Partagez
Aller en bas
Elisa'
Elisa'
Staffeux retraité

Nombre de messages : 2924
Age : 21
Localisation : Par là-bas !
Distinction : Mon héritière que je chéris HUD dragon 344805HUD dragon 344805
[Coco' Smile]
Plus que 2 ans avant d'épouser Coco' ! Compte à rebours lancé !
[Auto-distinction]

Adepte du "Je le savais" alors qu'elle le savait pas.
Date d'inscription : 30/05/2009

HUD dragon Empty HUD dragon

le Mar 27 Sep 2011 - 19:04
Bonjooooour.

Nom du script : Dragon HUD
Auteur (à mettre dans vos crédits si vous utilisez le script): br_lemes

• Peut être utilisé pour RPG Maker VX et RPG Maker XP.
• Affiche les HP, MP, l'expérience, l'équipement et certains objets.
• Les images à gauche et à droite peuvent être activées ou désactivées.

Screens :
Sur VX :
Spoiler:
HUD dragon DHUD_VX
Sur XP :
Spoiler:
HUD dragon DHUD_XP
Images nécessaires à mettre dans le dossier System :
Spoiler:
HUD dragon Dragon
Pour VX :
HUD dragon BackVX
Pour XP :
HUD dragon BackXP

Le script :
Je ne comprends ni le portugais, ni les phrases bizarres que forment les sites de traduction, donc le script n'est pas traduit.
Spoiler:
Code:
=begin
Dragon HUD
por br_lemes

É permitido, livre de quaisquer ônus, usar, copiar, modificar e/ou
distribuir cópias deste script, desde que seja mantido este aviso.
NÃO HÁ QUALQUER GARANTIA, USE POR SUA PRÓPRIA CONTA E RISCO.
=end

################################################################################
# CONFIGURAÇÕES - modifique a vontade, mas com cuidado
################################################################################

$RMVX = $TEST != nil

$DHUD_DRAGON1 = true # mostrar dragão 1
$DHUD_DRAGON2 = true # mostrar dragão 2

# lista com a ID de 4 (VX) ou 6 (XP) itens a serem mostrados ou 0 para não mostrar
$DHUD_ITEMS = [1, 4, 7, 9, 12, 13]

# Estado inicial da HUD
$DHUD_DEFAULT = true # true é visível, false não é visível
$DHUD_SWITCH = 1 # switch que ativa/desativa a HUD

$DHUD_OPACITY = 215 # opacidade das imagens

$DHUD_Y = $RMVX ? 382 : 446 # coordenada y de referência

#--------------------------------------------------------------------------
# APENAS XP - cores das barras de hp/mp/ex
# 0 = Vermelho
# 1 = Azul
# 2 = Verde
# 3 = Rosa
# 4 = Azul Claro
# 5 = Amarelo
# 6 = Branco
#--------------------------------------------------------------------------
$DHUD_HP_COLOR = 0
$DHUD_SP_COLOR = 1
$DHUD_EXP_COLOR = 2

################################################################################
# FIM DAS CONFIGURAÇÕES - não modifique apartir daqui
# A menos que você saiba realmente o que está fazendo
################################################################################

$dhud_eq_needrefresh = true
$dhud_it_needrefresh = true

class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
if $RMVX
alias dhud_change_equip change_equip
def change_equip(equip_type, item, test = false)
dhud_change_equip(equip_type, item, test)
$dhud_eq_needrefresh = true
end
else
alias dhud_equip equip
def equip(equip_type, item)
dhud_equip(equip_type, item)
$dhud_eq_needrefresh = true
end
end
end

class Game_Party
alias dhud_gain_item gain_item
def gain_item(item, n, include_equip = false)
$RMVX ? dhud_gain_item(item, n, include_equip) : dhud_gain_item(item, n)
$dhud_it_needrefresh = true
end
end

class Scene_Map
alias dhud_main main
def main
if $RMVX then @windowskin = Cache.system("Window") end
@hud_checkex = -1
@hud_back = Sprite.new
@hud_back.z += 1
@hud_back.opacity = $DHUD_OPACITY
@hud_dragon1 = Sprite.new
@hud_dragon1.z += 2
@hud_dragon1.opacity = $DHUD_OPACITY
@hud_dragon2 = Sprite.new
@hud_dragon2.z += 2
@hud_dragon2.mirror = true
@hud_dragon2.opacity = $DHUD_OPACITY
@hud_dragon1.visible = $DHUD_DRAGON1
@hud_dragon2.visible = $DHUD_DRAGON2
if $RMVX
@hud_back.bitmap = Cache.system("backVX")
@hud_back.y = 416 - @hud_back.height
@hud_dragon1.bitmap = Cache.system("dragon")
@hud_dragon1.y = 416 - @hud_dragon1.height
@hud_dragon2.bitmap = Cache.system("dragon")
@hud_dragon2.x = 544 - @hud_dragon2.width
@hud_dragon2.y = 416 - @hud_dragon2.height
else
@hud_back.bitmap = RPG::Cache.windowskin("backXP")
@hud_back.y = 480 - @hud_back.bitmap.height
@hud_dragon1.bitmap = RPG::Cache.windowskin("dragon")
@hud_dragon1.y = 480 - @hud_dragon1.bitmap.height
@hud_dragon2.bitmap = RPG::Cache.windowskin("dragon")
@hud_dragon2.x = 640 - @hud_dragon2.bitmap.width
@hud_dragon2.y = 480 - @hud_dragon2.bitmap.height
end
@hud_hp = Sprite.new
@hud_hp.x = 70
@hud_hp.y = $DHUD_Y + 2
@hud_hp.z += 2
@hud_hp.bitmap = Bitmap.new(83, 4)
@hud_mp = Sprite.new
@hud_mp.x = 70
@hud_mp.y = $DHUD_Y + 10
@hud_mp.z += 2
@hud_mp.bitmap = Bitmap.new(83, 4)
@hud_ex = Sprite.new
@hud_ex.x = 70
@hud_ex.y = $DHUD_Y + 18
@hud_ex.z += 2
@hud_ex.bitmap = Bitmap.new(83, 4)
@hud_eq = Sprite.new
@hud_eq.x = 186
@hud_eq.y = $DHUD_Y
@hud_eq.z += 2
@hud_eq.bitmap = Bitmap.new(142, 24)
@hud_it = Sprite.new
@hud_it.x = 360
@hud_it.y = $DHUD_Y
@hud_it.z += 2
if $RMVX
@hud_it.bitmap = Bitmap.new(114, 24)
else
@hud_it.bitmap = Bitmap.new(172, 24)
end
@hud_it.bitmap.font.size = 14
$dhud_eq_needrefresh = true
$dhud_it_needrefresh = true
refresh
dhud_main
@hud_back.dispose
@hud_dragon1.dispose
@hud_dragon2.dispose
@hud_hp.dispose
@hud_mp.dispose
@hud_ex.dispose
@hud_eq.dispose
@hud_it.dispose
end
def refresh
hudswitch = (($DHUD_DEFAULT && !$game_switches[$DHUD_SWITCH]) or (!$DHUD_DEFAULT && $game_switches[$DHUD_SWITCH]))
@hud_back.visible = hudswitch
if hudswitch
@hud_dragon1.visible = $DHUD_DRAGON1
@hud_dragon2.visible = $DHUD_DRAGON2
else
@hud_dragon1.visible = false
@hud_dragon2.visible = false
end
@hud_hp.visible = hudswitch
@hud_mp.visible = hudswitch
@hud_ex.visible = hudswitch
@hud_eq.visible = hudswitch
@hud_it.visible = hudswitch
draw_hp
draw_mp
draw_ex
draw_eq if $dhud_eq_needrefresh
draw_it if $dhud_it_needrefresh
end
if $RMVX
def text_color(n)
x = 64 + (n % 8) * 8
y = 96 + (n / 8) * 8
return @windowskin.get_pixel(x, y)
end
else
def bar_color(bitmap, x, y, w, color)
case color
when 0
bitmap.fill_rect(x, y + 0, w, 1, Color.new(255, 96, 96, 255))
bitmap.fill_rect(x, y + 1, w, 1, Color.new(255, 0, 0, 255))
bitmap.fill_rect(x, y + 2, w, 1, Color.new(192, 0, 0, 255))
bitmap.fill_rect(x, y + 3, w, 1, Color.new(128, 0, 0, 255))
when 1
bitmap.fill_rect(x, y + 0, w, 1, Color.new(96, 96, 255, 255))
bitmap.fill_rect(x, y + 1, w, 1, Color.new(0, 0, 255, 255))
bitmap.fill_rect(x, y + 2, w, 1, Color.new(0, 0, 192, 255))
bitmap.fill_rect(x, y + 3, w, 1, Color.new(0, 0, 128, 255))
when 2
bitmap.fill_rect(x, y + 0, w, 1, Color.new(96, 255, 96, 255))
bitmap.fill_rect(x, y + 1, w, 1, Color.new(0, 255, 0, 255))
bitmap.fill_rect(x, y + 2, w, 1, Color.new(0, 192, 0, 255))
bitmap.fill_rect(x, y + 3, w, 1, Color.new(0, 128, 0, 255))
when 3
bitmap.fill_rect(x, y + 0, w, 1, Color.new(255, 128, 255, 255))
bitmap.fill_rect(x, y + 1, w, 1, Color.new(255, 0, 255, 255))
bitmap.fill_rect(x, y + 2, w, 1, Color.new(192, 0, 192, 255))
bitmap.fill_rect(x, y + 3, w, 1, Color.new(128, 0, 128, 255))
when 4
bitmap.fill_rect(x, y + 0, w, 1, Color.new(128, 255, 255, 255))
bitmap.fill_rect(x, y + 1, w, 1, Color.new(0, 255, 255, 255))
bitmap.fill_rect(x, y + 2, w, 1, Color.new(0, 192, 192, 255))
bitmap.fill_rect(x, y + 3, w, 1, Color.new(0, 128, 128, 255))
when 5
bitmap.fill_rect(x, y + 0, w, 1, Color.new(255, 255, 128, 255))
bitmap.fill_rect(x, y + 1, w, 1, Color.new(255, 255, 0, 255))
bitmap.fill_rect(x, y + 2, w, 1, Color.new(192, 192, 0, 255))
bitmap.fill_rect(x, y + 3, w, 1, Color.new(128, 128, 0, 255))
when 6
bitmap.fill_rect(x, y + 0, w, 1, Color.new(255, 255, 255, 255))
bitmap.fill_rect(x, y + 1, w, 1, Color.new(255, 255, 255, 255))
bitmap.fill_rect(x, y + 2, w, 1, Color.new(192, 192, 192, 255))
bitmap.fill_rect(x, y + 3, w, 1, Color.new(128, 128, 128, 255))
end
end
end
def draw_hp
if $RMVX
if @hud_checkhp == $game_party.members[0].hp then return end
@hud_mp.bitmap.clear
gw = 83 * $game_party.members[0].hp / $game_party.members[0].maxhp
@hud_hp.bitmap.gradient_fill_rect(0, 0, gw, 4, text_color(20), text_color(21))
@hud_checkhp = $game_party.members[0].hp
else
if @hud_checkhp == $game_party.actors[0].hp then return end
@hud_mp.bitmap.clear
gw = 83 * $game_party.actors[0].hp / $game_party.actors[0].maxhp
bar_color(@hud_hp.bitmap, 0, 0, gw, $DHUD_HP_COLOR)
@hud_checkhp = $game_party.actors[0].hp
end
end
def draw_mp
if $RMVX
if @hud_checkmp == $game_party.members[0].mp then return end
@hud_mp.bitmap.clear
gw = 83 * $game_party.members[0].mp / $game_party.members[0].maxmp
@hud_mp.bitmap.gradient_fill_rect(0, 0, gw, 4, text_color(22), text_color(23))
@hud_checkmp = $game_party.members[0].mp
else
if @hud_checkmp == $game_party.actors[0].sp then return end
@hud_mp.bitmap.clear
gw = 83 * $game_party.actors[0].sp / $game_party.actors[0].maxsp
bar_color(@hud_mp.bitmap, 0, 0, gw, $DHUD_SP_COLOR)
@hud_checkmp = $game_party.actors[0].sp
end
end
def draw_ex
if $RMVX
if @hud_checkex == $game_party.members[0].next_exp then return end
@hud_ex.bitmap.clear
ex = $game_party.members[0].next_exp != 0 ? ex = $game_party.members[0].now_exp : ex = 1
gw = 83 * ex / [$game_party.members[0].next_exp, 1].max
@hud_ex.bitmap.gradient_fill_rect(0, 0, gw, 4, text_color(30), text_color(31))
@hud_checkex = ex
else
if @hud_checkex == $game_party.actors[0].next_exp then return end
@hud_ex.bitmap.clear
ex = $game_party.actors[0].next_exp != 0 ? ex = $game_party.actors[0].now_exp : ex = 1
gw = 83 * ex / [$game_party.actors[0].next_exp, 1].max
bar_color(@hud_ex.bitmap, 0, 0, gw, $DHUD_EXP_COLOR)
@hud_checkex = ex
end
end
def draw_icon(contents, icon, x, y, enabled = true)
if $RMVX
bitmap = Cache.system("Iconset")
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
contents.blt(x, y, bitmap, rect, enabled ? 255 : 128)
else
bitmap = RPG::Cache.icon(icon)
contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24), enabled ? 255 : 128)
end
end
def draw_eq
@hud_eq.bitmap.clear
if $RMVX
actor = $game_party.members[0]
draw_icon(@hud_eq.bitmap, $data_weapons[actor.weapon_id].icon_index, 0, 0, true) if actor.weapon_id != 0
if actor.armor1_id != 0
if actor.two_swords_style
draw_icon(@hud_eq.bitmap, $data_weapons[actor.armor1_id].icon_index, 29, 0, true) if actor.armor1_id != 0
else
draw_icon(@hud_eq.bitmap, $data_armors[actor.armor1_id].icon_index, 29, 0, true) if actor.armor1_id != 0
end
end
draw_icon(@hud_eq.bitmap, $data_armors[actor.armor2_id].icon_index, 58, 0, true) if actor.armor2_id != 0
draw_icon(@hud_eq.bitmap, $data_armors[actor.armor3_id].icon_index, 87, 0, true) if actor.armor3_id != 0
draw_icon(@hud_eq.bitmap, $data_armors[actor.armor4_id].icon_index, 116, 0, true) if actor.armor4_id != 0
else
actor = $game_party.actors[0]
draw_icon(@hud_eq.bitmap, $data_weapons[actor.weapon_id].icon_name, 0, 0, true) if actor.weapon_id != 0
draw_icon(@hud_eq.bitmap, $data_armors[actor.armor1_id].icon_name, 29, 0, true) if actor.armor1_id != 0
draw_icon(@hud_eq.bitmap, $data_armors[actor.armor2_id].icon_name, 58, 0, true) if actor.armor2_id != 0
draw_icon(@hud_eq.bitmap, $data_armors[actor.armor3_id].icon_name, 87, 0, true) if actor.armor3_id != 0
draw_icon(@hud_eq.bitmap, $data_armors[actor.armor4_id].icon_name, 116, 0, true) if actor.armor4_id != 0
end
$dhud_eq_needrefresh = false
end
def draw_it
@hud_it.bitmap.clear
x = 0
n = $RMVX ? 3 : 5
for i in 0..n
if $DHUD_ITEMS[i] != 0
item = $data_items[$DHUD_ITEMS[i]]
if $RMVX
if item and $game_party.item_number(item) != 0
draw_icon(@hud_it.bitmap, item.icon_index, x, 0, true)
@hud_it.bitmap.draw_text(x + 16, 10, 12, 14, $game_party.item_number(item))
end
else
if item and $game_party.item_number($DHUD_ITEMS[i]) != 0
draw_icon(@hud_it.bitmap, item.icon_name, x, 0, true)
@hud_it.bitmap.draw_text(x + 16, 10, 12, 14, $game_party.item_number($DHUD_ITEMS[i]).to_s)
end
end
end
x += 29
end
$dhud_it_needrefresh = false
end
alias dhud_update update
def update
dhud_update
refresh
@hud_back.update
@hud_dragon1.update
@hud_dragon2.update
@hud_hp.update
@hud_mp.update
@hud_ex.update
@hud_eq.update
@hud_it.update
end
end

Voilà, je savais pas trop où exactement je devais poster ça, j'ai fini par le mettre dans "divers", mais si vous trouvez qu'un autre endroit serait plus approprié dites-le moi s'il vous plaît, je déplacerai.


Au revoooooir.


Dernière édition par Elisa-Chan le Mer 28 Sep 2011 - 17:35, édité 2 fois

_________________


Cliquez ici pour voter pour la commu'
HUD dragon Banner
Balbereith
Balbereith
Staffeux retraité

Nombre de messages : 4129
Age : 26
Localisation : dans l'ombre...
Distinction : Péripatéticienne à temps perdu
Helly n°666 [Coco' ;D]
mon ptit balbounet p'tit jardinier en herbe(les râteaux ça le connait) [tonton Adurna]
Cultivateur professionnel de la commu' (il a de bons outils en de nombreux exemplaires HUD dragon 522164 ) [Coco' Smile]
Date d'inscription : 13/05/2009

HUD dragon Empty Re: HUD dragon

le Mar 27 Sep 2011 - 21:03
Merci pour le partage, c'est la grande classe employé avec les grandes faces ^^
Aezami
Aezami
Membre

Nombre de messages : 28
Age : 20
Localisation : France
Distinction : aucune
Date d'inscription : 22/06/2013

HUD dragon Empty Re: HUD dragon

le Sam 6 Juil 2013 - 22:23
*_* Je sais que mon script viens un peu en retard mais je peux que te remercier de ce script!!!

C'est un des meilleurs que j'ai vu perso.
Heaven
Heaven
Staffeux retraité

Nombre de messages : 2451
Age : 18
Localisation : Alpes-Maritimes VIRILITÉ OLALA
Distinction : Aucune
Date d'inscription : 18/10/2012

HUD dragon Empty Re: HUD dragon

le Dim 7 Juil 2013 - 22:33
Jolie trouvaille il faut dire =0
Merci du partage Elisa'


Heav'n
Contenu sponsorisé

HUD dragon Empty Re: HUD dragon

Revenir en haut
Permission de ce forum:
Vous ne pouvez pas répondre aux sujets dans ce forum