| | HUD Evixiam + Distribuidor de Pontos | |
| | Autor | Mensagem |
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FantasyX2 Admistrador
Mensagens : 112 Data de inscrição : 19/08/2007 Idade : 32
| Assunto: HUD Evixiam + Distribuidor de Pontos Sex 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:
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#================================= # 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) | |
| | | FantasyX2 Admistrador
Mensagens : 112 Data de inscrição : 19/08/2007 Idade : 32
| Assunto: Re: HUD Evixiam + Distribuidor de Pontos Sex Ago 24, 2007 1:53 am | |
| 2ºHUD Evixian Customizada Código: - Código:
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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] | |
| | | SH! Novato
Mensagens : 1 Data de inscrição : 15/12/2007
| Assunto: Re: HUD Evixiam + Distribuidor de Pontos Sáb 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. | |
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| Assunto: Re: HUD Evixiam + Distribuidor de Pontos | |
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| | | | HUD Evixiam + Distribuidor de Pontos | |
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