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 HUD Evixiam + Distribuidor de Pontos

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FantasyX2
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FantasyX2


Mensagens : 112
Data de inscrição : 19/08/2007
Idade : 32

HUD Evixiam + Distribuidor de Pontos Empty
MensagemAssunto: HUD Evixiam + Distribuidor de Pontos   HUD Evixiam + Distribuidor de Pontos Icon_minipostedSex Ago 24, 2007 1:52 am

Esses scripts ja foram postados no forúm, tudo que eu fiz foi pegar a Hud do evixian e fazer em vez de ter o save, distribuir os pontos
O script em si de distribuir pontos, precisa ser chamado por script, agora não^^


1º Script de Distribuir Pontos
Código:


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 = "#{@actor.upgrade_points.to_s}"
   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

Para customizar, é apenas mecher no início do script


Última edição por em Sex Ago 24, 2007 1:54 am, editado 1 vez(es)
Ir para o topo Ir para baixo
FantasyX2
Admistrador
Admistrador
FantasyX2


Mensagens : 112
Data de inscrição : 19/08/2007
Idade : 32

HUD Evixiam + Distribuidor de Pontos Empty
MensagemAssunto: Re: HUD Evixiam + Distribuidor de Pontos   HUD Evixiam + Distribuidor de Pontos Icon_minipostedSex Ago 24, 2007 1:53 am

2ºHUD Evixian Customizada
Código:


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

[/b]
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SH!
Novato
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Mensagens : 1
Data de inscrição : 15/12/2007

HUD Evixiam + Distribuidor de Pontos Empty
MensagemAssunto: Re: HUD Evixiam + Distribuidor de Pontos   HUD Evixiam + Distribuidor de Pontos Icon_minipostedSáb Dez 15, 2007 7:46 pm

É foda mesmo, o administrador do forúm copia scripts sem colocar os créditos, copiou o meu post na jogos rpg, nao mudou quase nada no post, mesmo título muitas coisas parecidas, realmente foda.
Só m registrei pra dizer oq esse safado fez, pois eu lembro de vc la na jogos sim fantasy.
É claro q é bem simples o edit, mas eu q fiz. Mad
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HUD Evixiam + Distribuidor de Pontos Empty
MensagemAssunto: Re: HUD Evixiam + Distribuidor de Pontos   HUD Evixiam + Distribuidor de Pontos Icon_miniposted

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