HUD com todos os personagens
Castlevania Coders :: RPG Maker :: RPG Maker VX :: Scripts
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HUD com todos os personagens
[size=14pt]HUD com todos os personagens[/size]
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Introdução
Essa é uma HUD com todos os personagens da equipe, se adicionar personagens ou tirar personagens da equipe, somem/aparecem personagens da HUD.
Instruções
1.0
Para colocá-la em seu projeto, basta colocá-la acima de main.
2.0/3.0
Coloque acima de main e substitua "[1]" da linha 13 por "[ID da switch]", pois na versao 2.0/3.0 a HUD aparece/some se um switch estiver ON/OFF.
Screens
1.0/2.0
- Spoiler:
- Spoiler:
Script
1.0
- Código:
class HUD < Window_Base
def initialize
super (0,0,544,416)
self.back_opacity = 0
self.opacity = 0
refresh
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
y = actor.index * 60 + 40
draw_actor_graphic(actor, 16, y)
draw_actor_hp(actor, 32, y - 40)
draw_actor_mp(actor, 32, y - 20)
end
end
end
class Scene_Map < Scene_Base
alias startHUD start
alias terminateHUD terminate
alias updateHUD update
def start
startHUD
@hud = HUD.new
end
def hud_vars
@hp1 = $game_actors[1].hp
@mp1 = $game_actors[1].mp
@hp2 = $game_actors[2].hp
@mp2 = $game_actors[2].mp
@hp3 = $game_actors[3].hp
@mp3 = $game_actors[3].mp
@hp4 = $game_actors[4].hp
@mp4 = $game_actors[4].mp
end
def terminate
terminateHUD
@hud.dispose
end
def update
updateHUD
if @hp1 != $game_actors[1].hp or @mp1 != $game_actors[1].mp or @hp2 != $game_actors[2].hp or @mp2 != $game_actors[2].mp or @hp3 != $game_actors[3].hp or @mp3 != $game_actors[3].mp or @hp4 != $game_actors[4].hp or @mp4 != $game_actors[4].mp
@hud.refresh
hud_vars
end
end
end
2.0
- Código:
##############################################
################ HUD ####################
##############################################
#uma hud com todos os herois da equipe que pode
#ser ativada/desativada com um switch
#============================================#
#---------------configuraçoes----------------#
#============================================#
class Scene_Map < Scene_Base
alias config update
def update
config
@hud.visible = $game_switches[1]#coloque aqui o id do switch condicional
#se quiser que a hud fique sempre visivel, troque "$game_switches[1]" por "true"
end
end
#============================================#
#----------------Script----------------------#
#============================================#
#nao mexa se nao tiver conhecimento de RGSS2
class HUD < Window_Base
def initialize
super (0,0,544,416)
self.back_opacity = 0
self.opacity = 0
refresh
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
y = actor.index * 60 + 40
draw_actor_graphic(actor, 16, y)
draw_actor_hp(actor, 32, y - 40)
draw_actor_mp(actor, 32, y - 20)
end
end
end
class Scene_Map < Scene_Base
alias startHUD start
alias terminateHUD terminate
alias updateHUD update
def start
startHUD
@hud = HUD.new
end
def hud_vars
@hp1 = $game_actors[1].hp
@mp1 = $game_actors[1].mp
@hp2 = $game_actors[2].hp
@mp2 = $game_actors[2].mp
@hp3 = $game_actors[3].hp
@mp3 = $game_actors[3].mp
@hp4 = $game_actors[4].hp
@mp4 = $game_actors[4].mp
end
def terminate
terminateHUD
@hud.dispose
end
def update
updateHUD
if @hp1 != $game_actors[1].hp or @mp1 != $game_actors[1].mp or @hp2 != $game_actors[2].hp or @mp2 != $game_actors[2].mp or @hp3 != $game_actors[3].hp or @mp3 != $game_actors[3].mp or @hp4 != $game_actors[4].hp or @mp4 != $game_actors[4].mp
@hud.refresh
hud_vars
end
end
end
3.0
- Código:
##############################################
################ HUD ####################
##############################################
#uma hud com todos os herois da equipe que pode
#ser ativada/desativada com um switch
#============================================#
#---------------configuraçoes----------------#
#============================================#
class Scene_Map < Scene_Base
alias config update
def update
config
@hud.visible = $game_switches[1]#coloque aqui o id do switch condicional
#se quiser que a hud fique sempre visivel, troque "$game_switches[1]" por "true"
end
end
#============================================#
#----------------Script----------------------#
#============================================#
#nao mexa se nao tiver conhecimento de RGSS2
class HUD < Window_Base
def initialize
super (0,0,544,416)
self.back_opacity = 0
self.opacity = 0
refresh
end
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
x = actor.index * 170 + 16
draw_actor_graphic(actor, x, 60)
draw_actor_hp(actor, x+ 16, 10)
draw_actor_mp(actor, x+ 16, 40)
end
end
end
class Scene_Map < Scene_Base
alias startHUD start
alias terminateHUD terminate
alias updateHUD update
def start
startHUD
@hud = HUD.new
end
def hud_vars
@hp1 = $game_actors[1].hp
@mp1 = $game_actors[1].mp
@hp2 = $game_actors[2].hp
@mp2 = $game_actors[2].mp
@hp3 = $game_actors[3].hp
@mp3 = $game_actors[3].mp
@hp4 = $game_actors[4].hp
@mp4 = $game_actors[4].mp
end
def terminate
terminateHUD
@hud.dispose
end
def update
updateHUD
if @hp1 != $game_actors[1].hp or @mp1 != $game_actors[1].mp or @hp2 != $game_actors[2].hp or @mp2 != $game_actors[2].mp or @hp3 != $game_actors[3].hp or @mp3 != $game_actors[3].mp or @hp4 != $game_actors[4].hp or @mp4 != $game_actors[4].mp
@hud.refresh
hud_vars
end
end
end
demo:1.0 2.0 3.0
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Castlevania Coders :: RPG Maker :: RPG Maker VX :: Scripts
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