Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| [ASK] Bars Kehidupan, Exp, Chakra/mana | |
| 2012-04-08, 16:25 | [ASK] Bars Kehidupan, Exp, Chakra/mana |
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yade26 Novice
Posts : 132 Thanked : 0 Engine : RMVX Ace Skill : Skilled Type : Scripter
| ada yang tau gk script yang nampilin bar kehidupan, mana, ama exp yang ada di pojok kiri atas... ane minta scriptnya dongg...?? ane lupa namanya,,, HUP, HUG, atau HUD bars ya...? |
| | | 2012-04-08, 16:34 | Re: [ASK] Bars Kehidupan, Exp, Chakra/mana |
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EmperorAlan Senior
Posts : 622 Thanked : 5 Engine : RMVX Ace Skill : Very Beginner Type : Developer
| Hmm, kalo mau yang simple, coba pake buatannya Crazyninjaguy. - Spoiler:
- Code:
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#=============================================================================== # * Simple HUD by Crazyninjaguy # * http://www.planetdev.net #===============================================================================
class Window_HUD < Window_Base def initialize super(0, 0, 260, 128) @actor = $game_party.members[0] @actor.hp_changed.add_handler( self, lambda { refresh } ) @actor.mp_changed.add_handler( self, lambda { refresh } ) refresh end def refresh self.contents.clear draw_actor_face($game_party.members[0], 0, 0) draw_actor_name($game_party.members[0], 102, 0) draw_actor_hp($game_party.members[0], 102, 24) draw_actor_mp($game_party.members[0], 102, 48) end alias cng_hud_window_dispose dispose def dispose $game_party.members[0].hp_changed.remove_handler( self ) $game_party.members[0].mp_changed.remove_handler( self ) cng_hud_window_dispose end end
class EventHandler def initialize @client_map = { } end def add_handler( id, func ) hash = id.hash @client_map[ hash ] ||= [] @client_map[ hash ] << func end def remove_handler( id ) return @client_map.delete( id.hash ) end def alert_listeners @client_map.each_pair { |obj,funcs| funcs.each { |func| func.call } } end end
class Game_Actor < Game_Battler attr_accessor :hp_changed attr_accessor :mp_changed alias :pre_event_ga_initialize :initialize def initialize( *args ) @hp_changed = EventHandler.new @mp_changed = EventHandler.new pre_event_ga_initialize( *args ) end def on_hp_changed @hp_changed.alert_listeners end def on_mp_changed @mp_changed.alert_listeners end alias :pre_event_ga_hp_change :hp= def hp=( hp ) changed = ( @hp != hp ) pre_event_ga_hp_change(hp) on_hp_changed if changed end alias :pre_event_ga_mp_change :mp= def mp=(mp) changed = (@mp!=mp) pre_event_ga_mp_change(mp) on_mp_changed if changed end end
class Scene_Map < Scene_Base alias cng_hud_start start alias cng_hud_terminate terminate def start cng_hud_start @hud = Window_HUD.new end def terminate @hud.dispose cng_hud_terminate end end
Kalo mau yang lain, coba Kendorei's Advanced HUD - Spoiler:
- Code:
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#============================================================ # Kendorei's Advanced HUD v1.1 #------------------------------------------------------------ # ** Author: Kendorei #============================================================
#============================================================ # ** Game_System #============================================================ class Game_System attr_accessor :hud_windowskin attr_accessor :font attr_accessor :font_size attr_accessor :shadowed_text attr_accessor :level_color attr_accessor :hp_color attr_accessor :sp_color attr_accessor :exp_color attr_accessor :other_color attr_accessor :hud_switch attr_accessor :level_word attr_accessor :hp_word attr_accessor :sp_word attr_accessor :exp_word attr_accessor :large_party attr_accessor :vert_hud alias hud_initialize initialize def initialize hud_initialize #======================================================= # ** ** * * **** *** ** # * * * ** * * * * # * * * * ** ** * * ** # ** ** * * * *** *** #======================================================= # You can change the font style and terms in-game using: # Font: $game_system.font = "Font" # Terms: $game_system.x_word = y Where x is the term to change, and y # is the new word. # Examples: # Font: $game_system.font = "FangSong" # Term: $game_system.sp_word = "Mana" #------------------------------------------------------- #----------------------------- # ** HUD Windowskin #----------------------------- # Change the line below to the name of windowskin you want for the HUD. #----------------------------- @hud_windowskin = "001-Blue01" #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # ** Font Config #----------------------------- # Change the line below to a font style you wish to use. # eg. @font = "Arial" #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- @font = "Arial" #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Set this line to the size you want to use for the font. #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- @font_size = 15 #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # Set this line to true to use shadowed text #-=-=-=-=-=-=-=-=-=-=-=-=-=-=- @shadowed_text = true #-------------------- # ** Colors Config #-------------------- # This is a list of colors that you can use for the text in the HUD. # You can add more with 'Color.new(R, B, G)'. # Set the @colors to whichever colors you want. #-------------------- @level_color = sky_blue @hp_color = red @sp_color = blue @exp_color = green @other_color = white #-------------------- #-------------------- # ** Teh Switch! #-------------------- # Use '$game_system.hud_switch = true' or 'false' to turn the HUD on or off. #-------------------- @hud_switch = false #-------------------- # ** Terms #-------------------- # You can change the terms for "Lv", "HP", "SP", and "XP" here. #-------------------- @level_word = "Lv" @hp_word = "HP" @sp_word = "SP" @exp_word = "XP" #-------------------- #-------------------- # ** Large Party? #-------------------- # If you have more than 4 members possible and want to show up to 8 HUDs, # make this line true. #-------------------- @large_party = false
#-------------------- # ** Vertical HUDs #-------------------- # If you want the HUDs to be stacked vertically along the right side of the screen, # set this to true #-------------------- @vert_hud = false #======================================================= # *** * * *** ** ** * * **** *** ** # ** ** * * * * * * ** * * * * # * * ** * * * * * * ** ** * * ** # *** * * *** ** ** * * * *** ** #======================================================= end #-------------------- # ** Colors List #-------------------- def orange return Color.new(218, 83, 2) end
def yellow return Color.new(191, 218, 2) end
def green return Color.new(30, 218, 2) end
def sea_green return Color.new(2, 218, 136) end
def sky_blue return Color.new(2, 218, 216) end
def blue return Color.new(2, 58, 218) end
def blue_violet return Color.new(108, 2, 218) end
def violet return Color.new(188, 2, 218) end
def red_violet return Color.new(218, 2, 167) end
def red return Color.new(218, 2, 5) end
def black return Color.new(0, 0, 0) end
def dark_gray return Color.new(102, 102, 102) end
def gray return Color.new(204, 204, 204) end
def light_gray return Color.new(245, 245, 245) end
def white return Color.new(255, 255, 255) end end
#============================================================ # ** KenHUD #============================================================ class KenHUD < Window_Base
attr_accessor :actor # Actor
#------------------------------------ # ** Initialization # actor : actor in the party #------------------------------------ def initialize(actor) @actor_pos = actor @actor = $game_party.actors[@actor_pos] super(0, 0, 132, 92) @hud_windowskin = $game_system.hud_windowskin self.windowskin = RPG::Cache.windowskin(@hud_windowskin) self.opacity = 140 self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.size = $game_system.font_size self.contents.font.name = $game_system.font @shadowed_text = $game_system.shadowed_text @level_color = $game_system.level_color @hp_color = $game_system.hp_color @sp_color = $game_system.sp_color @exp_color = $game_system.exp_color @normal_color = $game_system.other_color @hud_switch = $game_system.hud_switch self.visible = @hud_switch @level_word = $game_system.level_word @hp_word = $game_system.hp_word @sp_word = $game_system.sp_word @exp_word = $game_system.exp_word unless @actor == nil @name = @actor.name @level = @actor.level @hp = @actor.hp @maxhp = @actor.maxhp @sp = @actor.sp @maxsp = @actor.maxsp @exp = @actor.exp @nexp = @actor.next_exp_s refresh else no_actor end end #------------------------------------ # ** Shadow Text Color #------------------------------------ def shadow return Color.new(0, 0, 0, 100) end
#------------------------------------ # ** No Actor #------------------------------------ def no_actor self.contents.clear self.opacity = 0 end
#------------------------------------ # ** Refresh #------------------------------------ def refresh self.contents.clear self.contents.font.color = @level_color self.contents.draw_text(10, 0, 100, 15, @level_word, 1) self.contents.font.color = @hp_color self.contents.draw_text(0, 15, 100, 15, @hp_word) self.contents.font.color = @sp_color self.contents.draw_text(0, 30, 100, 15, @sp_word) self.contents.font.color = @exp_color self.contents.draw_text(0, 45, 100, 15, @exp_word) self.contents.font.color = @normal_color self.contents.draw_text(0, 0, 100, 15, @name.to_s) self.contents.draw_text(0, 0, 100, 15, @level.to_s, 2) self.contents.draw_text(0, 15, 100, 15, @hp.to_s+" /", 1) self.contents.draw_text(0, 15, 100, 15, @maxhp.to_s, 2) self.contents.draw_text(0, 30, 100, 15, @sp.to_s+" /", 1) self.contents.draw_text(0, 30, 100, 15, @maxsp.to_s, 2) self.contents.draw_text(0, 45, 100, 15, @exp.to_s+" /", 1) self.contents.draw_text(0, 45, 100, 15, @nexp.to_s, 2) if @shadowed_text == true self.contents.font.color = shadow self.contents.draw_text(12, 2, 100, 15, @level_word, 1) self.contents.draw_text(2, 17, 100, 15, @hp_word) self.contents.draw_text(2, 32, 100, 15, @sp_word) self.contents.draw_text(2, 47, 100, 15, @exp_word) self.contents.draw_text(2, 2, 100, 15, @name.to_s) self.contents.draw_text(2, 2, 100, 15, @level.to_s, 2) self.contents.draw_text(2, 17, 100, 15, @hp.to_s+" /", 1) self.contents.draw_text(2, 17, 100, 15, @maxhp.to_s, 2) self.contents.draw_text(2, 32, 100, 15, @sp.to_s+" /", 1) self.contents.draw_text(2, 32, 100, 15, @maxsp.to_s, 2) self.contents.draw_text(2, 47, 100, 15, @exp.to_s+" /", 1) self.contents.draw_text(2, 47, 100, 15, @nexp.to_s, 2) end end
#------------------------------------ # ** Update #------------------------------------ def update @actor = $game_party.actors[@actor_pos] if (self.contents.font.name != $game_system.font) or (self.contents.font.size != $game_system.font_size) or (@level_color != $game_system.level_color) or (@hp_color != $game_system.hp_color) or (@sp_color != $game_system.sp_color) or (@exp_color != $game_system.exp_color) or (@normal_color != $game_system.other_color) or (@level_word != $game_system.level_word) or (@hp_word != $game_system.hp_word) or (@sp_word != $game_system.sp_word) or (@exp_word != $game_system.exp_word) or (@shadowed_text != $game_system.shadowed_text) self.contents.font.name = $game_system.font self.contents.font.size = $game_system.font_size @shadowed_text = $game_system.shadowed_text @level_color = $game_system.level_color @hp_color = $game_system.hp_color @sp_color = $game_system.sp_color @exp_color = $game_system.exp_color @normal_color = $game_system.other_color @level_word = $game_system.level_word @hp_word = $game_system.hp_word @sp_word = $game_system.sp_word @exp_word = $game_system.exp_word if @actor != nil refresh elsif @actor == nil no_actor end end if @actor != nil if (@name != @actor.name) or (@level != @actor.level) or (@hp != @actor.hp) or (@maxhp != @actor.maxhp) or (@sp != @actor.sp) or (@maxsp != @actor.maxsp) or (@exp != @actor.exp) or (@nexp != @actor.next_exp_s) or (@hud_switch != $game_system.hud_switch) @hud_switch = $game_system.hud_switch self.visible = @hud_switch self.opacity = 140 unless @actor == nil @name = @actor.name @level = @actor.level @hp = @actor.hp @maxhp = @actor.maxhp @sp = @actor.sp @maxsp = @actor.maxsp @exp = @actor.exp @nexp = @actor.next_exp_s refresh else no_actor end end elsif @actor == nil no_actor end end end
#=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#============================================================ # ** Scene_Map #============================================================ class Scene_Map
#------------------------------------ # ** Alias Listing #------------------------------------ alias initialize_hud_now main alias update_hud_now update #------------------------------------ def main @vert_hud = $game_system.vert_hud @large_party = $game_system.large_party if (@large_party == false) and (@vert_hud == false) @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window1.x = 26 @hud_window2.x = 178 @hud_window3.x = 330 @hud_window4.x = 482 elsif (@large_party == true) and (@vert_hud == false) @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window5 = KenHUD.new(4) @hud_window6 = KenHUD.new(5) @hud_window7 = KenHUD.new(6) @hud_window8 = KenHUD.new(7) @hud_window1.x = 26 @hud_window2.x = 178 @hud_window3.x = 330 @hud_window4.x = 482 @hud_window5.x = 26 @hud_window6.x = 178 @hud_window7.x = 330 @hud_window8.x = 482 @hud_window5.y = 135 @hud_window6.y = 135 @hud_window7.y = 135 @hud_window8.y = 135 elsif (@large_party == false) and (@vert_hud == true) @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window1.y = 0 @hud_window2.y = 135 @hud_window3.y = 270 @hud_window4.y = 405 elsif (@large_party == true) and (@vert_hud == true) @hud_window1 = KenHUD.new(0) @hud_window2 = KenHUD.new(1) @hud_window3 = KenHUD.new(2) @hud_window4 = KenHUD.new(3) @hud_window5 = KenHUD.new(4) @hud_window6 = KenHUD.new(5) @hud_window7 = KenHUD.new(6) @hud_window8 = KenHUD.new(7) @hud_window1.y = 0 @hud_window2.y = 135 @hud_window3.y = 270 @hud_window4.y = 405 @hud_window5.y = 0 @hud_window6.y = 135 @hud_window7.y = 270 @hud_window8.y = 405 @hud_window5.x = 100 @hud_window6.x = 100 @hud_window7.x = 100 @hud_window8.x = 100 end initialize_hud_now if @large_party == false @hud_window1.dispose @hud_window2.dispose @hud_window3.dispose @hud_window4.dispose elsif @large_party == true @hud_window1.dispose @hud_window2.dispose @hud_window3.dispose @hud_window4.dispose @hud_window5.dispose @hud_window6.dispose @hud_window7.dispose @hud_window8.dispose end end
def update update_hud_now if @large_party == false @hud_window1.update @hud_window2.update @hud_window3.update @hud_window4.update elsif @large_party == true @hud_window1.update @hud_window2.update @hud_window3.update @hud_window4.update @hud_window5.update @hud_window6.update @hud_window7.update @hud_window8.update end # By default controls, hit the A button on the keyboard to switch the HUD on/off. if Input.trigger?(Input::X) unless $game_system.map_interpreter.running? $game_system.se_play($data_system.decision_se) if $game_system.hud_switch == true $game_system.hud_switch = false elsif $game_system.hud_switch == false $game_system.hud_switch = true end end end end end
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| | | 2012-04-08, 16:37 | Re: [ASK] Bars Kehidupan, Exp, Chakra/mana |
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Roronoa_Zojo Senior
Posts : 833 Thanked : 3 Engine : Multi-Engine User Skill : Skilled Type : Mapper
| | | | 2012-04-08, 17:05 | Re: [ASK] Bars Kehidupan, Exp, Chakra/mana |
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kareem_ramd Novice
Posts : 189 Thanked : 1 Engine : RMXP Skill : Beginner Type : Spriter
| oh itu namanya HUD kebanyakan yg pake itu biasanya yg pake ABS (Action Battle System) (maybe) wkwkw bisa di download di sini demo scriptnya http://xasabs.wordpress.com/ gue juga pake itu kok tpi lumayan juga sih ngedit script nya |
| | | 2012-04-08, 17:09 | Re: [ASK] Bars Kehidupan, Exp, Chakra/mana |
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marjoni01 Senior
Posts : 971 Thanked : 5 Engine : RMVX Ace Skill : Intermediate Type : Developer
| @Eka Itu sih sekalian battle systemnya Mungkin yang dia carikan cuman HUDnya... (Maybe) itu katanya battle system yang paling bagus tapi juga susah tuh |
| | | 2012-04-08, 17:10 | Re: [ASK] Bars Kehidupan, Exp, Chakra/mana |
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yade26 Novice
Posts : 132 Thanked : 0 Engine : RMVX Ace Skill : Skilled Type : Scripter
| @EMperor alan : maaf bro, yang Kendorei's Advanced HUD itu error line204 @actor = $game_party.actors[@actor_pos] |
| | | 2012-04-09, 14:18 | Re: [ASK] Bars Kehidupan, Exp, Chakra/mana |
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kareem_ramd Novice
Posts : 189 Thanked : 1 Engine : RMXP Skill : Beginner Type : Spriter
| @marjoni iya sih wkwk tpi kan klo make HUD gk pke system ABS kurang sreg,, susah bgt itu bro tpi udah terpecahkan ama gue @yade cari2 di google lah klo keyword nya bener pasti ketemu jangan mls di sini juga banyak tutorialnya cari aja nih baca tut nya om lowlinglife moga ngebantu https://rmid.forumotion.net/t4852-vx-life-hud |
| | | 2012-04-27, 13:51 | Re: [ASK] Bars Kehidupan, Exp, Chakra/mana |
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ineceper Novice
Posts : 115 Thanked : 0 Engine : Multi-Engine User Skill : Advanced Type : Developer
| Coba yg ini http://forums.rpgmakerweb.com/index.php?/topic/1142-reinorpg-hud-ace/ cmn gag ada Exp barnya |
| | | | Re: [ASK] Bars Kehidupan, Exp, Chakra/mana |
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