IAN-THE LEGENDMar Ene 15, 2013 1:55 am
Usuario Nv10
¡HOLA!
Les traigo aquí un pack con 4 tipos de HUD's para sus juegos.
Los iré mostrando desde el más simple al más complicado.
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Éste script consiste en dos simples barras horizontales, una anaranjada de PV y una azul de PM. También aparece el nombre del jugador y el arma que éste use en el momento.
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Screens
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Script
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Credit and Thanks
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MISTER BIG T
YF
Valiant
Amy Pond
Jet
Anderson Porto
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Source
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http://www.rpgmakervxace.net/topic/528-angelo-hud-v25/
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Éste script, a pesar de ser pequeño es un más completo que el anterior y ocupa menos espacio.
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Screens
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Script
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Autor
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lilcooldude69
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Source
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http://forums.rpgmakerweb.com/index.php?/topic/1057-very-simple-hud/
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Lo mismo pero vertical y al lado derecho
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Screens
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Script
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Autor
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Angelo (obvio pss no? LOL)
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Éste script es parecido al primero, pero éste usa imágenes y es más clorido y presenta también un pequeño faceset y los Estados que posee el Jugador.
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Screens
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Demo
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Nota: Si no funciona vayan a la página oficial del script
que está debajo de esto
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Source
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http://centrorpg.com/index.php?topic=896.0
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El script muestra al personaje, una larga barra de pv y mp con un par de iconos, tambien el nombre del jugador, su clase, nivel y gold.
Lleva imágenes también.
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Screens
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Script
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Imagenes necesarias
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Autor
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Bravo2Kilo
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Source
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http://www.rpgmakervxace.net/topic/347-reinorpg-hud/
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Version 1.2 (Presionando la tecla L activas y desactivas el hud)
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https://gist.github.com/5c992862b02f35509c93
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burandon
LB
lilcooldude69
dartdaman
Bravo2Kilo
...
Les traigo aquí un pack con 4 tipos de HUD's para sus juegos.
Los iré mostrando desde el más simple al más complicado.
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■ Angelo HUD v2.5
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Éste script consiste en dos simples barras horizontales, una anaranjada de PV y una azul de PM. También aparece el nombre del jugador y el arma que éste use en el momento.
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Screens
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Script
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- Spoiler:
- #==============================================================================
# ■ Angelo HUD v2.5
#------------------------------------------------------------------------------
# Created by Brandon *** 8(13) customization options *** Plug N' Play!
#==============================================================================
#==================================================#
# ▼ UPDATE LOG #
#--------#--------------------------------#--------#
# v1 ● first release. #
# v1.2 ● not released, #
# ● add HUDVISIBLESWITCH #
# ● add HP, MPSWITCH #
# v1.5 ● not released, #
# ● add FONT NAME & SIZE #
# v1.8 ● not released, #
# ● add WEAPONSWITCH #
# v1.9 ● not released #
# ● *BUG* Lag #
# ● *BUG* Texts disappea- #
# rence. #
# v2 ● second release #
# ● fixed v1.9 *BUGS* #
# ● add R, G, B _BLA & #
# _BDA #
# ● *BUG* Transfer Player #
# crash. #
# v2.1 ● third release #
# ● fixed v2 *BUG* #
# ● changed update method #
# ● changed Scene_Map #
# update and dispose #
# methods. #
# ● *BUG* Lag #
# v2.2 ● fourth release #
# ● fixed v2.1 *BUG* #
# ● now HUD will only re- #
# fresh when the stats #
# change. #
# ● improved performance #
#--------#--------------------------------#--------#
# v2.5 ● current release #
# ● improved stability #
# ● added a option to link with other Angelo#
# scripts #
# ● -------------------------------- #
# ● added gold count if Angelo Menu is pre- #
# sent. #
#==================================================#
# ▼ THANKS TO: #
# ● King of Sadism #
# ● YF #
# ● Valiant #
# ● Amy Pond #
# ● Jet #
#==================================================#
#------------------------------------------------------------------------------
# ▼ Customization Options
#----------------------------#-------------------------------------------------
# ● HUD_VISIBLE_SWITCH #
#- - - - - - - - - - - - - #
# Define the switch that you want to use to turn the HUD 'ON' or 'OFF', by de-
# fault it's 1. When the switch is turned 'ON' the HUD will be turned 'ON' too,
# and when the switch is turned 'OFF' the HUD is turned 'OFF' too.
#------------------------------#-----------------------------------------------
# ● FONT_NAME & FONT_SIZE #
#- - - - - - - - - - - - - - #
# In FONTNAME you define the font that you want to use with the HUD information.
# In FONTSIZE you define the size of the font you've decided in FONTNAME.
#-------------------#----------------------------------------------------------
# ● HP_SWITCH #
#- - - - - - - - -#
# Define the switch that you want to use to turn the HP Display 'ON' or 'OFF',
# by default it's 2. When the switch is turned 'ON' the HP Display will be
# turned 'ON' too, and when the switch is turned 'OFF' the HP Display is turned
# 'OFF' too.
#-------------------#----------------------------------------------------------
# ● MP_SWITCH #
#- - - - - - - - -#
# Define the switch that you want to use to turn the MP Display 'ON' or 'OFF',
# by default it's 3. When the switch is turned 'ON' the MP Display will be
# turned 'ON' too, and when the switch is turned 'OFF' the MP Display is turned
# 'OFF' too.
#------------------------------#-----------------------------------------------
# ● WEAPON_AND_NAME_SWITCH #
#- - - - - - - - - - - - - - #
# Define the switch that you want to use to turn the Currently Equipped Weapon
# Display and Actor Name 'ON' or 'OFF', by default it's 4. When the switch is
# turned 'ON' this option will be turned 'ON' too, and when the switch is
# turned 'OFF' this option is turned 'OFF' too.
#---------------------#--------------------------------------------------------
# ● R, G, B _BLA #
#- - - - - - - - - -#
# Define the amount of each color(Red, Green, Blue) presented in the lighter a-
# rea of the Back of the HUD. By default it's black which means that R, G and B
# are setted to '0'.
#---------------------#--------------------------------------------------------
# ● R, G, B _BDA #
#- - - - - - - - - -#
# Define the amount of each color(Red, Green, Blue) presented in the darker a-
# rea of the Back of the HUD. By default it's black which means that R, G and B
# are setted to '0'.
#------------------------------------------------------------------------------
# ▼ Post Scriptum
#------------------------------------------------------------------------------
# ● "I want to turn all the HUD or only some part of her at the same time with
# the same switch, it's possible?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Yes, just set the parts you wanted in the same
# switch as the HUDVISIBLESWITCH.
#------------------------------------------------------------------------------
# ● "Which values you recommend to use in FONTSIZE?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Use between 8 and 18, or the text will be too
# small or too bigger. But some times it depends
# on your FONTNAME.
#------------------------------------------------------------------------------
# ● "Which values you recommend to use in R, G, B _BLA and _BDA?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# You MUST use ONLY values between 0 and 255.
#------------------------------------------------------------------------------
module ANGELO
HUD_VISIBLE_SWITCH = 1
FONT_NAME = "Times New Roman"
FONT_SIZE = 16
HP_SWITCH = 2
MP_SWITCH = 3
WEAPON_AND_NAME_SWITCH = 4
#=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT
# * * * IF YOU ARE USING OTHER ANGELO SCRIPTS, ENABLE THIS * * *
#=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT
ENABLE_ANGELO_LINK = false
R_BLA = 0
G_BLA = 0
B_BLA = 0
R_BDA = 0
G_BDA = 0
B_BDA = 0
end
#------------------------------------------------------------------------------
# !!!!DO NOT EDIT FROM HERE UNLESS YOU KNOW WHAT YOU'RE DOING!!!!
#------------------------------------------------------------------------------
include ANGELO
class AngeloHUD < Window_Base
def initialize
super(-16, -16, Graphics.width + standard_padding * 2, Graphics.height + standard_padding * 2)
self.opacity = 0
$AngeloHUD = true
refresh
end
def refresh
self.contents.clear
self.contents.font = Font.new(FONT_NAME, FONT_SIZE)
actor = $game_party.members[0]
@hp = actor.hp
@mp = actor.mp
@mhp = actor.mhp
@mmp = actor.mmp
index = 0
colorback = Color.new(R_BLA, G_BLA, B_BLA, 150)
colorback2 = Color.new(R_BDA, G_BDA, B_BDA, 190)
if $game_switches[HUD_VISIBLE_SWITCH] == true
unless $game_switches[HP_SWITCH] == false
self.contents.fill_rect(3, 364, 238, 16, colorback)
self.contents.fill_rect(3, 368, 238, 8, colorback2)
draw_gauge(19, 353, 200, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
draw_text(40, 354, 100, 32, Vocab::hp_a)
draw_current_and_max_values(90, 358, 116, actor.hp, actor.mhp, hp_color(actor), normal_color)
end
unless $game_switches[MP_SWITCH] == false
self.contents.fill_rect(3, 395, 238, 16, colorback)
self.contents.fill_rect(3, 399, 238, 8, colorback2)
draw_gauge(19, 384, 200, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
draw_text(40, 385, 100, 32, Vocab::mp_a)
draw_current_and_max_values(90, 389, 116, actor.mp, actor.mmp, mp_color(actor), normal_color)
end
unless $game_switches[WEAPON_AND_NAME_SWITCH] == false
self.contents.fill_rect(-64 + 85, 376, 125, 19, colorback)
self.contents.fill_rect(-64 + 90, 376, 115, 19, colorback2)
draw_actor_name(actor, -40 + 92, 373, 100)
return unless actor.equips[index]
draw_icon(actor.equips[index].icon_index, -64 + 92, 372, true)#(actor.equips[index], -64 + 92, 376, true)
end
end
def hud_changed
return true if @hp != $game_party.members[0].hp
return true if @mp != $game_party.members[0].mp
return true if $game_switches[HP_SWITCH] != "OFF"
return true if $game_switches[MP_SWITCH] != "OFF"
return true if $game_switches[WEAPON_AND_NAME_SWITCH] != "OFF"
return true if $game_switches[HUD_VISIBLE_SWITCH] != "OFF"
return false
end
end
def update
super
refresh if hud_changed
end
end
class Scene_Map
alias hud_main create_all_windows
def create_all_windows
create_hud_window
hud_main
end
def create_hud_window
@hud = AngeloHUD.new
if ENABLE_ANGELO_LINK && $Menu_Angelo == true
@gold = Window_Gold.new
@gold.opacity = 0
@gold.x = 544 - @gold.contents.width - 10
@gold.y = 375
end
end
end
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Credit and Thanks
-------------------------------------
MISTER BIG T
YF
Valiant
Amy Pond
Jet
Anderson Porto
-------------------------------------
Source
-------------------------------------
http://www.rpgmakervxace.net/topic/528-angelo-hud-v25/
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Very Simple Hud by lilcooldude69
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Éste script, a pesar de ser pequeño es un más completo que el anterior y ocupa menos espacio.
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Screens
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Script
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- Spoiler:
- #===== Rpg Makver VX ACE Script =============================
#= Simple Hud
#===== By: ==================================================
#= lilcooldude69
#===== Current Version: =====================================
#= 1.0
#===== Compatible With: =====================================
#= Rpg Maker VX ACE
#===== Description: =========================================
#= Sells items useful for 2-2 Classes
#===== Additional Comments: =================================
#=
#============================================================
module Hud_config
#Configuration
SWITCH = 1 #the number of the switched used to make it visible Example: if this is 1 then Switch 001 will turn on the hud.
EXPTERM = "Exp" #Term used for The Exp Bar
GOLD = "G" #Term used for the Gold, You may have to make adjustments below if > 1 character
OPACITY = 70 #used for the opacity of the window, Mess with this to your liking
#end config
end
#=====DO NOT EDIT PAST HERE UNLESS YOU KNOW WHAT YOUR DOING======#
#=================EXCLUDING WHAT WAS SAID ABOVE==================#
include Hud_config
class Window_Hud < Window_Base
#----------------------------------------------------
# * Object Initialization
#----------------------------------------------------
def initialize
super(0,0, 125,125)
create_contents
self.visible = $game_switches[SWITCH]
@actor = $game_party.members[0]
refresh
end
def exp_gauge_color1; text_color(31); end;
def exp_gauge_color2; text_color(27); end;
#----------------------------------------------------
# * Refresh
#----------------------------------------------------
def refresh
self.contents.clear
contents.clear
draw_window_content
end
#----------------------------------------------------
# * Draw Window Contents * Drawing of all the contents gold, hp bar, etc
#----------------------------------------------------
def draw_window_content
@gold = $game_party.gold
@level = @actor.level
@hp = @actor.hp
@mp = @actor.mp
@tp = @actor.tp
@exp = @actor.exp
draw_face(@actor.face_name, @actor.face_index, 0, 0, enable = false)
contents.font.size = 20
draw_actor_name(@actor, 0, 0)
draw_actor_level(@actor, 45, 0)
draw_actor_hp(@actor, 0, 17, 48)
draw_exp(@actor, 0, 60, 102)
draw_actor_mp(@actor, 55, 17, 48)
draw_actor_tp(@actor, 0, 37, 102)
#==========Make the Adjustment here if you edited the GOLD variable to be longer than 1 Character===============
contents.font.size = Font.default_size
draw_currency_value(@gold, GOLD, 0, 82, 102)
#draw_currency_value(Gold Variable, Term Variable, X-pos, Y-Pos, Width) change the width if you make the term longer than 1 char
#example, draw_currency_value(@gold, GOLD, 0, 155, 110)
#==========Make the Adjustment here if you edited the GOLD variable to be longer than 1 Character===============
end
#-----------------------------------------------------
# * Update * used to keep things up to date
#-----------------------------------------------------
def update
super
self.visible = $game_switches[SWITCH]
return if !self.visible
if @level != @actor.level or @hp != @actor.hp or @mp != @actor.mp or
@tp != @actor.tp or @exp != @actor.exp or @gold != $game_party.gold
refresh
end
end
#-----------------------------------------------------
# * Custom Definition for the experience bar free to use if you like
#-----------------------------------------------------
def draw_exp(actor, x, y, width = 124)
s1 = @actor.max_level? ? "---------" : @actor.exp
s2 = @actor.max_level? ? "---------" : @actor.next_level_exp - @actor.exp
if @actor.max_level? ? draw_gauge(x, y, width, 1, exp_gauge_color1, exp_gauge_color2)
:
draw_gauge(x, y, width,(((actor.exp.to_f/100) / (actor.next_level_exp.to_f/100)) * 100),
exp_gauge_color1, exp_gauge_color2)
end
change_color(system_color)
draw_text(x, y, 30, line_height, EXPTERM)
change_color(text_color(27))
if @actor.max_level? ? draw_text(x + width - 72, y, 72, line_height, "------------", 2)
:
draw_text(x + width - 72, y, 72, line_height, actor.next_level_exp.to_i - actor.exp.to_i, 2)
end
end
end
#------------------------------------------------------
# * Scene_Map Class, For keeping it on the map
#------------------------------------------------------
class Scene_Map < Scene_Base
alias start_window start
alias term_window terminate
alias update_window update
def start
start_window
@winhud = Window_Hud.new
update
end
def terminate
@winhud.dispose
term_window
end
def update
update_window
@winhud.update
end
end
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Autor
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lilcooldude69
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Source
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http://forums.rpgmakerweb.com/index.php?/topic/1057-very-simple-hud/
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Angelo Vertical HUD [Version 1.2]
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Lo mismo pero vertical y al lado derecho
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Screens
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Script
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- Spoiler:
- #==============================================================================
# ■ Angelo Vertical HUD v1.2
#------------------------------------------------------------------------------
# Created by Brandon *** *** Plug N' Play!
#==============================================================================
#------------------------------------------------------------------------------
# ▼ Customization Options
#----------------------------#-------------------------------------------------
# ● HUD_VISIBLE_SWITCH #
#- - - - - - - - - - - - - #
# Define the switch that you want to use to turn the HUD 'ON' or 'OFF', by de-
# fault it's 1. When the switch is turned 'OFF' the HUD will be turned 'ON',
# and when the switch is turned 'ON' the HUD is turned 'OFF'.
#------------------------------#-----------------------------------------------
# ● FONT_NAME & FONT_SIZE #
#- - - - - - - - - - - - - - #
# In FONTNAME you define the font that you want to use with the HUD information.
# In FONTSIZE you define the size of the font you've decided in FONTNAME.
#-------------------#----------------------------------------------------------
# ● HP_SWITCH #
#- - - - - - - - -#
# Define the switch that you want to use to turn the HP Display 'ON' or 'OFF',
# by default it's 2. When the switch is turned 'OFF' the HP Display will be
# turned 'ON', and when the switch is turned 'ON' the HP Display is turned
# 'OFF'.
#-------------------#----------------------------------------------------------
# ● MP_SWITCH #
#- - - - - - - - -#
# Define the switch that you want to use to turn the MP Display 'ON' or 'OFF',
# by default it's 3. When the switch is turned 'OFF' the MP Display will be
# turned 'ON', and when the switch is turned 'ON' the MP Display is turned
# 'OFF'.
#------------------------------#-----------------------------------------------
# ● WEAPON_AND_NAME_SWITCH #
#- - - - - - - - - - - - - - #
# Define the switch that you want to use to turn the Currently Equipped Weapon
# Display and Actor Name 'ON' or 'OFF', by default it's 4. When the switch is
# turned 'OFF' this option will be turned 'ON', and when the switch is
# turned 'ON' this option is turned 'OFF'.
#---------------------#--------------------------------------------------------
# ● R, G, B _BLA #
#- - - - - - - - - -#
# Define the amount of each color(Red, Green, Blue) presented in the lighter a-
# rea of the Back of the HUD. By default it's black which means that R, G and B
# are setted to '0'.
#---------------------#--------------------------------------------------------
# ● R, G, B _BDA #
#- - - - - - - - - -#
# Define the amount of each color(Red, Green, Blue) presented in the darker a-
# rea of the Back of the HUD. By default it's black which means that R, G and B
# are setted to '0'.
#------------------------------------------------------------------------------
# ▼ Post Scriptum
#------------------------------------------------------------------------------
# ● "I want to turn on or off all the HUD or only some part of her at the same time with
# the same switch, it's possible?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Yes, just set the parts you wanted in the same
# switch as the HUD_VISIBLE_SWITCH.
#------------------------------------------------------------------------------
# ● "Which values you recommend to use in FONT_SIZE?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Use between 8 and 18, or the text will be too
# small or too bigger. But some times it depends
# on your FONT_NAME.
#------------------------------------------------------------------------------
# ● "Which values you recommend to use in R, G, B _BLA and _BDA?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# You MUST use ONLY values between 0 and 255.
#------------------------------------------------------------------------------
module ANGELO
HUD_VISIBLE_SWITCH = 1
FONT_NAME = "Times New Roman"
FONT_SIZE = 16
HP_SWITCH = 2
MP_SWITCH = 3
WEAPON_AND_NAME_SWITCH = 4
R_BLA = 0
G_BLA = 0
B_BLA = 0
R_BDA = 0
G_BDA = 0
B_BDA = 0
#=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT
# * * * IF YOU ARE USING OTHER ANGELO SCRIPTS, ENABLE THIS * * *
#=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT
ENABLE_ANGELO_LINK = false
end
#------------------------------------------------------------------------------
# !!!!DO NOT EDIT FROM HERE UNLESS YOU KNOW WHAT YOU'RE DOING!!!!
#------------------------------------------------------------------------------
include ANGELO
class AngeloVHUD < Window_Base
def initialize
super(-16, -16, Graphics.width + standard_padding * 3, Graphics.height + standard_padding * 3)
self.opacity = 0
$AngeloHUD = true
refresh
end
def refresh
self.contents.clear
contents.clear
draw_angcal_contents
end
def draw_angcal_contents
self.contents.clear
actor = $game_party.members[0]
@hpr = actor.hp_rate
@mpr = actor.mp_rate
@visible_switch = $game_switches[HUD_VISIBLE_SWITCH]
@mp_switch = $game_switches[MP_SWITCH]
@hp_switch = $game_switches[HP_SWITCH]
@weapon_and_name_switch = $game_switches[WEAPON_AND_NAME_SWITCH]
colorback = Color.new(R_BLA, G_BLA, B_BLA, 150)
colorback2 = Color.new(R_BDA, G_BDA, B_BDA, 190)
index = 0
self.contents.font = Font.new(FONT_NAME, FONT_SIZE)
def draw_vertical(x, y, height, rate, color1, color2)
fill_h = (height * rate).to_i
contents.fill_rect(x, y, 6, height, gauge_back_color)
contents.gradient_fill_rect(x, y, 6, fill_h, color1, color2)
end
if $game_switches[HUD_VISIBLE_SWITCH] == false
unless $game_switches[HP_SWITCH] == true
self.contents.fill_rect(Graphics.width - 32, (standard_padding / 2) + 3, 35, 24, colorback2)
self.contents.fill_rect(Graphics.width - 32, (standard_padding / 2) + 6, 35, 18, colorback)
self.contents.fill_rect(Graphics.width - 12, (standard_padding / 2) - 2, 18, Graphics.height / 2, colorback)
self.contents.fill_rect(Graphics.width - 8, (standard_padding / 2) - 2, 10, Graphics.height / 2, colorback2)
draw_vertical(Graphics.width - 6, (standard_padding / 2) - 2, Graphics.height / 2, @hpr, hp_gauge_color1, hp_gauge_color2)
draw_text(Graphics.width - 32, standard_padding / 2, 100, 32, Vocab::hp_a)
end
unless $game_switches[MP_SWITCH] == true
self.contents.fill_rect(Graphics.width - 32, Graphics.height - 26, 35, 24, colorback2)
self.contents.fill_rect(Graphics.width - 32, Graphics.height - 23, 35, 18, colorback)
self.contents.fill_rect(Graphics.width - 12, (standard_padding / 2) - 2 + (Graphics.height / 2), 18, Graphics.height / 2, colorback)
self.contents.fill_rect(Graphics.width - 8, (standard_padding / 2) - 2 + (Graphics.height / 2), 10, Graphics.height / 2, colorback2)
draw_vertical(Graphics.width - 6, (standard_padding / 2) - 2 + (Graphics.height / 2), Graphics.height / 2, @mpr, mp_gauge_color1, mp_gauge_color2)
draw_text(Graphics.width - 32, Graphics.height - 29, 100, 32, Vocab::mp_a)
end
unless $game_switches[WEAPON_AND_NAME_SWITCH] == true
self.contents.fill_rect(-64 + 80, 386, 125, 19, colorback)
self.contents.fill_rect(-64 + 85, 386, 115, 19, colorback2)
draw_actor_name(actor, -40 + 87, 383, 100)
return unless actor.equips[index]
draw_icon(actor.equips[index].icon_index, -64 + 87, 382, true)#(actor.equips[index], -64 + 92, 376, true)
end
end
def hud_changed
return (@hpr != $game_party.members[0].hp_rate ||
@mpr != $game_party.members[0].mp_rate ||
@visible_switch != $game_switches[HUD_VISIBLE_SWITCH] ||
@mp_switch != $game_switches[MP_SWITCH] ||
@hp_switch != $game_switches[HP_SWITCH] ||
@weapon_and_name_switch != $game_switches[WEAPON_AND_NAME_SWITCH])
end
end
def update
super
if hud_changed
refresh
end
end
end
class Scene_Map
alias hud_angelo_vertical create_all_windows
def create_all_windows
hud_angelo_vertical
create_hud_window
end
def create_hud_window
@hud = AngeloVHUD.new
if ENABLE_ANGELO_LINK && $Menu_Angelo == true
@gold = Window_Gold.new
@gold.opacity = 0
@gold.x = 146 - @gold.contents.width - 10
@gold.y = Graphics.height - 68
end
end
end
-------------------------------------
Autor
-------------------------------------
Angelo (obvio pss no? LOL)
------------------------------------------------------------------------------------------------
[MOG] Master HUD
------------------------------------------------------------------------------------------------
Éste script es parecido al primero, pero éste usa imágenes y es más clorido y presenta también un pequeño faceset y los Estados que posee el Jugador.
-------------------------------------
Screens
-------------------------------------
-------------------------------------
Demo
-------------------------------------
- Spoiler:
Nota: Si no funciona vayan a la página oficial del script
que está debajo de esto
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Source
-------------------------------------
http://centrorpg.com/index.php?topic=896.0
------------------------------------------------------------------------------------------------
ReinoRPG Hud
------------------------------------------------------------------------------------------------
El script muestra al personaje, una larga barra de pv y mp con un par de iconos, tambien el nombre del jugador, su clase, nivel y gold.
Lleva imágenes también.
-------------------------------------
Screens
-------------------------------------
-------------------------------------
Script
-------------------------------------
- Spoiler:
- #================================================#
# ¦ ReinoRPG HUD v0.6
# Script: LB
# Translated: Bravo2Kilo
# Toggle key: Kal
#================================================#
puts "HUD Loaded"
module PR_RRPG_HUD
#================================================#
#============= General Settings ===============#
#================================================#
# Post nil if you want to center on screen
# Place a minus sign in front of value to refer to the opposite side.
Position_X = nil
Position_Y = -8
Bottom_of_the_HUD = "Back.png"
Bar_HP = "HP.png"
Bar_MP = "MP.png"
Using_transparency_in_the_entrance = true # Makes the HUD fade when go under it
Using_transparency_in_the_exit = true # FadeOut to disappear in just
Speed = 3 # Speed to FadeIn/FadeOut
Final_Opacity = 255 # Final 0pacity of the HUD
Opacity_Final_Element = 255 # Opacity of the final elements of the HUD
Character_Opacity = 150 # Opacity if the character is under
Opacity_Character_Element = 160 # Opacity of the elements
Switch_Control = 1 # Switch that controls whether the HUD is active or not
# HUD to be active ON and OFF to turn it off.
Number_Character = 1 # The number of character in order according to menu
HUD_Toggle_Show_Key = Input::L # Press this key to show/hide the HUD
# L is the Q key on a keyboard.
# Press F1 in a game to see what the default
# key mappings are.
#==============================================#
#=============== HUD Elements ================#
#==============================================#
# Set to true to display graphic charset (false to not display)
Char_Show = true
Char_X = 46
Char_Y = 66
# Set true to show the character's name (false to not display)
Name_Show = true
Name_Alignment = 1 # 0 = Left | 1 = Center | 2 = Right
Name_X = 92
Name_Y = 25
Name_Width = 134
Name_Color = Color.new(255,255,255)
Name_Font = nil # Font to use, write nil to use the default
Name_Size_of_Font = 17 # Size_of Font
# Set true to show the character's class (false to not display)
Class_Show = true
Class_Alignment = 0 # 0 = Left | 1 = Center | 2 = Right
Class_X = 229
Class_Y = 25
Class_Width = 60
Class_Color = Color.new(255,255,255)
Class_Font = nil # Font to use, write nil to use the default
Class_Size_of_Font = 16 # Size_of Font
# Set true to show the bar that represents the character's HP (false to not display)
HP_Show = true
HP_X = 92
HP_Y = 42
# Set true to show the bar that represents the character's MP (false to not display)
MP_Show = true
MP_X = 92
MP_Y = 59
# Set true to show the value of Current HP bar (false to not display)
Values_HP_Show_Current = false
# Set true to show the maximum value of the HP bar (false to not display)
Values_HP_Show_Total = false
Values_HP_Color = Color.new(255,255,255)
Values_HP_Font = nil # Font to use, write nil to use the default
Values_HP_Size_of_Font = 14 # Size_of Font
Values_HP_X = 92
Values_HP_Y = 38
# Set true to show the value of Current MP bar (false to not display)
Values_MP_Show_Current = false
# Set true to show the maximum value of the MP bar (false to not display)
Values_MP_Show_Total = false
Values_MP_Color = Color.new(255,255,255)
Values_MP_Font = nil # Font to use, write nil to use the default
Values_MP_Size_of_Font = 14 # Size_of Font
Values_MP_X = 92
Values_MP_Y = 55
# Set true to show the character's level (false to not display)
LV_Show = true
LV_Color = Color.new(255,255,255)
LV_Font = nil # Font to use, write nil to use the default
LV_Size_of_Font = 19 # Size_of Font
LV_Width = 30
LV_X = 241
LV_Y = 49
# Set true to show the character of money (false to not display)
Gold_Show = true
Gold_Color = Color.new(255,255,255)
Gold_Font = nil # Font to use, write nil to use the default
Gold_Size_of_Font = 18 # Size_of Font
Gold_X = 281
Gold_Y = 35
Gold_Width = 50
# Set true to show the suffix of play money (false to not display)
Text_Show = true
Text_Color = Color.new(255,255,255)
Text_Font = nil # Font to use, write nil to use the default
Text_Size_of_Font = 15 # Size_of Font
Text_X = 281
Text_Y = 50
Text_Width = 50
Text = "Gold" # Name of game currency
end
#===============================================#
#============ End of Settings ================#
#===============================================#
#============ Top of Script ==================#
#===============================================#
module Cache
#--------------------------------------------------------------------------
# * Get HUD Graphic
# filename : Filename
#--------------------------------------------------------------------------
def self.hud(filename)
load_bitmap("Graphics/Hud/", filename)
end
end
class Scene_Map < Scene_Base
include PR_RRPG_HUD
alias hud_start start
alias hud_update update
alias hud_terminate terminate
def start
active_hud
hud_start
end
def active_hud
unless @hud_has_run_before
$game_switches[Switch_Control] = true
@hud_has_run_before = true
end
@animation_hud1 = Using_transparency_in_the_entrance
@animation_hud2 = Using_transparency_in_the_entrance
@animation_hud_1 = Using_transparency_in_the_exit
@animation_hud_2 = Using_transparency_in_the_exit
@back = Sprite.new
@back.bitmap = Cache.hud(Bottom_of_the_HUD)
@back.opacity = 0 if @animation_hud1 == true
x = Position_X
y = Position_Y
w = @back.width
h = @back.height
x = ( x == nil ? ( 544 - w ) / 2 : ( x < 0 ? ( 544 + x - w ) : x ) )
y = ( y == nil ? ( 416 - h ) / 2 : ( y < 0 ? ( 416 + y - h ) : y ) )
@back.x = x
@back.y = y
@back.z = 190
@wind = Window_Base.new(x-16,y-16,w+32,h+32)
@wind.opacity = 0
@wind.contents_opacity = 0 if @animation_hud2 == true
@wind.z = 195
@wind.contents.font.shadow = false
@id = Number_Character-1
@info = []
@hp = Sprite.new
@hp.bitmap = Bitmap.new(32,32)
@mp = Sprite.new
@mp.bitmap = Bitmap.new(32,32)
@hp.x = HP_X + x
@mp.x = MP_X + x
@hp.y = HP_Y + y
@mp.y = MP_Y + y
@hp.z = 192
@mp.z = 193
@hp.opacity = 0 if @animation_hud2 == true
@mp.opacity = 0 if @animation_hud2 == true
hud_real_update if status_update
end
def terminate
if @animation_hud_1 == true
@back.bitmap.dispose
@back.dispose
end
if @animation_hud_2 == true
@hp.bitmap.dispose
@hp.dispose
@mp.bitmap.dispose
@mp.dispose
@wind.contents.dispose
@wind.dispose
end
hud_terminate
end
def update
if $game_switches[Switch_Control] == true and @hud_keyboard_switch
if @back != nil
if @back.opacity < Final_Opacity and @animation_hud1 == true
@back.opacity += Speed
else
@back.opacity = Final_Opacity
@animation_hud1 = false
end
if @wind.contents_opacity < Opacity_Final_Element and @animation_hud2 == true
@wind.contents_opacity += Speed
@hp.opacity += Speed
@mp.opacity += Speed
else
@wind.contents_opacity = Opacity_Final_Element
@hp.opacity = Opacity_Final_Element
@mp.opacity = Opacity_Final_Element
@animation_hud2 = false
end
else
active_hud
end
else
if @back != nil
if @back.opacity > Speed-1 and @animation_hud_1 == true
@back.opacity -= Speed
else
@back.bitmap.dispose
@back.dispose
@back = nil
@animation_hud_1 = false
end
if @wind.contents_opacity > Speed-1 and @animation_hud_2 == true
@wind.contents_opacity -= Speed
@hp.opacity -= Speed
@mp.opacity -= Speed
else
if @animation_hud_2 == true
@hp.bitmap.dispose
@hp.dispose
@hp = nil
@mp.bitmap.dispose
@mp.dispose
@mp = nil
@wind.contents.dispose
@wind.dispose
@wind = nil
@animation_hud_2 = false
end
end
end
end
if @back != nil
if $game_player.screen_x >= @back.x and $game_player.screen_x <= @back.x + @back.width and
$game_player.screen_y >= @back.y and $game_player.screen_y <= @back.y + @back.height
@back.opacity = Character_Opacity
@hp.opacity = Opacity_Character_Element
@mp.opacity = Opacity_Character_Element
@wind.contents_opacity = Opacity_Character_Element
end
end
hud_real_update if status_update
hud_check_key_toggle
hud_update
end
def hud_real_update
a = $game_party.members[@id]
@wind.contents.clear
@wind.draw_character(a.character_name, a.character_index, Char_X, Char_Y) if Char_Show
if Name_Show
@wind.contents.font.name = Name_Font if Name_Font != nil
@wind.contents.font.color = Name_Color
@wind.contents.font.size = Name_Size_of_Font
@wind.contents.draw_text(Name_X, Name_Y, Name_Width, Name_Size_of_Font, a.name, Name_Alignment)
end
if Class_Show
@wind.contents.font.name = Class_Font if Class_Font != nil
@wind.contents.font.color = Class_Color
@wind.contents.font.size = Class_Size_of_Font
@wind.contents.draw_text(Class_X, Class_Y, Class_Width, Class_Size_of_Font, a.class.name, Class_Alignment)
end
if HP_Show
@hp.bitmap.dispose
@hp.bitmap = Cache.hud(Bar_HP)
@hp.bitmap.clear_rect(Rect.new((@hp.width*a.hp/a.mhp),0,@hp.width,@hp.height))
end
if MP_Show
@mp.bitmap.dispose
@mp.bitmap = Cache.hud(Bar_MP)
@mp.bitmap.clear_rect(Rect.new((@mp.width*a.mp/a.mmp),0,@mp.width,@mp.height))
end
if Values_HP_Show_Current
text = a.hp.to_s
end
if Values_HP_Show_Total
text = a.mhp.to_s
end
if Values_HP_Show_Current and Values_HP_Show_Total
text = a.hp.to_s + "/" + a.mhp.to_s
end
if text != nil
@wind.contents.font.name = Values_HP_Font if Values_HP_Font != nil
@wind.contents.font.color = Values_HP_Color
@wind.contents.font.size = Values_HP_Size_of_Font
@wind.contents.draw_text(Values_HP_X, Values_HP_Y, @hp.width, Values_HP_Size_of_Font, text, 2)
end
text = nil
if Values_MP_Show_Current
text = a.mp.to_s
end
if Values_MP_Show_Total
text = a.mmp.to_s
end
if Values_MP_Show_Current and Values_MP_Show_Total
text = a.mp.to_s + "/" + a.mmp.to_s
end
if text != nil
@wind.contents.font.name = Values_MP_Font if Values_MP_Font != nil
@wind.contents.font.color = Values_MP_Color
@wind.contents.font.size = Values_MP_Size_of_Font
@wind.contents.draw_text(Values_MP_X, Values_MP_Y, @hp.width, Values_MP_Size_of_Font, text, 2)
end
if LV_Show
@wind.contents.font.name = LV_Font if LV_Font != nil
@wind.contents.font.color = LV_Color
@wind.contents.font.size = LV_Size_of_Font
@wind.contents.draw_text(LV_X, LV_Y, LV_Width, LV_Size_of_Font, a.level, 1)
end
if Gold_Show
@wind.contents.font.name = Gold_Font if Gold_Font != nil
@wind.contents.font.color = Gold_Color
@wind.contents.font.size = Gold_Size_of_Font
@wind.contents.draw_text(Gold_X, Gold_Y, Gold_Width, Gold_Size_of_Font, $game_party.gold, 1)
end
if Text_Show
@wind.contents.font.name = Text_Font if Text_Font != nil
@wind.contents.font.color = Text_Color
@wind.contents.font.size = Text_Size_of_Font
@wind.contents.draw_text(Text_X, Text_Y, Text_Width, Text_Size_of_Font, Text, 1)
end
end
def status_update
return false if @wind == nil
a = $game_party.members[@id]
return update_infos if a.id != @info[0]
return update_infos if a.character_name != @info[1]
return update_infos if a.character_index != @info[2]
return update_infos if a.name != @info[3]
return update_infos if a.class_id != @info[4]
return update_infos if a.class.name != @info[5]
return update_infos if a.hp != @info[6]
return update_infos if a.mhp != @info[7]
return update_infos if a.mp != @info[8]
return update_infos if a.mmp != @info[9]
return update_infos if a.level != @info[10]
return update_infos if $game_party.gold != @info[11]
return false
end
def update_infos
a = $game_party.members[@id]
@info[0] = a.id
@info[1] = a.character_name
@info[2] = a.character_index
@info[3] = a.name
@info[4] = a.class_id
@info[5] = a.class.name
@info[6] = a.hp
@info[7] = a.mhp
@info[8] = a.mp
@info[9] = a.mmp
@info[10] = a.level
@info[11] = $game_party.gold
return true
end
def hud_check_key_toggle
@hud_keyboard_switch = true if @hud_keyboard_switch.nil?
if Input.trigger?(HUD_Toggle_Show_Key)
@hud_keyboard_switch = !@hud_keyboard_switch
end
end
end
-------------------------------------
Imagenes necesarias
-------------------------------------
- Spoiler:
-------------------------------------
Autor
-------------------------------------
Bravo2Kilo
-------------------------------------
Source
-------------------------------------
http://www.rpgmakervxace.net/topic/347-reinorpg-hud/
-------------------------------------
Version 1.2 (Presionando la tecla L activas y desactivas el hud)
-------------------------------------
https://gist.github.com/5c992862b02f35509c93
------------------------------------------------------------------------------------------------
Créditos
------------------------------------------------------------------------------------------------
burandon
LB
lilcooldude69
dartdaman
Bravo2Kilo
...
Última edición por IAN-RPGMASTER el Mar Ene 15, 2013 1:59 am, editado 1 vez