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1 Kindom Hearts HUD Empty Kindom Hearts HUD 25/4/2012, 04:32

The Lucas Wugades

The Lucas Wugades
Membro Honorário III
Membro Honorário III
Introduçao

Esse script produz a HUD do famoso jogo Kingdom Hearts,nele tudo é customizável caso você queira mudar algo,desde as imagens até as fontes.E além disso para fazer funcioná-lo é só copiar e colar.

SS




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Script/Demo

Clique aqui para abaixa
O script

Código:
Código:
#--------------------------------------------------------------------
# A list of colors that you may use to configure the font and gauge
# colors in the config section. Simply replace the last part of each
# statement, i.e., the part in the brackets <> below:
#
# Colors::<White>
#--------------------------------------------------------------------
# Continue below for the configuration section
#--------------------------------------------------------------------
module Colors

AliceBlue = Color.new(240,248,255)
AntiquaWhite = Color.new(250,235,215)
Aqua = Color.new(0,255,255)
Aquamarine = Color.new(127,255,212)
Azure = Color.new(240,255,255)
Beige = Color.new(245,245,220)
Bisque = Color.new(255,228,196)
Black = Color.new(0,0,0)
BlanchedAlmond = Color.new(255,255,205)
Blue = Color.new(0,0,255)
BlueViolet = Color.new(138,43,226)
Brown = Color.new(165,42,42)
BurlyWood = Color.new(222,184,135)
CadetBlue = Color.new(95,158,160)
Chartreuse = Color.new(127,255,0)
Chocolate = Color.new(210,105,30)
Coral = Color.new(255,127,80)
CornFlowerBlue = Color.new(100,149,237)
Cornsilk = Color.new(255,248,220)
Crimson = Color.new(220,20,60)
Cyan = Color.new(0,255,255)
DarkBlue = Color.new(0,0,139)
DarkCyan = Color.new(0,139,139)
DarkGoldenrod = Color.new(184,134,11)
DarkGray = Color.new(169,169,169)
DarkGreen = Color.new(0,100,0)
DarkKhaki= Color.new(189,183,107)
DarkMagenta = Color.new(139,0,139)
DarkOliveGreen = Color.new(85,107,47)
DarkOrange = Color.new(255,140,0)
DarkRed = Color.new(139,0,0)
DarkSalmon = Color.new(233,150,122)
DarkSeaGreen = Color.new(143,188,143)
DarkSlateBlue = Color.new(72,61,139)
DarkSlateGray = Color.new(40,79,79)
DarkTurquoise = Color.new(0,206,209)
DarkViolet = Color.new(148,0,211)
DeepPink = Color.new(255,20,147)
DeepSkyBlue = Color.new(0,191,255)
DimGray = Color.new(105,105,105)
DodgerBlue = Color.new(30,144,255)
FireBrick = Color.new(178,34,34)
FloralWhite = Color.new(255,255,240)
ForestGreen = Color.new(34,139,34)
Fuschia = Color.new(255,0,255)
Gainsboro = Color.new(220,220,220)
GhostWhite = Color.new(248,248,255)
Gold = Color.new(255,215,0)
Goldenrod = Color.new(218,165,32)
Gray = Color.new(128,128,128)
Green = Color.new(0,128,0)
GreenYellow = Color.new(173,255,47)
Honeydew = Color.new(240,255,240)
HotPink = Color.new(255,105,180)
IndianRed = Color.new(205,92,92)
Indigo = Color.new(75,0,130)
Ivory = Color.new(255,240,240)
Khaki = Color.new(240,230,140)
Lavender = Color.new(230,230,250)
LavenderBlush = Color.new(255,240,245)
LawnGreen = Color.new(124,252,0)
LemonChiffon = Color.new(255,250,205)
LightBlue = Color.new(173,216,230)
LightCoral = Color.new(240,128,128)
LightCyan = Color.new(224,255,255)
LightGoldenrodYellow = Color.new(250,250,210)
LightGreen = Color.new(144,238,144)
LightGray = Color.new(211,211,211)
LightPink = Color.new(255,182,193)
LightSalmon = Color.new(255,160,122)
LightSeaGreen = Color.new(32,178,170)
LightSkyBlue = Color.new(135,206,250)
LightSlateGray = Color.new(119,136,153)
LightSteelBlue = Color.new(176,196,222)
LightYellow = Color.new(255,255,224)
Lime = Color.new(0,255,0)
LimeGreen = Color.new(50,205,50)
Linen = Color.new(250,240,230)
Magenta = Color.new(255,0,255)
Maroon = Color.new(128,0,0)
MediumAquamarine = Color.new(102,205,170)
MediumBlue = Color.new(0,0,205)
MediumOrchid = Color.new(186,85,211)
MediumPurple = Color.new(147,112,219)
MediumSeaGreen = Color.new(60,179,113)
MediumSlateBlue = Color.new(123,104,238)
MediumSpringGreen = Color.new(0,250,154)
MediumTurquoise = Color.new(72,209,204)
MediumVioletRed = Color.new(199,21,112)
MidnightBlue = Color.new(25,25,112)
MintCream = Color.new(245,255,250)
MistyRose = Color.new(255,228,225)
Moccasin = Color.new(255,228,181)
NavajoWhite = Color.new(255,222,173)
Navy = Color.new(0,0,128)
OldLace = Color.new(253,245,230)
Olive = Color.new(128,128,0)
OliveDrab = Color.new(107,142,45)
Orange = Color.new(255,165,0)
OrangeRed = Color.new(255,69,0)
Orchid = Color.new(218,112,214)
PaleGoldenRod = Color.new(238,232,170)
PaleGreen = Color.new(152,251,152)
PaleTurquoise = Color.new(175,238,238)
PaleVioletRed = Color.new(219,112,147)
PapayaWhip = Color.new(255,239,213)
PeachPuff = Color.new(255,218,155)
Peru = Color.new(205,133,63)
Pink = Color.new(255,192,203)
Plum = Color.new(221,160,221)
PowderBlue = Color.new(176,224,230)
Purple = Color.new(128,0,128)
Red = Color.new(255,0,0)
RosyBrown = Color.new(188,143,143)
RoyalBlue = Color.new(65,105,225)
SaddleBrown = Color.new(139,69,19)
Salmon = Color.new(250,128,114)
SandyBrown = Color.new(244,164,96)
SeaGreen = Color.new(46,139,87)
Seashell = Color.new(255,245,238)
Sienna = Color.new(160,82,45)
Silver = Color.new(192,192,192)
SkyBlue = Color.new(135,206,235)
SlateBlue = Color.new(106,90,205)
SlateGray = Color.new(112,128,144)
Snow = Color.new(255,250,250)
SpringGreen = Color.new(0,255,127)
SteelBlue = Color.new(70,130,180)
Tan = Color.new(210,180,140)
Teal = Color.new(0,128,128)
Thistle = Color.new(216,191,216)
Tomato = Color.new(253,99,71)
Turquoise = Color.new(64,244,208)
Violet = Color.new(238,130,238)
Wheat = Color.new(245,222,179)
White = Color.new(255,255,255)
WhiteSmoke = Color.new(245,245,245)
Yellow = Color.new(255,255,0)
YellowGreen = Color.new(154,205,50)

GaugeGreen = Color.new(202,241,126)
GaugeBlue = Color.new(137,222,254)

end

#--------------------------------------------------------------------
# do not touch this
class Point
attr_reader :x
attr_reader :y
def initialize(x, y)
@x, @y = x, y
end
def to_a
[@x, @y]
end
end
# or this
class ScrollDirection
Left = 0
Right = 1
end
#--------------------------------------------------------------------

#--------------------------------------------------------------------
# * Configuration Section
#--------------------------------------------------------------------
# * Aside from these settings, you can also force the HUD to hide
# by using the "Script..." event command with this text:
#
# $scene.hide_hud
#--------------------------------------------------------------------
module HudConfig

# The actor id of the main character in your game.
# This will be the character in the main hud window.
PLAYER_ID = 1

# Name of the player (main character) hud graphic
PLAYER_HUD_IMAGE_NAME = 'player_hud'
# Use the gren and blue mp/hp gauges?
# You may use your own graphics, but they must
# adhere to the same format as the originals, i.e.,
#
# hud_bar_hp_000.png
#
# Where the '000' part is a multiple of five, from 0-100.
PLAYER_USE_CUSTOM_GAUGE = true

# The physical location of the hud sprite.
# All of the other graphic locations are relative to this one.
PLAYER_HUD_LOC = Point.new(0, 0)
# The relative location of the hud image to the hud sprite.
PLAYER_HUD_IMAGE_LOCATION = Point.new(0, 0)

# The starting location of each peice of the HP gauge.
PLAYER_HP_GAUGE_LOCATION = Point.new(0, 0)
# the starting location of each peice of the MP gauge.
PLAYER_MP_GAUGE_LOCATION = Point.new(0, 0)

# The location of the face graphic.
FACE_LOCATION = Point.new(35, 0)

# Show all party members? (THESE FEATURES ARE NOT YET IMPLEMENTED)
USE_MEMBER_WINDOW = true
MEMBER_HUD_IMAGE_NAME = 'member_hud'
MEMBER_USE_CUSTOM_GAUGE = false

# Allow the player to hide the HUD by pressing a button?
ALLOW_HUD_HIDE = true
# The button which will trigger a hud move.
HIDE_HUD_INPUT = Input::X
# The speed at which to move the hud.
HUD_HIDE_SPEED = 7
# replace "Left" with "Right" below to change the scroll direction
HUD_SCROLL_DIRECTION = ScrollDirection::Left

# Global values which are convenient for setting
# multiple values to the same thing.
GLOBAL_FONT_NAME = ['Magneto', 'Consolas', 'Verdana', 'Ariel', 'Courier New']
GLOBAL_PLAYER_FONT_SIZE = 22
GLOBAL_MEMBER_FONT_SIZE = 22

# The rest of the settings deal with setting the
# location and style of the text displayed in the HDU
PLAYER_NAME_FONT = GLOBAL_FONT_NAME
PLAYER_NAME_COLOR = Colors::Silver
PLAYER_NAME_USE_ITALICS = false
PLAYER_NAME_USE_BOLD = false
PLAYER_NAME_USE_SHADOW = true
PLAYER_NAME_FONT_SIZE = 20
PLAYER_NAME_LOCATION = Point.new(125,0)
PLAYER_NAME_WIDTH = 90
PLAYER_NAME_HEIGHT = 22

MEMBER_NAME_FONT = GLOBAL_FONT_NAME
MEMBER_NAME_COLOR = Colors::White
MEMBER_NAME_FONT_SIZE = GLOBAL_MEMBER_FONT_SIZE
MEMBER_NAME_LOCATION = Point.new(0,0)

USE_HP_TEXT_DISPLAY = true
PLAYER_HP_FONT = ['Consolas', 'Verdana', 'Ariel', 'Courier New']
PLAYER_FULL_HP_COLOR = Colors::GaugeGreen
PLAYER_HP_FONT_USE_ITALICS = false
PLAYER_HP_FONT_USE_BOLD = true
PLAYER_HP_FONT_USE_SHADOW = true
PLAYER_HP_FONT_SIZE = 14
PLAYER_HP_LOCATION = Point.new(130,66)
PLAYER_HP_WIDTH = 76
PLAYER_HP_HEIGHT = 11

MEMBER_HP_FONT = GLOBAL_FONT_NAME
MEMBER_HP_FONT_SIZE = GLOBAL_MEMBER_FONT_SIZE
MEMBER_HP_LOCATION = Point.new(0,0)

USE_MP_TEXT_DISPLAY = USE_HP_TEXT_DISPLAY
PLAYER_MP_FONT = PLAYER_HP_FONT
PLAYER_FULL_MP_COLOR = Colors::GaugeBlue
PLAYER_MP_FONT_USE_ITALICS = PLAYER_HP_FONT_USE_ITALICS
PLAYER_MP_FONT_USE_BOLD = PLAYER_HP_FONT_USE_BOLD
PLAYER_MP_FONT_USE_SHADOW = PLAYER_HP_FONT_USE_SHADOW
PLAYER_MP_FONT_SIZE = PLAYER_HP_FONT_SIZE
PLAYER_MP_LOCATION = Point.new(PLAYER_HP_LOCATION.x, PLAYER_HP_LOCATION.y + PLAYER_HP_HEIGHT + 1)
PLAYER_MP_WIDTH = PLAYER_HP_WIDTH
PLAYER_MP_HEIGHT = PLAYER_HP_HEIGHT

MEMBER_MP_FONT = GLOBAL_FONT_NAME
MEMBER_MP_FONT_SIZE = GLOBAL_MEMBER_FONT_SIZE
MEMBER_MP_LOCATION = Point.new(0,0)

PLAYER_LEVEL_FONT = GLOBAL_FONT_NAME
PLAYER_LEVEL_COLOR = Colors::Gold
PLAYER_LEVEL_USE_ITALICS = false
PLAYER_LEVEL_USE_BOLD = false
PLAYER_LEVEL_USE_SHADOW = true
PLAYER_LEVEL_FONT_SIZE = 18
PLAYER_LEVEL_LOCATION = Point.new(136,24)
PLAYER_LEVEL_WIDTH = 36
PLAYER_LEVEL_HEIGHT = 35

MEMBER_LEVEL_FONT = GLOBAL_FONT_NAME
MEMBER_LEVEL_COLOR = PLAYER_LEVEL_COLOR
MEMBER_LEVEL_FONT_SIZE = 10
MEMBER_LEVEL_LOCATION = Point.new(0,0)

#-------
# don't change the values below unless you know what you are doing.

# The text format used for gauage images.
HEALTH_GAUGE_FORMAT = 'hud_bar_%s_%.3d'

# the name of the image file used as a mask for the face graphic
PLAYER_FACE_MASK_NAME = 'player_face_mask'

end

class EventHandler

def initialize
@client_map = {}
end

def add_listener(id, func)
(@client_map[id.hash] ||= []) << func
end

def remove_listener(id)
return @client_map.delete(id.hash)
end

def alert_listeners(*args)
@client_map.each_value { |v| v.each { |func| func.call(*args) } }
end

def dispose
@client_map = nil
end

end

class Game_Actor < Game_Battler

attr_accessor :hp_changed
attr_accessor :mp_changed
attr_accessor :maxhp_changed
attr_accessor :maxmp_changed

alias :pre_confhud_ga_init :initialize unless $@
def initialize(*args)
@hp_changed = EventHandler.new
@mp_changed = EventHandler.new
@maxhp_changed = EventHandler.new
@maxmp_changed = EventHandler.new
pre_confhud_ga_init(*args)
end

def on_hp_changed(*args)
@hp_changed.alert_listeners(*args)
end

def on_mp_changed(*args)
@mp_changed.alert_listeners(*args)
end

def on_maxhp_changed(*args)
@maxhp_changed.alert_listeners(*args)
end

def on_maxmp_changed(*args)
@maxmp_changed.alert_listeners(*args)
end

alias :pre_confhud_ga_hpequ :hp= unless $@
def hp=(*args)
temp = @hp
pre_confhud_ga_hpequ(*args)
on_hp_changed(@hp) unless temp == @hp
end

alias :pre_confhud_ga_maxhpequ :maxhp= unless $@
def maxhp=(*args)
temp = self.maxhp
pre_confhud_ga_maxhpequ(*args)
cur_max = self.maxhp
on_maxhp_changed(cur_max) unless temp == cur_max
end

alias :pre_confhud_ga_mpequ :mp= unless $@
def mp=(*args)
temp = @mp
pre_confhud_ga_mpequ(*args)
on_mp_changed(@mp) unless temp == @mp
end

alias :pre_confhud_ga_maxmpequ :maxmp= unless $@
def maxmp=(*args)
temp = self.maxmp
pre_confhud_ga_maxmpequ(*args)
cur_max = self.maxmp
on_maxmp_changed(cur_max) unless temp == cur_max
end

alias :pre_confhud_ga_recover_all :recover_all unless $@
def recover_all(*args)
temp_hp, temp_mp = @hp, @mp
pre_confhud_ga_recover_all(*args)
on_hp_changed if temp_hp != @hp
on_mp_changed if temp_mp != @mp
end

end

class Window_Base < Window

alias :pre_confhud_wb_hp_color :hp_color unless $@
def hp_color(actor, for_hud=false)
return HudConfig::PLAYER_FULL_HP_COLOR if for_hud && actor.hp == actor.maxhp
return pre_confhud_wb_hp_color(actor)
end

alias :pre_confhud_wb_mp_color :mp_color unless $@
def mp_color(actor, for_hud=false)
return HudConfig::PLAYER_FULL_MP_COLOR if for_hud && actor.mp == actor.maxmp
return pre_confhud_wb_mp_color(actor)
end

end

class MainHud < Sprite_Base
include HudConfig

WLH = Window_Base::WLH

attr_accessor :actor

def initialize(location, viewport=nil, actor=nil)
super(viewport)
self.bitmap = Bitmap.new(Graphics.width, Graphics.height)
self.x, self.y = location.x, location.y
self.actor = actor
end

def image_rect
ret = hud_image.rect
ret.x, ret.y = *PLAYER_HUD_LOC.to_a
return ret
end

def create_dummy_window
win = Window_Base.new(0, 0, 64, 64)
win.visible = false
return win
end

def hp_color
return (@window ||= create_dummy_window).hp_color(@actor, true)
end

def mp_color
return (@window ||= create_dummy_window).mp_color(@actor, true)
end

def hud_image
return Cache.picture(PLAYER_HUD_IMAGE_NAME)
end

def hud_location
return PLAYER_HUD_IMAGE_LOCATION
end

def hp_gauge_location
return PLAYER_HP_GAUGE_LOCATION
end

def mp_gauge_location
return PLAYER_MP_GAUGE_LOCATION
end

def name_draw_rect
return Rect.new(
PLAYER_NAME_LOCATION.x,
PLAYER_NAME_LOCATION.y,
PLAYER_NAME_WIDTH,
PLAYER_NAME_HEIGHT
)
end

def level_draw_rect
return Rect.new(
PLAYER_LEVEL_LOCATION.x,
PLAYER_LEVEL_LOCATION.y,
PLAYER_LEVEL_WIDTH,
PLAYER_LEVEL_HEIGHT
)
end

def hp_draw_rect
return Rect.new(
PLAYER_HP_LOCATION.x,
PLAYER_HP_LOCATION.y,
PLAYER_HP_WIDTH,
PLAYER_HP_HEIGHT
)
end

def mp_draw_rect
return Rect.new(
PLAYER_MP_LOCATION.x,
PLAYER_MP_LOCATION.y,
PLAYER_MP_WIDTH,
PLAYER_MP_HEIGHT
)
end

def name_font
font = Font.new(PLAYER_NAME_FONT, PLAYER_NAME_FONT_SIZE)
font.color = PLAYER_NAME_COLOR
font.italic = PLAYER_NAME_USE_ITALICS
font.bold = PLAYER_NAME_USE_BOLD
font.shadow = PLAYER_NAME_USE_SHADOW
return font
end

def hp_font
font = Font.new(PLAYER_HP_FONT, PLAYER_HP_FONT_SIZE)
font.color = hp_color
font.italic = PLAYER_HP_FONT_USE_ITALICS
font.bold = PLAYER_HP_FONT_USE_BOLD
font.shadow = PLAYER_HP_FONT_USE_SHADOW
return font
end

def mp_font
font = Font.new(PLAYER_MP_FONT, PLAYER_MP_FONT_SIZE)
font.color = mp_color
font.italic = PLAYER_MP_FONT_USE_ITALICS
font.bold = PLAYER_MP_FONT_USE_BOLD
font.shadow = PLAYER_MP_FONT_USE_SHADOW
return font
end

def level_font
font = Font.new(PLAYER_LEVEL_FONT, PLAYER_LEVEL_FONT_SIZE)
font.color = PLAYER_LEVEL_COLOR
font.italic = PLAYER_LEVEL_USE_ITALICS
font.bold = PLAYER_LEVEL_USE_BOLD
font.shadow = PLAYER_LEVEL_USE_SHADOW
return font
end

def player_face_mask_image
return Cache.picture(PLAYER_FACE_MASK_NAME)
end

def create_player_face_image(size=96)
face = Cache.face(@actor.face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = @actor.face_index % 4 * 96 + (96 - size) / 2
rect.y = @actor.face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
mask = player_face_mask_image
@face_image = Bitmap.new(rect.width, rect.height)
@face_image.blt(0, 0, face, rect)
for y in 0...rect.height
for x in 0...rect.width
mask_color = mask.get_pixel(x, y)
@face_image.set_pixel(x, y, mask_color) if mask_color.alpha == 0
end
end
end

def actor=(value)
return if @actor == value || value.nil?
remove_listeners(@actor)
add_listeners(value)
@actor = value
create_player_face_image
refresh
end

def add_listeners(actor)
return if actor.nil?
actor.hp_changed.add_listener(self, lambda { refresh })
actor.maxhp_changed.add_listener(self, lambda { refresh })
actor.mp_changed.add_listener(self, lambda { refresh })
actor.maxmp_changed.add_listener(self, lambda { refresh })
end

def remove_listeners(actor)
return if actor.nil?
actor.hp_changed.remove_listener(self)
actor.maxhp_changed.remove_listener(self)
actor.mp_changed.remove_listener(self)
actor.maxmp_changed.remove_listener(self)
end

def draw_hud
draw_custom_mp_gauge
draw_custom_hp_gauge
image = hud_image
location = hud_location
self.bitmap.blt(location.x, location.y, image, image.rect)
end

def round_to_multiple_of(multiple_of, num)
leftover = num % multiple_of
return num if leftover.zero?
if leftover > multiple_of / 2
sym = :+
else
sym = :-
end
ret = num
loop do
ret = ret.send sym, 1
break if ret % multiple_of == 0
end
return ret
end

def check_health_bounds(num, multiple)
# dont allow the gauge to read 100 or 0 unless
# the current health actually is 100 or 0.
next_lower = 100 - multiple
if num > next_lower && num < 100
return next_lower
elsif num < multiple && num > 0
return multiple
else
return num
end
end

def draw_gauge(location, stat_name, current, max)
percent_health = (current / max.to_f) * 100
multiple = 5
percent_health = check_health_bounds(percent_health, multiple)
percent_health = round_to_multiple_of(multiple, percent_health.round)
file_name = HEALTH_GAUGE_FORMAT % [stat_name, percent_health]
image = Cache.picture(file_name)
self.bitmap.blt(location.x, location.y, image, image.rect)
end

def draw_custom_hp_gauge
draw_gauge(hp_gauge_location, 'hp', @actor.hp, @actor.maxhp)
end

def draw_custom_mp_gauge
draw_gauge(mp_gauge_location, 'mp', @actor.mp, @actor.maxmp)
end

def draw_face
self.bitmap.blt(FACE_LOCATION.x, FACE_LOCATION.y, @face_image, @face_image.rect)
end

def draw_name
name = @actor.name
rect = name_draw_rect
font = name_font
temp_font = self.bitmap.font
self.bitmap.font = font
self.bitmap.draw_text(rect, name)
self.bitmap.font = temp_font
end

def draw_level
level = @actor.level
rect = level_draw_rect
font = level_font
temp_font = self.bitmap.font
self.bitmap.font = font
self.bitmap.draw_text(rect, level, 1)
self.bitmap.font = temp_font
end

def use_custom_gauges?
return PLAYER_USE_CUSTOM_GAUGE
end

def health_text(prefix, cur, max)
return "#{prefix}: #{cur}/#{max}"
end

def draw_health(rect, font, prefix, cur, max)
self.bitmap.font = font
xr = rect.x + rect.width
health_width = (rect.width * 0.33).round
spacer_width = (health_width / 2.1).round
temp_font = self.bitmap.font
prefixf = prefix + ':'
# damn this pile of shit, move along, this will just hurt your head
self.bitmap.draw_text(rect.x, rect.y, self.bitmap.text_size(prefixf).width, rect.height, prefixf)
self.bitmap.draw_text(xr - spacer_width - health_width * 2 + (health_width * 0.15).round, rect.y, health_width, rect.height, cur, 2)
self.bitmap.draw_text(xr - spacer_width - health_width, rect.y, spacer_width, rect.height, "/", 2)
self.bitmap.draw_text(xr - health_width, rect.y, health_width, rect.height, max, 2)
self.bitmap.font = temp_font
end

def draw_hp
draw_health(hp_draw_rect, hp_font, Vocab.hp_a, @actor.hp, @actor.maxhp)
end

def draw_mp
draw_health(mp_draw_rect, mp_font, Vocab.mp_a, @actor.mp, @actor.maxmp)
end

def refresh
self.bitmap.clear
draw_face
draw_hud
return if actor.nil?
draw_name
draw_level
draw_hp if USE_HP_TEXT_DISPLAY
draw_mp if USE_MP_TEXT_DISPLAY
end

def dispose
unless @window.nil?
@window.dispose
@window = nil
end
super
end

end

class SubHud < MainHud



end

class Scene_Map < Scene_Base
include HudConfig

attr_reader :player_hud

# used to keep track of the hud location between
# setups and teardowns, i.e., if you enter the menu or battle.
@@last_hud_ox = 0

alias :pre_confhud_sm_start :start unless $@
def start
pre_confhud_sm_start
initialize_hud
end

def initialize_hud
@hud_viewport = Viewport.new(0, 0, 544, 416)
@hud_viewport.z = 9999
@hud_viewport.ox = @@last_hud_ox
@@target_hud_location ||= @hud_viewport.ox
@player_hud = MainHud.new(PLAYER_HUD_LOC, @hud_viewport, $game_actors[PLAYER_ID])
end

alias :pre_confhud_sm_update :update unless $@
def update
pre_confhud_sm_update
update_hud
update_hud_input
update_hud_transition
end

alias :pre_confhud_sm_update_basic :update_basic unless $@
def update_basic(*args)
pre_confhud_sm_update_basic
update_hud
end

def hide_hud
trigger_scroll(true)
end

def trigger_scroll(force_hide=false)
@@hud_moving = true
if @hud_viewport.ox.zero?
hud_rect = @player_hud.image_rect
left = HUD_SCROLL_DIRECTION == ScrollDirection::Left
offset = left ? hud_rect.width + hud_rect.x : -(Graphics.width - hud_rect.x)
@@target_hud_location = @hud_viewport.ox + offset
elsif !force_hide
@@target_hud_location = 0
end
end

def update_hud
@hud_viewport.update
end

def update_hud_input
trigger_scroll if ALLOW_HUD_HIDE && Input.trigger?(HIDE_HUD_INPUT)
end

def update_hud_transition
@@hud_moving = @hud_viewport.ox != @@target_hud_location
return unless @@hud_moving
incr = @hud_viewport.ox < @@target_hud_location ? HUD_HIDE_SPEED : -HUD_HIDE_SPEED
@hud_viewport.ox += [incr, (@hud_viewport.ox - @@target_hud_location).abs].min
end

alias :pre_confhud_sm_terminate :terminate unless $@
def terminate
pre_confhud_sm_terminate
@player_hud.dispose
@@last_hud_ox = @hud_viewport.ox
end

end


Instruçoes

Copie e cole o script acima do Main´.Depois ponhas as imagens na pasta Graphics/Picture baixe as imagens AQUI "Download ou [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
" e a fonte instae na pasta "Windows/Fonts"

Creditos

BigED,criou o script

Celianna,gráficos

https://templorpgmakerbr.forumeiros.com/forum

2 Kindom Hearts HUD Empty Re: Kindom Hearts HUD 25/4/2012, 04:51

BrunoFox

BrunoFox
Administrador
Administrador
Hmm, que pena eu não poder usar, pois uso o XP, mais é muito bonita.

Obrigado por postar, +AG.

https://templorpgmakerbr.forumeiros.com

3 Kindom Hearts HUD Empty Re: Kindom Hearts HUD 25/4/2012, 04:55

The Lucas Wugades

The Lucas Wugades
Membro Honorário III
Membro Honorário III
Tahnks não precisava mas por agradecimentos do +1ag +1ag tbm

https://templorpgmakerbr.forumeiros.com/forum

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