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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| 2012-06-27, 09:24 | [LOCKED] Script Hud |
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Danger Force Ryder Advance
Posts : 307 Thanked : 1 Engine : RMXP Skill : Very Beginner Type : Writer
| Silakan dipilih mau yg mana aja terserah EXP di HUD untuk Blizz-ABS - Quote :
- Screensot
- Quote :
- Hanya membuat script baru di atas utama dan paste kode ini ke dalamnya
- Code:
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#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # EXP in HUD for Blizz-ABS by Blizzard # Version: 1.01b # Type: Blizz-ABS Add-on # Date: 27.11.2008 # Date 1.01b: 23.2.2010 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # This script is to be distributed under the same terms and conditions like # the script it was created for: Blizz-ABS. # #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Information: # # This script must be placed below Blizz-ABS and requires Blizz-ABS v2.7 or # higher to work properly. It will add an EXP bar to the default HUD. # # # If you find any bugs, please report them here: # http://forum.chaos-project.com #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
if !$BlizzABS || BlizzABS::VERSION < 2.7 raise 'ERROR: The "EXP in HUD" requires Blizz-ABS 2.7 or higher.' end
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # START Configuration #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
# word displayed for EXP EXP_WORD = 'EXP'
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # END Configuration #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
$blizzabs_exp_in_hud = 1.01
#============================================================================== # Hud #==============================================================================
class Hud alias create_positions_expinhud_later create_positions def create_positions create_positions_expinhud_later @exp_x, @exp_y = 4, 49 + @hud_height - @original_height @hud_height += 16 @hot_y += 16 @left_y += 16 end alias draw_basic_expinhud_later draw_basic def draw_basic draw_basic_expinhud_later color = case BlizzABS::Config::HUD_TYPE when 0 then Color.new(255, 255, 255, 192) when 1 then Color.new(0, 0, 0, 0) end self.bitmap.fill_rect(@exp_x+32, @exp_y+3, 116, 14, color) if color.is_a?(Color) self.bitmap.fill_rect(@exp_x, @exp_y, 32, 20, Color.new(0, 0, 0, 128)) self.bitmap.font.color = system_color self.bitmap.draw_text_full(@exp_x, @exp_y, 80, 20, EXP_WORD) self.bitmap.font.color = normal_color end alias draw_empty_expinhud_later draw_empty def draw_empty draw_empty_expinhud_later self.bitmap.gradient_bar_hud(@exp_x + 32, @exp_y + 3, 114, 0, 'hud_white_bar') self.bitmap.font.color = disabled_color self.bitmap.draw_text_full(@exp_x + 54, @exp_y, 84, 20, '0', 2) @exp = nil end def draw_exp @exp = actor.exp rate = (actor.next_exp != 0 ? actor.now_exp.to_f / actor.next_exp : 1) self.bitmap.gradient_bar_hud(@exp_x + 32, @exp_y + 3, 114, rate, 'hud_white_bar') self.bitmap.font.color = normal_color self.bitmap.draw_text_full(@exp_x + 54, @exp_y, 84, 20, actor.next_rest_exp_s, 2) end alias upd_expinhud_later update def update $game_temp.hud_refresh ? draw_exp : test_exp if actor != nil upd_expinhud_later end def test_exp draw_exp if actor.exp != @exp end
end - Quote :
- Demo: Tidak Perlu
EXP, HP dan SP HUD - Quote :
- Screenshot
- Quote :
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- Code:
-
#_______________________________________________________________________________ # MOG - C Hud 2.0 (Classic Hud) #_______________________________________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_______________________________________________________________________________ # Hud estilo clássico. # # ARQUIVOS NECESSÁRIOS # # C_Layout # C_Exp_Meter # C_Layout # C_HP_Meter # C_SP_Meter # Hud_HP_Number # Hud_SP_Number # Hud_Exp_Number # # Deixe as imagens na pasta Windowskins #_______________________________________________________________________________ # HISTÓRICO # 30/12/2010 (v2.0) -> Melhor codificação e compatibilidade. #_______________________________________________________________________________ module MOG_C_HUD #Posição geral da HUD HUD_POS = [0,0] #Posição do numero de HP HP_NUMBER_POS = [120,5] #Posição do medidor de HP HP_METER_POS = [140,5] #Posição do numero de SP SP_NUMBER_POS = [80,25] #Posição do medidor de SP SP_METER_POS = [100,25] #Posição posição do level LEVEL_POS = [55,0] #Posição posição do medidor de exp LEVEL_METER_POS = [72,47] #Posição dos ícones de status STATES_POS = [460,0] #Deixar a HUD opaco caso o herói estiver em cima da HUD. FADE = true #Tamanho planejado da hud, isso influência no sensor do FADE. HUD_SIZE = [420,64] #Switch que desativa a HUD DISABLE_C_HUD_SWITCH = 5 #Prioridade da hud. (Z) HUD_PRIORITY = 5000 end #============================================================================== # Game_Actor #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * 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
#============================================================================== # ** C_Hud #============================================================================== class C_Hud < Sprite include MOG_C_HUD #-------------------------------------------------------------------------- # * Initialize #-------------------------------------------------------------------------- def initialize(viewport) super(viewport) @actor = $game_party.actors[0] return if @actor == nil setup create_layout create_hp_number create_hp_meter create_sp_number create_sp_meter create_level_number create_level_meter create_state update_visible sp_flow_update sp_number_refresh hp_flow_update hp_number_refresh end #-------------------------------------------------------------------------- # * Setup #-------------------------------------------------------------------------- def setup @low_sp = 30 @low_hp = 30 @hp = @actor.hp @sp = @actor.sp @exp = @actor.exp @level = @actor.level @hp_old = @actor.hp @hp_ref = @hp_old @hp_refresh = false @sp_old = @actor.sp @sp_ref = @sp_old @sp_refresh = false hud_size_x = HUD_SIZE[0] hud_size_y = HUD_SIZE[1] @oc_range_x = hud_size_x + HUD_POS[0] @oc_range_y = hud_size_y + HUD_POS[1] end #-------------------------------------------------------------------------- # * Create Layout #-------------------------------------------------------------------------- def create_layout @layout_sprite = Sprite.new @layout_sprite.bitmap = RPG::Cache.windowskin("C_Layout") @layout_sprite.z = 1 + HUD_PRIORITY @layout_sprite.x = HUD_POS[0] @layout_sprite.y = HUD_POS[1] end #-------------------------------------------------------------------------- # * Create HP Number #-------------------------------------------------------------------------- def create_hp_number @hp_number_image = RPG::Cache.windowskin("Hud_HP_Number") @hp_number_bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height) @hp_number_sprite = Sprite.new @hp_number_sprite.bitmap = @hp_number_bitmap @hp_number_sprite.z = 3 + HUD_PRIORITY @hp_number_sprite.x = HUD_POS[0] + HP_NUMBER_POS[0] @hp_number_sprite.y = HUD_POS[1] + HP_NUMBER_POS[1] @im_cw = @hp_number_image.width / 10 @im_ch = @hp_number_image.height / 2 @hp_src_rect = Rect.new(@im_cw,0, @im_cw, @im_ch) @hp_number_text = @actor.hp.abs.to_s.split(//) lowhp2 = @actor.maxhp * 30 / 100 if @actor.hp < lowhp2 @health2 = @im_ch else @health2 = 0 end @hp_health = @health2 for r in 0..@hp_number_text.size - 1 @hp_number_abs = @hp_number_text[r].to_i @hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch) @hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect) end end #-------------------------------------------------------------------------- # * Create HP Meter #-------------------------------------------------------------------------- def create_hp_meter @hp_flow = 0 @hp_damage_flow = 0 @hp_image = RPG::Cache.windowskin("C_HP_Meter") @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height) @hp_range = @hp_image.width @hp_width = @hp_range * @actor.hp / @actor.maxhp @hp_height = @hp_image.height @hp_width_old = @hp_width @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height) @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) @hp_sprite = Sprite.new @hp_sprite.bitmap = @hp_bitmap @hp_sprite.z = 2 + HUD_PRIORITY @hp_sprite.x = HUD_POS[0] + HP_METER_POS[0] @hp_sprite.y = HUD_POS[1] + HP_METER_POS[1] end
#-------------------------------------------------------------------------- # * Create SP Number #-------------------------------------------------------------------------- def create_sp_number @sp_number_image = RPG::Cache.windowskin("Hud_SP_Number") @sp_number_bitmap = Bitmap.new(@sp_number_image.width,@sp_number_image.height) @sp_number_sprite = Sprite.new @sp_number_sprite.bitmap = @sp_number_bitmap @sp_number_sprite.z = 3 + HUD_PRIORITY @sp_number_sprite.x = HUD_POS[0] + SP_NUMBER_POS[0] @sp_number_sprite.y = HUD_POS[1] + SP_NUMBER_POS[1] @sp_im_cw = @sp_number_image.width / 10 @sp_im_ch = @sp_number_image.height / 2 @sp_src_rect = Rect.new(@sp_im_cw,0, @sp_im_cw, @sp_im_ch) @sp_number_text = @actor.sp.abs.to_s.split(//) for r in 0..@sp_number_text.size - 1 @sp_number_abs = @sp_number_text[r].to_i @sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch) @sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect) end end #-------------------------------------------------------------------------- # * Create SP Meter #-------------------------------------------------------------------------- def create_sp_meter @sp_flow = 0 @sp_damage_flow = 0 @sp_image = RPG::Cache.windowskin("C_SP_Meter") @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height) @sp_range = @sp_image.width @sp_width = @sp_range * @actor.sp / @actor.maxsp @sp_height = @sp_image.height @sp_width_old = @sp_width @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height) @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect) @sp_sprite = Sprite.new @sp_sprite.bitmap = @sp_bitmap @sp_sprite.z = 2 + HUD_PRIORITY @sp_sprite.x = HUD_POS[0] + SP_METER_POS[0] @sp_sprite.y = HUD_POS[1] + SP_METER_POS[1] end #-------------------------------------------------------------------------- # * Create Level Number #-------------------------------------------------------------------------- def create_level_number @level_number_image = RPG::Cache.windowskin("Hud_Exp_Number") @level_number_bitmap = Bitmap.new(@level_number_image.width,@level_number_image.height) @level_number_sprite = Sprite.new @level_number_sprite.bitmap = @level_number_bitmap @level_number_sprite.z = 3 + HUD_PRIORITY @level_number_sprite.x = HUD_POS[0] + LEVEL_POS[0] @level_number_sprite.y = HUD_POS[1] + LEVEL_POS[1] @level_im_cw = @level_number_image.width / 10 @level_im_ch = @level_number_image.height @level_number_text = @actor.level.abs.to_s.split(//) for r in 0..@level_number_text.size - 1 @level_number_abs = @level_number_text[r].to_i @level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch) @level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect) end end #-------------------------------------------------------------------------- # * Create Level Meter #-------------------------------------------------------------------------- def create_level_meter @level_image = RPG::Cache.windowskin("C_Exp_Meter") @level_bitmap = Bitmap.new(@level_image.width,@level_image.height) @level_sprite = Sprite.new rate = @actor.now_exp.to_f / @actor.next_exp rate = 1 if @actor.next_exp == 0 @level_cw = @level_image.width * rate @level_cw = @level_image.width if @actor.level == 99 @level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height) @level_bitmap.blt(0,0, @level_image, @level_src_rect_back) @level_sprite.bitmap = @level_bitmap @level_sprite.z = 2 + HUD_PRIORITY @level_sprite.x = HUD_POS[0] + LEVEL_METER_POS[0] @level_sprite.y = HUD_POS[1] + LEVEL_METER_POS[1] end #-------------------------------------------------------------------------- # * Create State #-------------------------------------------------------------------------- def create_state @states_max = 0 @states = Sprite.new @states.bitmap = Bitmap.new(156,24) @states_x = @actor.states.size @states_y = 0 @states_f = false sta = [] for i in @actor.states unless @states_max > 5 sta.push($data_states[i].name) image = RPG::Cache.icon(sta[@states_max]) cw = image.width ch = image.height @states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch)) @states_max += 1 end end @states.x = HUD_POS[0] + STATES_POS[0] @states.y = HUD_POS[1] + STATES_POS[1] @states.z = 4 + HUD_PRIORITY end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- def dispose return if @actor == nil #Layout Dispose @layout_sprite.bitmap.dispose @layout_sprite.dispose #Hp Number Dispose @hp_number_sprite.bitmap.dispose @hp_number_sprite.dispose @hp_number_bitmap.dispose #HP Meter Dispose @hp_sprite.bitmap.dispose @hp_sprite.dispose @hp_bitmap.dispose #SP Number Dispose @sp_number_sprite.bitmap.dispose @sp_number_sprite.dispose @sp_number_bitmap.dispose #SP Meter Dispose @sp_sprite.bitmap.dispose @sp_sprite.dispose @sp_bitmap.dispose #Level Number Dispose @level_number_sprite.bitmap.dispose @level_number_sprite.dispose @level_number_bitmap.dispose #Level Meter Dispose @level_sprite.bitmap.dispose @level_sprite.dispose @level_bitmap.dispose #States Dispose @states.bitmap.dispose @states.dispose @states = nil super end #-------------------------------------------------------------------------- # * Updade #-------------------------------------------------------------------------- def update super return if @actor == nil update_visible hp_number_update if @hp_old != @actor.hp hp_number_refresh if @hp_refresh == true or @actor.hp == 0 sp_number_update if @sp_old != @actor.sp sp_number_refresh if @sp_refresh == true level_update if @level != @actor.level exp_update if @exp != @actor.exp hp_flow_update sp_flow_update update_fade if FADE == true update_states end #-------------------------------------------------------------------------- # * update fade #-------------------------------------------------------------------------- def update_fade x = ($game_player.real_x - $game_map.display_x) / 4 y = ($game_player.real_y - $game_map.display_y) / 4 if x < @oc_range_x and x > HUD_POS[0] - 5 and y > HUD_POS[1] - 5 and y < @oc_range_y and @hp_number_sprite.opacity > 120 @hp_number_sprite.opacity -= 10 @hp_sprite.opacity -= 10 @sp_number_sprite.opacity -= 10 @sp_sprite.opacity -= 10 @states.opacity -= 10 @level_sprite.opacity -= 10 @level_number_sprite.opacity -= 10 @layout_sprite.opacity -= 10 elsif @hp_number_sprite.opacity < 255 @hp_number_sprite.opacity += 10 @hp_sprite.opacity += 10 @sp_number_sprite.opacity += 10 @sp_sprite.opacity += 10 @states.opacity += 10 @level_sprite.opacity += 10 @level_number_sprite.opacity += 10 @layout_sprite.opacity += 10 end end #-------------------------------------------------------------------------- # * Update States #-------------------------------------------------------------------------- def update_states @states.x = HUD_POS[0] + STATES_POS[0] @states.y = HUD_POS[1] + STATES_POS[1] if @states_x != @actor.states.size @states_x = @actor.states.size @states.bitmap.clear @states_max = 0 sta = [] for i in @actor.states unless @states_max > 5 sta.push($data_states[i].name) image = RPG::Cache.icon(sta[@states_max]) cw = image.width ch = image.height @states.bitmap.blt(26 * @states_max, 0, image, Rect.new(0, 0, cw, ch)) @states_max += 1 end end sta = nil end end #-------------------------------------------------------------------------- # * update_visible #-------------------------------------------------------------------------- def update_visible if $game_switches[DISABLE_C_HUD_SWITCH] == true hud_visible = false else hud_visible = true end @layout_sprite.visible = hud_visible @hp_number_sprite.visible = hud_visible @hp_sprite.visible = hud_visible @sp_number_sprite.visible = hud_visible @sp_sprite.visible = hud_visible @level_number_sprite.visible = hud_visible @states.visible = hud_visible end #-------------------------------------------------------------------------- # * hp_number_update #-------------------------------------------------------------------------- def hp_number_update @hp_refresh = true if @hp_old < @actor.hp @hp_ref = 5 * (@actor.hp - @hp_old) / 100 @hp_ref = 1 if @hp_ref < 1 @hp += @hp_ref if @hp >= @actor.hp @hp_old = @actor.hp @hp = @actor.hp @hp_ref = 0 end elsif @hp_old > @actor.hp @hp_refresh = true @hp_ref = 5 * (@hp_old - @actor.hp) / 100 @hp_ref = 1 if @hp_ref < 1 @hp -= @hp_ref if @hp <= @actor.hp @hp_old = @actor.hp @hp = @actor.hp @hp_ref = 0 end end end #-------------------------------------------------------------------------- # * hp_number_refresh #-------------------------------------------------------------------------- def hp_number_refresh @hp_number_sprite.bitmap.clear @hp = 0 if @actor.hp == 0 @hp_number_text = @hp.abs.to_s.split(//) lowhp2 = @actor.maxhp * @low_hp / 100 if @actor.hp < lowhp2 @health2 = @im_ch else @health2 = 0 end @hp_health = @health2 for r in 0..@hp_number_text.size - 1 @hp_number_abs = @hp_number_text[r].to_i @hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch) @hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect) end @hp_refresh = false if @hp == @actor.hp end #-------------------------------------------------------------------------- # * Hp Flow Update #-------------------------------------------------------------------------- def hp_flow_update @hp_sprite.bitmap.clear @hp_width = @hp_range * @actor.hp / @actor.maxhp #HP Damage--------------------------------- valor = (@hp_width_old - @hp_width) * 3 / 100 valor = 0.5 if valor < 1 if @hp_width_old != @hp_width @hp_width_old -= valor if @hp_width_old > @hp_width @hp_width_old = 0 if @actor.hp == 0 if @hp_width_old < @hp_width @hp_width_old = @hp_width end @hp_src_rect_old = Rect.new(@hp_flow, 0,@hp_width_old, @hp_height) @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) end #HP Real------------------------------------ @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height) @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) end #-------------------------------------------------------------------------- # * Sp_number_update #-------------------------------------------------------------------------- def sp_number_update @sp_refresh = true if @sp_old < @actor.sp @sp_refresh = true @sp_ref = 5 * (@actor.sp - @sp_old) / 100 @sp_ref = 1 if @sp_ref < 1 @sp += @sp_ref if @sp >= @actor.sp @sp_old = @actor.sp @sp = @actor.sp @sp_ref = 0 end elsif @sp_old >= @actor.sp @sp_ref = 5 * (@sp_old - @actor.sp) / 100 @sp_ref = 1 if @sp_ref < 1 @sp -= @sp_ref if @sp <= @actor.sp @sp_old = @actor.sp @sp = @actor.sp @sp_ref = 0 end end end #-------------------------------------------------------------------------- # * sp_number_refresh #-------------------------------------------------------------------------- def sp_number_refresh @sp_number_sprite.bitmap.clear @s = @actor.sp * 100 / @actor.maxsp @sp_number_text = @sp.abs.to_s.split(//) for r in 0..@sp_number_text.size - 1 @sp_number_abs = @sp_number_text[r].to_i if @actor.sp <= @actor.maxsp * @low_sp / 100 @sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, @sp_im_ch, @sp_im_cw, @sp_im_ch) else @sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch) end @sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect) end @sp_refresh = false if @sp == @actor.sp end #-------------------------------------------------------------------------- # * Sp Flow Update #-------------------------------------------------------------------------- def sp_flow_update @sp_sprite.bitmap.clear @sp_width = @sp_range * @actor.sp / @actor.maxsp #SP Damage--------------------------------- if @sp_width_old != @sp_width valor = (@sp_width_old - @sp_width) * 3 / 100 valor = 0.5 if valor < 1 @sp_width_old -= valor if @sp_width_old > @sp_width if @sp_width_old < @sp_width @sp_width_old = @sp_width end @sp_src_rect_old = Rect.new(@sp_flow, 0,@sp_width_old, @sp_height) @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) end #SP Real------------------------------------ @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height) @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect) end #-------------------------------------------------------------------------- # * level_update #-------------------------------------------------------------------------- def level_update @level_number_sprite.bitmap.clear @level_number_text = @actor.level.abs.to_s.split(//) for r in 0..@level_number_text.size - 1 @level_number_abs = @level_number_text[r].to_i @level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch) @level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect) end @level = @actor.level end #-------------------------------------------------------------------------- # * exp_update #-------------------------------------------------------------------------- def exp_update @level_sprite.bitmap.clear rate = @actor.now_exp.to_f / @actor.next_exp rate = 1 if @actor.next_exp == 0 @level_cw = @level_image.width * rate @level_cw = @level_image.width if @actor.level == 99 @level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height) @level_bitmap.blt(0,0, @level_image, @level_src_rect_back) @exp = @actor.exp end end
#=============================================================================== # ** Spriteset_Map #=============================================================================== class Spriteset_Map #-------------------------------------------------------------------------- # * initialize #-------------------------------------------------------------------------- alias mog_chud_initialize initialize def initialize @cthud = C_Hud.new(@viewport3) mog_chud_initialize end #-------------------------------------------------------------------------- # * Dispose #-------------------------------------------------------------------------- alias mog_chud_dispose dispose def dispose mog_chud_dispose @cthud.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- alias mog_chud_update update def update mog_chud_update @cthud.update end end
$mog_rgssxp_c_hud = true - Quote :
- Gambar yang di perlukan
C_EXP_Meter C_HP_Meter C_Layout C_SP_Meter Hud_EXP_NumberHUD_HP_Number HUD_SP_Number" />" />
Terakhir diubah oleh Danger Force tanggal 2012-06-27, 09:39, total 2 kali diubah |
| | | 2012-06-27, 09:29 | Re: [LOCKED] Script Hud |
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EmperorAlan Senior
Posts : 622 Thanked : 5 Engine : RMVX Ace Skill : Very Beginner Type : Developer
| Kau tidak pernah tobat ya? Memang kau yang bikin ini script? Ngomong kau itu sombong sekali, walau cuman copas. Ini memang sudah minta izin ama pembuatnya? Kalau mau share beginian meningan langsung link ke forumnya, nggak perlu sampai gini. REPORTED.
Terakhir diubah oleh EmperorAlan tanggal 2012-06-27, 09:33, total 1 kali diubah |
| | | 2012-06-27, 09:30 | Re: [LOCKED] Script Hud |
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richter_h Salto Master Hancip RMID
Posts : 1705 Thanked : 30 Engine : Other Skill : Skilled Type : Developer
Awards:
| oi oi oi ente udah dapet ijin buat ngeshare tu resos sama skrip? coba cek si pembuat tu skrip apa udah ngijinin skrip2nya dishare di luar forum/situsnya dia? |
| | | 2012-06-27, 09:34 | Re: [LOCKED] Script Hud |
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Lukas Senior
Posts : 618 Thanked : 22
| --deleted-- karna udah di edit
Terakhir diubah oleh Lukas tanggal 2012-06-27, 11:00, total 1 kali diubah |
| | | 2012-06-27, 10:48 | Re: [LOCKED] Script Hud |
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Ameron ♚ Leader of Ameron™ ♚
Posts : 440 Thanked : 3 Engine : RMVX Skill : Intermediate Type : Developer
Awards:
| Coba dilihat di atas - Quote :
- Script di atas bagi yg males nyari di forum lain
Mungkin dia ngasher tujuannya biar orang yang males nyari ke thread ini(tapi sama ajalah orang juga nyari ) btw dapet script dari mana? official webnya dikasih tau jugalah om |
| | | 2012-06-27, 11:10 | Re: [LOCKED] Script Hud |
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Danger Force Ryder Advance
Posts : 307 Thanked : 1 Engine : RMXP Skill : Very Beginner Type : Writer
| cari script di chaos project @rezkyameron |
| | | 2012-06-27, 11:43 | Re: [LOCKED] Script Hud |
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LowlingLife Administrator
Posts : 2000 Thanked : 25 Engine : Multi-Engine User
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| @ om Danger : Wah, jangan asal sembarangan lah nge-share script orang lain tanpa izin dulu.... Memang ada beberapa script yang ada license bisa share, tapi ada aja kan script eksklusif? Anyway, untuk mencegah penyelewengan lebih lanjut, saya akan me-lock thread ini. |
| | | | Re: [LOCKED] Script Hud |
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