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script de hud do RAZIEL no lugar da janela de status de batalha padrão

KAI GAMES Masculino

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06 de Fevereiro de 2019
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Olá!, atualmente encontrei este script

créditos a Raziel por fazê-lo:

Código:
#==============================================================================
# ** Hud Menu
#==============================================================================
# Raziel
# Version 2.0
# 2007-08-18
#------------------------------------------------------------------------------
#===============================================================================

# * Module Raz_Hud
#===============================================================================


module Raz_Hud
 #switch to show/hide the hud
 SWITCH_ID = 112
 #set it to true to center the hud if there are less than four party members
 Center_hud = false
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
 #----------------------------------------------------------------------------
 # * Alias Listings
 #----------------------------------------------------------------------------
 alias raz_hud_main main
 alias raz_hud_update update
 #--------------------------------------------------------------------------
 # * Main Processing
 #--------------------------------------------------------------------------
 def main
   @hud_dummy = []
   for i in 0...$game_party.actors.size
	 @hud_dummy[i] = Window_Dummy.new(i)
   end
   @hud_window = Window_HUD.new
   raz_hud_main
   @hud_window.dispose
   @hud_dummy.each { |hud| hud.dispose }
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   @hud_dummy.each {|hud| hud.visible = $game_switches[Raz_Hud::SWITCH_ID]}
   if @hud_dummy[$game_party.actors.size] != nil
	 @hud_dummy.each{|hud| hud.dispose}
	 @hud_dummy = []
	 for i in 0...$game_party.actors.size
	   @hud_dummy[i] = Window_Dummy.new(i)
	 end
   end
   @hud_window.update
   raz_hud_update
 end
end
#===============================================================================

# * Window_HUD
#===============================================================================


class Window_HUD < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 800, 600)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.opacity = 0
   self.visible = $game_switches[Raz_Hud::SWITCH_ID]
   refresh
 end
 #--------------------------------------------------------------------------
 # * Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   @old_hp, @old_sp, @old_exp, @old_size = [],[],[],$game_party.actors.size
   for actor in $game_party.actors
	 @old_hp << actor.hp; @old_sp << actor.sp; @old_exp << actor.exp
	 a = $game_party.actors.size - 1
	 center = Raz_Hud::Center_hud == true ? (240 - (a * 80)) : 0
	 x = ($game_party.actors.index(actor) * 160 + 25) + center
     self.contents.font.size = 21
	 draw_actor_graphic(actor, x - 15, 445)
	 self.contents.font.color = normal_color
	 self.contents.draw_text(x - 25, 360, 100, 32, actor.name)
	 draw_slant_bar(x + 8, 396, actor.hp, actor.maxhp, 100, 6)
     draw_slant_bar(x + 8, 416, actor.sp, actor.maxsp, 100, 6, Color.new(0, 0, 150), Color.new(60, 155, 155))
	 now_exp = actor.level == 99 ? 1 : actor.now_exp
	 next_exp = actor.level == 99 ? 1 : actor.next_exp
	 draw_slant_bar(x + 8, 436, now_exp, next_exp, 100, 6, Color.new(0, 150, 0), Color.new(60, 255, 60))
	 self.contents.font.size = 16
	 draw_actor_state(actor, x + 45, 360)
	 self.contents.font.color = normal_color
	 self.contents.font.bold = true
	 self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
	 self.contents.draw_text(x + 16, 382, 100, 32, "#{actor.hp}/#{actor.maxhp}", 1)
	 self.contents.font.color = actor.sp == 0 ? crisis_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
	 self.contents.draw_text(x + 16, 402, 100, 32, "#{actor.sp}/#{actor.maxsp}", 1)
	 self.contents.font.color = system_color
	 self.contents.font.size = 20
	 self.contents.font.bold = false
	 self.contents.draw_text(x, 384, 50, 32, $data_system.words.hp)
	 self.contents.draw_text(x, 404, 50, 32, $data_system.words.sp)
	 self.contents.draw_text(x, 424, 50, 32, "Exp")
   end
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
   refresh if @old_size != $game_party.actors.size
   @old_hp.each_with_index {|hp, index| refresh if hp != $game_party.actors[index].hp}   
   @old_sp.each_with_index {|sp, index| refresh if sp != $game_party.actors[index].sp}   
   @old_exp.each_with_index {|exp, index| refresh if exp != $game_party.actors[index].exp}
   self.visible = $game_switches[Raz_Hud::SWITCH_ID]
 end
end
#===============================================================================

# * Window_Dummy
#===============================================================================


class Window_Dummy < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #   size: Party's size
 #--------------------------------------------------------------------------
 def initialize(size)
   @old_size = $game_party.actors.size
   x = Raz_Hud::Center_hud == true ? 240 - ($game_party.actors.size - 1) * 80 : 0
   super(160 * size + x, 372,160, 108)
   self.visible = $game_switches[Raz_Hud::SWITCH_ID]
   self.opacity = 255
 end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
 #--------------------------------------------------------------------------
 # * Draw Slant Bar (by SephirothSpawn)
 #--------------------------------------------------------------------------
 def draw_slant_bar(x, y, min, max, width = 152, height = 6,
 bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
   for i in 0..height
	 self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
   end
   for i in 1..(height - 1)
	 r = 100 * (height - i) / height + 0 * i / height
	 g = 100 * (height - i) / height + 0 * i / height
	 b = 100 * (height - i) / height + 0 * i / height
	 a = 255 * (height - i) / height + 255 * i / height
	 self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
   end
   for i in 1..( (min / max.to_f) * width - 1)
	 for j in 1..(height - 1)
	   r = bar_color.red * (width - i) / width + end_color.red * i / width
	   g = bar_color.green * (width - i) / width + end_color.green * i / width
	   b = bar_color.blue * (width - i) / width + end_color.blue * i / width
	   a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
	   self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
	 end
   end
 end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor
 #--------------------------------------------------------------------------
 # * Now Exp
 #--------------------------------------------------------------------------
 def now_exp
   return @exp - @exp_list[@level]
 end
 #--------------------------------------------------------------------------
 # * Next Exp
 #--------------------------------------------------------------------------
 def next_exp
   return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
 end
end

este é um script de hud para ser exibido no mapa:

eeb2f61ff8124b3cde64d7e474c1c046.


eu queria poder usá-los como a janela padrão do sistema de batalha, ou algo parecido com a imagem abaixo:
(PS:a imagem abaixo é meramente ilustrativa XD)

hYeBScS.png


eu imaginei que fosse uma tarefa simples,eu realmente não sei o que estou fazendo xD,sejá lá o que for ta errado mas se alguem puder me ajudar de alguma forma desde já agradeço
 
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