznikiem nr 1. Zresztą patrz - demo.
________________________
Nie ma śniegu, a na ulicach pełno bałwanów ^^


 
 
 
Tenebris 




Preferowany:
RPG Maker XP

Dołączył: 03 Wrz 2012
Posty: 9
Wysłany: Sro 05 Wrz, 2012 12:37
A można zmienić ten przełącznik bo 1 mam zajęty
________________________
89% graczy uważa, że najważniejsza jest grafika.
Jeśli należysz do pozostałych 11% wklej to do swojego podpisu.
 
 
noorbert 




Preferowany:
RPG Maker XP

Dołączył: 17 Mar 2012
Posty: 71
Wysłany: Pią 07 Wrz, 2012 13:19
Można zmienić przełącznik. W skrypcie wpisujesz numer przełącznika.
________________________

 
 
Tenebris 




Preferowany:
RPG Maker XP

Dołączył: 03 Wrz 2012
Posty: 9
Wysłany: Pią 07 Wrz, 2012 15:05
Dobra już widzę ale dopiero w 567 linijce :shock:
Takie rzeczy zwykle są na początku
________________________
89% graczy uważa, że najważniejsza jest grafika.
Jeśli należysz do pozostałych 11% wklej to do swojego podpisu.
 
 
noorbert 




Preferowany:
RPG Maker XP

Dołączył: 17 Mar 2012
Posty: 71
Wysłany: Pon 10 Wrz, 2012 16:11
Właśnie, takie rzeczy powinny być na początku skryptu.
________________________

 
 
Tomcio1997 



Preferowany:
RPG Maker XP

Dołączył: 12 Maj 2012
Posty: 2
Wysłany: Wto 11 Gru, 2012 14:31
Jak włączyć ten Hud?
 
 
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