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 [LOCKED] Script Hud

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[LOCKED] Script Hud Empty
PostSubyek: [LOCKED] Script Hud   [LOCKED] Script Hud Empty2012-06-27, 09:24

Silakan dipilih mau yg mana aja terserah headbang

EXP di HUD untuk Blizz-ABS
Quote :
Screensot[LOCKED] Script Hud Snap3411

Quote :
Hanya membuat script baru di atas utama dan paste kode ini ke dalamnya
Code:
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# 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 [LOCKED] Script Hud Hud_c10

Quote :
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[LOCKED] Script Hud C_exp_10
C_HP_Meter[LOCKED] Script Hud C_hp_m10
C_Layout[LOCKED] Script Hud C_layo10
C_SP_Meter[LOCKED] Script Hud C_sp_m10
Hud_EXP_Number[LOCKED] Script Hud  border=HUD_HP_Number[LOCKED] Script Hud Hud_hp10
HUD_SP_Number[LOCKED] Script Hud Hud_sp10" />" />


Terakhir diubah oleh Danger Force tanggal 2012-06-27, 09:39, total 2 kali diubah
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EmperorAlan
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[LOCKED] Script Hud Empty
PostSubyek: Re: [LOCKED] Script Hud   [LOCKED] Script Hud Empty2012-06-27, 09:29

Kau tidak pernah tobat ya? :D
Memang kau yang bikin ini script? Ngomong kau itu sombong sekali, walau cuman copas. Ini memang sudah minta izin ama pembuatnya? :v
Kalau mau share beginian meningan langsung link ke forumnya, nggak perlu sampai gini.

REPORTED. :v


Terakhir diubah oleh EmperorAlan tanggal 2012-06-27, 09:33, total 1 kali diubah
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richter_h
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[LOCKED] Script Hud Empty
PostSubyek: Re: [LOCKED] Script Hud   [LOCKED] Script Hud Empty2012-06-27, 09:30

oi oi oi :v
ente udah dapet ijin buat ngeshare tu resos sama skrip? :v

coba cek si pembuat tu skrip apa udah ngijinin skrip2nya dishare di luar forum/situsnya dia? :ngacay2:
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http://ryann.creatvwrkr.com
Lukas
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[LOCKED] Script Hud Empty
PostSubyek: Re: [LOCKED] Script Hud   [LOCKED] Script Hud Empty2012-06-27, 09:34

--deleted--
karna udah di edit :)


Terakhir diubah oleh Lukas tanggal 2012-06-27, 11:00, total 1 kali diubah
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Ameron
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[LOCKED] Script Hud Empty
PostSubyek: Re: [LOCKED] Script Hud   [LOCKED] Script Hud Empty2012-06-27, 10:48

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 :ngacay: )
btw dapet script dari mana? :ngacay2: official webnya dikasih tau jugalah om :thumbup:
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http://www.amerongames.blogspot.com
Danger Force Ryder
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[LOCKED] Script Hud Empty
PostSubyek: Re: [LOCKED] Script Hud   [LOCKED] Script Hud Empty2012-06-27, 11:10

cari script di chaos project @rezkyameron
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LowlingLife
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[LOCKED] Script Hud Empty
PostSubyek: Re: [LOCKED] Script Hud   [LOCKED] Script Hud Empty2012-06-27, 11:43

@ 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.
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Sponsored content





[LOCKED] Script Hud Empty
PostSubyek: Re: [LOCKED] Script Hud   [LOCKED] Script Hud Empty

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[LOCKED] Script Hud
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