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    [HUD] OLD Cayoda HUD, For Netplay 1.7

    jiraya
    jiraya
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    Mensagens : 1299
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    [HUD] OLD Cayoda HUD, For Netplay 1.7 Empty [HUD] OLD Cayoda HUD, For Netplay 1.7

    Mensagem por jiraya Sáb Jan 29, 2011 2:32 pm

    [autor: Cayoda ]
    Introdução
    Vendo em algumas pastas antigas reencontrei este código que eu tinha, Que envolvia Misturar a HUD Evixian com a HUD do Icedmetal e com add-ons e surgiu esta HUD, ela é bem simples de um tempo bem antigo quando eu era bem noob mesmo.


    Screenshots
    [Tens de ter uma conta e sessão iniciada para poderes visualizar esta imagem]
    [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]



    Funções
    -Ekips no Mapa por Moghunter
    -Barras de Gradient Melhorada e mais bonita na demostração de HP/SP/EXP
    -Antigas Funções dos botões da Evixian HUD(Save Desabilitado por maioria dos users usarem autosave nos games online)
    -Janela do Chat, veja o que os outros estão falando sem apertar F5


    Script
    HUD
    Código:

    #==============================================================
    # * Cayoda Netplay Head Up Display
    # For NP 1.7
    # ESTE SCRIPT NÃO DEVE SER POSTADO EM OUTRAS COMUNIDADES SEM
    # MINNHA PERMISSÃO SENDO DISPONÍVEL ENCONTRA-LA NOS SITES:
    # [url=http://www.mundorpgmaker.com][Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
    # [url=http://www.reinorpg.com][Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
    #==============================================================
    #==============================================================================
    # ** Window_Base
    #------------------------------------------------------------------------------
    #  This class is for all in-game windows.
    #==============================================================================
    class Window_Base < Window
    #=====================================
    #Gradient Bars with customizable lengths, thicknesses, types and Colors
    #By AcedentProne
    #Adtional Method to cayoda HUD
    #=====================================
     def draw_normal_barz(x, y, type, length, thick, e1, e2, c1 = Color.new(153,238,153,255), c2 = Color.new(0,0,0,255))
      if type == "horizontal"
        width = length
        height = thick
        self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
        w = width * e1 / e2
        for i in 0..height
        r = c1.red + (c2.red - c1.red)  * (height -i)/height  + 0  * i/height
        g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
        b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
        a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
        self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
      end
     elsif type == "vertical"
      width = thick
      height = length
        self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
      h = height * e1 / e2
      for i in 0..width
        r = c1.red + (c2.red - c1.red)  * (width -i)/width  + 0  * i/width
        g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
        b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
        a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
        self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
      end
     end
    end
    def draw_actor_barz(actor,x, y, type, length, thick, e1, e2, c1 = Color.new(255,0,0,255), c2 = Color.new(0,0,0,255))
      if type == "horizontal"
        width = length
        height = thick
        self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
        w = width * e1 / e2
        for i in 0..height
        r = c1.red + (c2.red - c1.red)  * (height -i)/height  + 0  * i/height
        g = c1.green + (c2.green - c1.green) * (height -i)/height  + 0 * i/height
        b = c1.blue + (c2.blue - c1.blue)  * (height -i)/height  + 0 * i/height
        a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height  + 255 * i/height
        self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
      end
     elsif type == "vertical"
      width = thick
      height = length
        self.contents.fill_rect(x-1, y - 1, width+3, height + 2, Color.new(255, 255, 255, 255))
        self.contents.fill_rect(x, y, width+1, height , Color.new(0, 0, 0, 255))
      h = height * e1 / e2
      for i in 0..width
        r = c1.red + (c2.red - c1.red)  * (width -i)/width  + 0  * i/width
        g = c1.green + (c2.green - c1.green) * (width -i)/width  + 0 * i/width
        b = c1.blue + (c2.blue - c1.blue)  * (width -i)/width  + 0 * i/width
        a = c1.alpha + (c2.alpha - c1.alpha)* (width -i)/width  + 255 * i/width
        self.contents.fill_rect(x+i, y, 1, h, Color.new(r, g, b, a))
      end
     end
    end
      #--------------------------------------------------------------------------
      # * Draw EXP
      #    actor : actor
      #    x    : draw spot x-coordinate
      #    y    : draw spot y-coordinate
      #--------------------------------------------------------------------------
      def draw_actor_exp(actor, x, y)
        self.contents.font.color = system_color
        self.contents.draw_text(x, y, 24, 32, "Exp")
        self.contents.font.color = normal_color
        self.contents.draw_text(x + 10, y, 84, 32, actor.exp_s, 2)
        self.contents.draw_text(x + 100, y, 12, 32, "/", 1)
        self.contents.draw_text(x + 112, y, 84, 32, actor.next_exp_s)
      end
    end
    #===============================================================
    # * Cayoda HUD
    # Agradecimentos a AcedentProne pelos Método(draw_normal_barz)
    #===============================================================
    class Window_initial < Window_Base
      def initialize
      super(0, 0, 240, 165)
      $game_actors[1].name = Network::Main.name
      self.contents = Bitmap.new(width - 32, height - 32)
      self.opacity = 0
      refresh
    end
    def refresh
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.font.size = 16
      self.contents.draw_text(36, 0, 640, 32, $game_actors[1].name.to_s)
      self.contents.font.color = normal_color
      chatc = RPG::Cache.icon("033-Item02")
      chat_rect = Rect.new(0, 0, chatc.width, chatc.height)
      self.contents.blt(120, 78, chatc, chat_rect) if $game_temp.chat_refresh
      draw_normal_barz(36, 27, "horizontal", 150, 10, $game_actors[1].hp.to_i, $game_actors[1].maxhp.to_i, Color.new (225, 0, 0, 225))
      draw_normal_barz(36, 42, "horizontal", 150, 10, $game_actors[1].sp.to_i, $game_actors[1].maxsp.to_i, Color.new (0,0,255,255))
      draw_normal_barz(36, 57, "horizontal", 150, 10, $game_actors[1].exp_s.to_i, $game_actors[1].next_exp_s.to_i, Color.new (0, 255, 0, 225))
      draw_actor_graphic($game_actors[1], 15, 63)
      draw_actor_level($game_actors[1], 128, 0)
      draw_actor_hp($game_actors[1], 42, 17)
      draw_actor_sp($game_actors[1], 42, 32)
      draw_actor_exp($game_actors[1], 42, 47)
    end
    end
    #===================================================================
    # * Chat_Window Feito pela Equipe do Netplay
    #===================================================================
    class Window_Chat < Window_Base
      #--------------------------------------------------------------------------
      # * Initializes chat window.
      #-------------------------------------------------------------------------- 
      def initialize
        super(0, 380, 448, 100)
        self.contents = Bitmap.new(width - 32, height - 32)
        self.contents.font.size = 16
        self.opacity = 160
        refresh
      end
     
      #--------------------------------------------------------------------------
      # * Refreshes chat window.
      #-------------------------------------------------------------------------- 
      def refresh
        $game_temp.chat_refresh = true
        self.contents.clear
        c = User_Edit::CHAT_SYSTEM
        n = (c == 'Chat[1]' ? 25 : c == 'Chat[2]' ? 4 : 0)
        $game_temp.chat_log.delete_at(0) if $game_temp.chat_log.size > n
        for i in 0..$game_temp.chat_log.size - 1
          self.contents.draw_text(0, i * 16 - 8, 640, 32, $game_temp.chat_log[i])
        end
      end
      #--------------------------------------------------------------------------
      # * Updates chat window.
      #-------------------------------------------------------------------------- 
      def update
        # Only refresh when the Chat Changes
        refresh if $game_temp.chat_refresh
        super
      end
    end
    #===============================================================================
    class Window_three < 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, "Itens")
        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_four < 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, "Habil")
        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_five < 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_six < 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, "Status")
          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_seven < 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, "Sair")
        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_eight < 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, "Salvar")
        if mouse_over?(self) and Input.pressed?(Input::Mouse_Left) == true
          p "Opção Desativada"
        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 cayoda_main main
      alias cayoda_update update
      def init_hud
        @Window = Window_initial.new
        @Window2 = Window_Chat.new
      # @Window2 = Window_two.new
        @Window3 = Window_three.new
        @Window4 = Window_four.new
        @Window5 = Window_five.new
        @Window6 = Window_six.new
        @Window7 = Window_seven.new
        @Window8 = Window_eight.new
      end
    #===============================================================================
      def main
        init_hud
        cayoda_main
      end
    #===============================================================================
      def dispose
        @Window_initial.dispose
        @Window2.dispose
        @Window2_Input.dispose
        @Window_three.dispose
        @Window_five.dispose
        @Window_six.dispose
        @Window_seven.dispose
        @Window_eight.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
        @Window2.update
        @Window3.update
        @Window4.update
        @Window5.update
        @Window6.update
        @Window7.update
        @Window8.update
        cayoda_update
        end
      end
    Add-on
    Código:

    #===============================================================================
    #      MOG Equpmap
    #===============================================================================
    module MOG
    #Switch que desativa a janela de equipamentos. 
    EQPMAPVIS = 10 
    #Opacidade da janela.
    EQPMAPOPA = 0
    #Windows Skin da janela.
    EQPMAPSKIN = "Windowskin_pergaminho22"
    #Posição da janela na Horizontal.
    EQPMAPX = 320
    #Posição da janela na Vertical.
    EQPMAPY = 70
    end
    ###############
    # Window_Base #
    ###############
    class Window_Base < Window 
    def draw_equip_map(item, x, y)
    if item == nil
    return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x + 3, y + 12, bitmap, Rect.new(0, 0, 24, 24))
    end
    end
    ####################
    # Window_Equip_Map #
    ####################
    class Window_Equipmap < Window_Base
    def initialize(actor)
    super(0, 0, 165, 70)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 180
    self.windowskin = RPG::Cache.windowskin("001-Blue01")
    @actor = actor
    refresh
    end 
    def refresh
    self.contents.clear
    self.contents.font.size = 12
    self.contents.font.color = Color.new(0,0,0)
    self.contents.draw_text(0,-7,100,20,"Equipamentos")
    @data = []
    @actor = $game_party.actors[0]
    @data.push($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])
    self.contents.font.color = Color.new(0,0,0)
    draw_equip_map(@data[0], 32 * 0, 0)
    draw_equip_map(@data[1], 32 * 1, 0)
    draw_equip_map(@data[2], 32 * 2, 0)
    draw_equip_map(@data[3], 32 * 3, 0)
    draw_equip_map(@data[4], 32 * 4, 0)
    end
    end
     
    #############
    # Scene_Map #
    #############
    class Scene_Map
    alias mog8_main main
    def main
    @actor = $game_party.actors[0]
    @eqmap = Window_Equipmap.new(@actor)
    @eqmap.x = MOG::EQPMAPX+150
    @eqmap.y = MOG::EQPMAPY-36
    @eqmap.z = 1000
    if $game_switches[MOG::EQPMAPVIS] == false
    @eqmap.visible = true 
    else
    @eqmap.visible = false   
    end     
    mog8_main
    end
    alias mog8_update update
    def update
      if $scene != self
        @eqmap.dispose
      end
    $game_map.update
    $game_player.update
    Graphics.update
    if $game_switches[MOG::EQPMAPVIS] == false
    @eqmap.visible = true 
    else
    @eqmap.visible = false   
    end 
    if $eref == true
    @eqmap.refresh
    $eref = false
    end
    mog8_update
    end 
    end 

    ############
    # Game_Map #
    ############
    class Game_Map
    attr_accessor :eref
    end
    class Interpreter
    def eref
    $eref = true
    end
    alias mog319ref command_319
    def command_319
    eref
    return mog319ref
    end
    end


    Créditos
    -Cayoda Reeprogramação da HUD
    -MogHunter pelo Add-on dos equips no Mapa
    -AcedentProne Pelos Metodos Adcionais na Window_Base

      Data/hora atual: Dom Nov 24, 2024 1:12 am