HUD Evixiam + Distribuidor de Pontos

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    jiraya
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    HUD Evixiam + Distribuidor de Pontos

    Mensagem por jiraya em Sab Set 18, 2010 1:30 am

    sistema por: Andreimb

    Wste script apenas muda a hud do Evixiam tirando a opção de Save e colocando distribuidor de pontos.
    Criado por Synthesize & Icedmetal57
    Encontrei ele na turbomakers.
    1°: script de distrubuidor de pontos:
    Spoiler:
    Código:
    #=================================
    # Syn's Upgrade Customization V4.0 (2/16/07)
    # Created by Synthesize & Icedmetal57
    # Help from Raziel & Trickster
    #=================================
    SDK.log("Syn", "Mr.Mo", 1, "09.16.06")
    if SDK.state("Syn") == true
    module Upgrade_Points
      Points_Gained = 5 # Amount of points gained upon leveling.
      Hp_rise = 5 # The amount of HP to raise per point
      Sp_rise = 4 # The amount of SP to raise per point
      Default_rise = 1 # The amount of all other stats to rise per point
    end
    #=================================
    # *Begin Script*
    #=================================
    #=================================
    # *Create Points*
    #=================================
      class Game_Actor < Game_Battler                                             
      attr_accessor :upgrade_points
      alias stat_point_lvlup_game_actor_setup setup
      def setup(actor_id)
      stat_point_lvlup_game_actor_setup(actor_id)
      @upgrade_points = 0
      end
      def exp=(exp)
      @exp = [[exp, 9999999].min, 0].max
      # Level up
      while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
        @level += 1
        @upgrade_points += Upgrade_Points::Points_Gained
        # Learn skill
        for j in $data_classes[@class_id].learnings
          if j.level == @level
            learn_skill(j.skill_id)
          end
        end
      end
      while @exp < @exp_list[@level]
        @level -= 1
      end
      @hp = [@hp, self.maxhp].min
      @sp = [@sp, self.maxsp].min
      end
    end
    # ^^^^ Thanks Icedmetal ^^^^
    #=================================
    # Begin Upgrade Code
    #=================================
    class Scene_Upgrade
      #--------------------------------------------------------------------------
      # Object Initalize
      #--------------------------------------------------------------------------
      def initialize(actor_index = 0, command_index = 0)
      @actor_index = actor_index
      @command_index = command_index
      end
     
      def main
      @spriteset = Spriteset_Map.new
      s1 = "HP + #{Upgrade_Points::Hp_rise} "
      s2 = "SP + #{Upgrade_Points::Sp_rise} "
      s3 = "Força + #{Upgrade_Points::Default_rise} "
      s4 = "Destreza + #{Upgrade_Points::Default_rise} "
      s5 = "Agilidade + #{Upgrade_Points::Default_rise} "
      s6 = "Magia + #{Upgrade_Points::Default_rise} "
      # Set Command Window Data
      @command_window = Window_Command.new(260, [s1, s2, s3, s4, s5, s6])
      @command_window.x = 46
      @command_window.y = 88
      @command_window.z = 350
      @command_window.opacity = 200
      @command_window.active = true
      # Set Player Data
      @actor = $game_party.actors[@actor_index]
      @status_window = Window_Upgrade.new(@actor)
      @status_window.opacity= 200
      @status_window.x = 304
      @status_window.y = 32
      # Set Raise Window Data
      @raise_window = Window_Raise.new
      @raise_window.x = 46
      @raise_window.y = 32
      @raise_window.opacity = 200
      @raise_window.visible = false 
      # Set Controls Window
      @controls_window = Window_Controls.new
      @controls_window.opacity= 200
      @controls_window.x = 46
      @controls_window.y = 309
      @controls_window.visible = true
      # Graphics Transition
      Graphics.transition
      # Main Loop
      loop do
      # Update Graphics
        Graphics.update
      # Update Input
        Input.update
      # Renew
        update
      # Discontinue Loop
        if $scene != self
          break
        end
      end
      # Prepare Transition
      Graphics.freeze
      # Dispose Windows
      @command_window.dispose
      @status_window.dispose
      @raise_window.dispose
      @controls_window.dispose
      @spriteset.dispose
      end
    end
      #--------------------------------------------------------------------------
      # Update
      #--------------------------------------------------------------------------
      def update
      @command_window.update
      @status_window.update
      @controls_window.update
      @raise_window.update
      @spriteset.update
      if Input.trigger?(Input::R)
        $game_system.se_play($data_system.cursor_se)
        @actor_index += 1
        @actor_index %= $game_party.actors.size
        $scene = Scene_Upgrade.new(@actor_index)
        return
      end
      if Input.trigger?(Input::L)
        $game_system.se_play($data_system.cursor_se)
        @actor_index += $game_party.actors.size - 1
        @actor_index %= $game_party.actors.size
        $scene = Scene_Upgrade.new(@actor_index)
        return
      end
      # If command window is active: call update_command
      if @command_window.active
        update_command
        return
        # End IF
      end
      # End Def
      end
    #=================================
    # *Update Command*
    #=================================
      def update_command
          @status_window.update
          @raise_window.update
          if Input.trigger?(Input::B)
        # Play Cancel SE
        $game_system.se_play($data_system.cancel_se)
        # Load Map
        $scene = Scene_Map.new
        return
      end
      if Input.trigger?(Input::C)
        # Branch by command window cursor position
        case @command_window.index
      when 0
            if @actor.upgrade_points > 0
          $game_system.se_play($data_system.decision_se)
          @actor.maxhp += Upgrade_Points::Hp_rise
          @actor.hp += Upgrade_Points::Hp_rise
          @actor.upgrade_points -= 1 
          @raise_window.visible = true   
          @status_window.update
        else
                @raise_window.visible = false
            name = '004-System04'
            volume = 100
            pitch = 100
            Audio.se_play("Audio/SE/" + name, volume, pitch)
            end
      when 1
            if @actor.upgrade_points > 0
          $game_system.se_play($data_system.decision_se)
          @actor.maxsp += Upgrade_Points::Sp_rise
          @actor.sp += Upgrade_Points::Sp_rise
            @raise_window.visible = true 
          @actor.upgrade_points -= 1 
          @status_window.update
        else
                    @raise_window.visible = false
            name = '004-System04'
            volume = 100
            pitch = 100
            Audio.se_play("Audio/SE/" + name, volume, pitch)
            end 
      when 2
                  if @actor.upgrade_points > 0
          $game_system.se_play($data_system.decision_se)
          @actor.str += Upgrade_Points::Default_rise
                @raise_window.visible = true 
          @actor.upgrade_points -= 1 
          @status_window.update
        else
                    @raise_window.visible = false
            name = '004-System04'
            volume = 100
            pitch = 100
            Audio.se_play("Audio/SE/" + name, volume, pitch)
            end
      when 3
        if @actor.upgrade_points > 0
          $game_system.se_play($data_system.decision_se)
          @actor.dex += Upgrade_Points::Default_rise
                @raise_window.visible = true 
          @actor.upgrade_points -= 1 
          @status_window.update
        else
                    @raise_window.visible = false
            name = '004-System04'
            volume = 100
            pitch = 100
            Audio.se_play("Audio/SE/" + name, volume, pitch)
            end
      when 4
        if @actor.upgrade_points > 0
          $game_system.se_play($data_system.decision_se)
          @actor.agi += Upgrade_Points::Default_rise
                @raise_window.visible = true 
          @actor.upgrade_points -= 1 
          @status_window.update
        else
                    @raise_window.visible = false
            name = '004-System04'
            volume = 100
            pitch = 100
            Audio.se_play("Audio/SE/" + name, volume, pitch)
            end
      when 5
        if @actor.upgrade_points > 0
          $game_system.se_play($data_system.decision_se)
          @actor.int += Upgrade_Points::Default_rise
                @raise_window.visible = true 
          @actor.upgrade_points -= 1 
          @status_window.update
        else
                    @raise_window.visible = false
            name = '004-System04'
            volume = 100
            pitch = 100
            Audio.se_play("Audio/SE/" + name, volume, pitch)
          end
          end
      end
      end
    #============================================================
    # Begin Windows
    #============================================================

    #=================================
    # *Status Window*
    #=================================
      class Window_Upgrade < Window_Base
      def initialize(actor)
      super(32, 32, 300, 416)
      self.contents = Bitmap.new(width - 32, height - 32)
      @actor = actor
      self.contents.font.size = 18
      self.opacity = 200
      refresh
      end
      #--------------------------------------------------------------------------
      # * Refresh
      #--------------------------------------------------------------------------
      def refresh
      self.contents.clear
      draw_actor_graphic(@actor, 40, 112)
      draw_actor_name(@actor, 4, 3)
      draw_actor_class(@actor, 4 + 144, 0)
      draw_actor_level(@actor, 96, 24)
      draw_actor_state(@actor, 96, 48)
      draw_actor_hp(@actor, 96, 112, 172)
      draw_actor_sp(@actor, 96, 136, 172)
      draw_actor_parameter(@actor, 96, 192, 0)
      draw_actor_parameter(@actor, 96, 216, 1)
      draw_actor_parameter(@actor, 96, 240, 2)
      draw_actor_parameter(@actor, 96, 264, 3)
      draw_actor_parameter(@actor, 96, 288, 4)
      draw_actor_parameter(@actor, 96, 312, 5)
      draw_actor_parameter(@actor, 96, 336, 6)
      x = contents.text_size("Pontos:").width
      text = "Pontos:"
      text2 = "[url=http://battlemaker.forumeiros.com/mailto:#{@actor.upgrade_points.to_s]#{@actor.upgrade_points.to_s[/url]}"
      self.contents.font.color = system_color
      self.contents.draw_text(3, 112, x, 32, text)
      self.contents.font.color = normal_color
      self.contents.draw_text(5+x+5, 112, (self.width/2), 32, text2.to_s)
      end
      def update
      refresh
      end
    end
    #--------------------------------------------------------------------------
    # Raise Window
    #--------------------------------------------------------------------------
    class Window_Raise< Window_Base
      def initialize
      super(0, 0, 260, 60)
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.font.name = "Arial" # Font used in Raise Window
      self.contents.font.size = 21 # Font Size in Raise Window
      refresh
      end
      def refresh
      self.contents.clear
      self.contents.font.color = system_color
      self.contents.draw_text(4, 0, 180, 30, "Ponto Adicionado")
    end
    end
    #=================================
    #--------------------------------------------------------------------------
    # Controls Window
    #--------------------------------------------------------------------------
    class Window_Controls < Window_Base
      def initialize
      super(0, 0, 260, 60)
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.font.name = "Tahoma" # Font used in Raise Window
      self.contents.font.size = 20 # Font Size in Raise Window
      Font.default_color = Color.new(255, 255, 255)
      Font.default_bold = false
      Font.default_italic = true
      refresh
      end
      def refresh
      self.contents.clear
      self.contents.font.color = system_color
      self.contents.draw_text(4, 0, 200, 30, "")
      end
    end
    #=================================
    end

    2°: Script da HUD do Evixiam modificada:
    Spoiler:
    Código:
    class Window_1 < Window_Base
      def initialize
        super(0, 380, 448, 100)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 18
        self.contents.font.name = "Tahoma"
        self.opacity = 0
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, 0, 200, 32, "HP: " + $game_party.actors[0].hp.to_s + "/" + $game_party.actors[0].maxhp.to_s)
        self.contents.draw_text(0, 20, 200, 32, "SP: " + $game_party.actors[0].sp.to_s + "/" + $game_party.actors[0].maxsp.to_s)
        self.contents.draw_text(150, 0, 200, 32, "Exp to next: " + $game_party.actors[0].next_rest_exp_s)
        self.contents.draw_text(150, 20, 200, 32, "Gold: " + $game_party.gold.to_s)
        self.contents.draw_text(300, 20, 200, 32, "Level " + $game_party.actors[0].level.to_s)
        self.contents.draw_text(150, 40, 200, 32, $game_party.actors[0].name.to_s)
        self.contents.draw_text(300, 0, 200, 32, Network::Main.name)
    #    self.contents.draw_text(0, 40, 200, 32, "Darkensoul") if $game_variables[3] == 1
    #    self.contents.draw_text(0, 40, 200, 32, "Light Knights") if $game_variables[3] == 2
    #    self.contents.draw_text(0, 40, 200, 32, "Reverance") if $game_variables[3] == 3
    #    self.contents.draw_text(0, 40, 200, 32, "No Guild") if $game_variables[3] == 0
        draw_actor_class($game_party.actors[0], 300, 40)
      end
      def update
        refresh
      end
    end
    class Window_2 < Window_Base 
      def initialize
        super(0, 380, 448, 100)
        self.opacity = 127
      end
    end
    class Window_3 < Window_Base
      def initialize
        super(448, 430, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Items")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Item.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_4 < Window_Base
      def initialize
        super(448, 380, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Skills")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Skill.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_5 < Window_Base
      def initialize
        super(512, 430, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Equip")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Equip.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_6 < Window_Base
      def initialize
        super(512, 380, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Stats")
          if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Status.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_7 < Window_Base
      def initialize
        super(576, 380, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Quit")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_End.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Window_8 < Window_Base
     
      def initialize
        super(576, 430, 64, 50)
        self.contents = Bitmap.new(width-32, height-32)
        self.contents.font.size = 12
        self.opacity = 127
        self.contents.font.name = "Tahoma"
        refresh
      end
      def refresh
        self.contents.clear
        self.contents.draw_text(0, -7, 200, 32, "Pontos")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          $scene = Scene_Upgrade.new
        end
      end
      def update
        refresh
      end
      def mouse_over?(window)
        if $mouse.x > window.x and $mouse.x < window.x + window.width and
          $mouse.y > window.y and $mouse.y < window.y + window.height
          return true
        end
        return false
      end
    end
    class Scene_Map
      alias old_main main
      alias old_update update
      def init_hud
        @Window = Window_1.new
        @Window2 = Window_2.new
        @Window3 = Window_3.new
        @Window4 = Window_4.new
        @Window5 = Window_5.new
        @Window6 = Window_6.new
        @Window7 = Window_7.new
        @Window8 = Window_8.new
        @Exp = $game_party.actors[0].next_rest_exp_s
        @Hp = $game_party.actors[0].hp
        @Sp = $game_party.actors[0].sp
        @gold = $game_party.gold
        @str = $game_party.actors[0].str
        @dex = $game_party.actors[0].dex
        @agi = $game_party.actors[0].agi
        @int = $game_party.actors[0].int
        @level = $game_party.actors[0].level
        @Name = $game_party.actors[0].name
      end
      def main
        init_hud
        old_main
      end
      def dispose
        old_dispose
        @Window.dispose
        @Window2.dispose
        @Window3.dispose
        @Window4.dispose
        @Window5.dispose
        @Window6.dispose
        @Window7.dispose
        @Window8.dispose
      end
      def update
        @Window.update if @Hp != $game_party.actors[0].hp or @Sp != $game_party.actors[0].sp or @Exp != $game_party.actors[0].next_rest_exp_s or @gold != $game_party.gold or @level != $game_party.actors[0].level or @Name != $game_party.actors[0].name
        @Window3.update
        @Window4.update
        @Window5.update
        @Window6.update
        @Window7.update
        @Window8.update
        old_update
        end
    end
    Para customizar é só ir no script do distribuidor de pontos e começar a mudar no início dele.

      Data/hora atual: Seg Jan 21, 2019 6:19 pm