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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| 2013-07-29, 22:22 | Explorer's HUD |
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atlanteeianprojecta Novice
Posts : 237 Thanked : 3 Engine : RMVX Ace Skill : Beginner Type : Writer
Awards:
| Assalamualaikum Wr. Wb.Maaf sebelumnya kalo script ini udah ada yang posting, saya cuma sharing script. Nih script dapet waktu browsing ke forum rpg maker vx ace. Kamu perluin ini terus namain: InfoHud Ini Screenshotnya: Scriptnya adalah....: - Code:
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#------------------------------------------------------------------------------# # Galv's Explorer's HUD #------------------------------------------------------------------------------# # For: RPGMAKER VX ACE # Version 2.0 #------------------------------------------------------------------------------# # 2013-01-31 - Version 2.0 - Fixed a bug with not drawing TP in battle option # 2013-01-30 - Version 1.9 - Missed some things fixing the no actors crash # 2013-01-24 - Version 1.8 - Fixed crash if no actors in party # 2012-11-07 - Version 1.7 - some optimisation thanks to Niclas # 2012-11-06 - Version 1.6 - more bug fixes # 2012-11-06 - Version 1.5 - fixed so HUD doesn't appear in battle # 2012-11-06 - Version 1.4 - added tp option and functionality # 2012-11-06 - Version 1.3 - added options to disable windows # 2012-11-06 - Version 1.2 - fixed map name bug not updating # 2012-11-06 - Version 1.1 - changed z values of HUD # 2012-11-06 - Version 1.0 - release #------------------------------------------------------------------------------# # A HUD that displays information that might be useful for an RPG with a lot of # exploring. Can toggle it on or off when needed with a button. The info # displayed is the actor leading the party, so it works well with a script # such as Tsukihime's Rotate Formation to switch the lead actor with the press # of a button. #------------------------------------------------------------------------------# # Visit: http://xtsukihime.wordpress.com/rmvxa-scripts/ # To find latest versions of Tsukihime's scripts. #------------------------------------------------------------------------------#
($imported ||= {})["Galv_Explorers_Hud"] = true
module Galvs_Hud #------------------------------------------------------------------------------# # SCRIPT SETUP OPTIONS #------------------------------------------------------------------------------#
# GENERAL TOGGLE_SWITCH = 1 # Switch ID. When ON, hud is visible. When OFF its not
ACTIVATE_BUTTON = :Z # Button to toggle hud visibility switch. (:Z is "D") # to disable make ACTIVATE_BUTTON = nil HUD_SKIN = "Window" # A windowskin to apply to the HUD. Located in # /Graphics/System/ # Change to "Window" to use normal skin.
SHOW_EQUIP = 0 # The equipment piece shown. This is the slot ID. # 0 = weapon # 1 = shield # 2 = head # 3 = body # 4 = accessory
SHOW_TP = true # Show TP in top bar.
# BOTTOM BAR SHOW_GOLD = true # display gold in bottom bar SHOW_MAPNAME = true # display map display name in bottom bar SHOW_COORDS = true # display x,y coordinates in bottom bar REMOVE_WINDOWS = false # This applies for above options that are set to false # true = windows removed. false = windows blank
#------------------------------------------------------------------------------# # SCRIPT SETUP OPTIONS #------------------------------------------------------------------------------# end
class Scene_Map < Scene_Base alias galv_hud_create_spriteset create_spriteset def create_spriteset galv_hud_create_spriteset create_hud end alias galv_hud_update update def update galv_hud_update check_trigger update_hud if !@galv_hud.nil? && !scene_changing? end def update_hud @galv_hud.update end def create_hud @galv_hud = Galv_Hud.new(@viewport2) end def check_trigger if Input.trigger?(Galvs_Hud::ACTIVATE_BUTTON) $game_switches[Galvs_Hud::TOGGLE_SWITCH] ^= true end end alias galv_hud_dispose_spriteset dispose_spriteset def dispose_spriteset galv_hud_dispose_spriteset @galv_hud.dispose end end
class Galv_Hud < Scene_Base
def initialize(viewport) super(viewport) create_gold_window create_coords_window create_location_window create_status_window $game_temp.hud_update[4] = [] $game_temp.hud_update[6] = "" $game_temp.hud_update[7] = 0 #$game_party.members[0].tp end
def create_status_window @status_window = Window_HudStatus.new @status_window.x = 0 @status_window.y = 0 @status_window.z = @status_window.z - 10 @status_window.hide if !$game_switches[Galvs_Hud::TOGGLE_SWITCH] end def create_gold_window @gold_window = Window_QuickGold.new @gold_window.x = 0 @gold_window.y = Graphics.height - @gold_window.height @gold_window.z = @gold_window.z - 10 @gold_window.hide if !$game_switches[Galvs_Hud::TOGGLE_SWITCH] end def dispose @location_window.dispose @gold_window.dispose @status_window.dispose @coords_window.dispose end def create_coords_window @coords_window = Window_Coords.new @coords_window.x = Graphics.width - @coords_window.width @coords_window.y = Graphics.height - @coords_window.height @coords_window.z = @coords_window.z - 10 @coords_window.hide if !$game_switches[Galvs_Hud::TOGGLE_SWITCH] end def create_location_window @location_window = Window_Location.new @location_window.x = @gold_window.width @location_window.y = Graphics.height - @location_window.height @location_window.z = @location_window.z - 10 @location_window.hide if !$game_switches[Galvs_Hud::TOGGLE_SWITCH] end def update check_need_refresh hide_windows if !$game_switches[Galvs_Hud::TOGGLE_SWITCH] show_windows if $game_switches[Galvs_Hud::TOGGLE_SWITCH] @coords_window.refresh if Galvs_Hud::SHOW_COORDS end def check_need_refresh a = $game_party.members[0] return if a.nil? if $game_temp.hud_update != [a.id,a.hp,a.mp,a.exp,a.state_icons,$game_party.gold,$game_map.display_name,a.tp] refresh_windows else return end end def refresh_windows @status_window.refresh @gold_window.refresh @location_window.refresh $game_temp.hud_update[5] = $game_party.gold end def hide_windows if @status_window.visible @gold_window.hide @location_window.hide @coords_window.hide @status_window.hide end end def show_windows if !@status_window.visible @gold_window.show @location_window.show @coords_window.show @status_window.show end end
end # Galv_Hud
class Window_Location < Window_Base
def initialize super(0, 0, window_width, fitting_height(1)) self.openness = 255 self.windowskin = Cache.system(Galvs_Hud::HUD_SKIN) self.opacity = 0 if !Galvs_Hud::SHOW_MAPNAME && Galvs_Hud::REMOVE_WINDOWS refresh end
def window_width return (Graphics.width - 130 - 130) end
def refresh $game_temp.hud_update[6] = $game_map.display_name return if !Galvs_Hud::SHOW_MAPNAME contents.clear draw_text((contents.width / 2) - ((locate_text.length * 10) / 2), 0, Graphics.width / 2, line_height, locate_text) end def locate_text $game_map.display_name end def open refresh super end
end # Window_Location < Window_Base
class Window_Coords < Window_Base
def initialize super(0, 0, window_width, fitting_height(1)) self.openness = 255 self.windowskin = Cache.system(Galvs_Hud::HUD_SKIN) self.opacity = 0 if !Galvs_Hud::SHOW_COORDS && Galvs_Hud::REMOVE_WINDOWS refresh end
def window_width return 130 end
def refresh return if !Galvs_Hud::SHOW_COORDS contents.clear change_color(normal_color) draw_text(15, 0, contents.width, line_height, $game_player.x.to_s) draw_text(70, 0, contents.width, line_height, $game_player.y.to_s) change_color(system_color) draw_text(0, 0, window_width, line_height, "X") draw_text(55, 0, window_width, line_height, "Y") end
def open refresh super end end # Window_Coords < Window_Base
class Window_QuickGold < Window_Base
def initialize super(0, 0, window_width, fitting_height(1)) self.openness = 255 self.windowskin = Cache.system(Galvs_Hud::HUD_SKIN) self.opacity = 0 if !Galvs_Hud::SHOW_GOLD && Galvs_Hud::REMOVE_WINDOWS refresh end
def window_width return 130 end
def refresh return if !Galvs_Hud::SHOW_GOLD contents.clear draw_currency_value(value, currency_unit, 4, 0, contents.width - end
def value $game_party.gold end
def currency_unit Vocab::currency_unit end
def open refresh super end end # Window_QuickGold < Window_Base
class Window_HudStatus < Window_Selectable def initialize super(0, 0, window_width, window_height) refresh if $game_party.leader self.openness = 255 self.windowskin = Cache.system(Galvs_Hud::HUD_SKIN) end def window_width Graphics.width end def window_height fitting_height(visible_line_number) end
def visible_line_number return 2 end
def item_max 1 end def refresh contents.clear draw_item(0) draw_equips($game_party.members[0].equips[Galvs_Hud::SHOW_EQUIP].id) unless $game_party.members[0].equips[Galvs_Hud::SHOW_EQUIP].nil? end
def draw_item(index) actor = $game_party.battle_members[index] draw_basic_area(basic_area_rect(index), actor) draw_gauge_area(gauge_area_rect(index), actor) draw_face(actor.face_name, actor.face_index, x, y - 30, actor.hp > 0) draw_actor_level(actor, Graphics.width - 90, y + line_height * 1) $game_temp.hud_update[0] = $game_party.members[0].id end def draw_equips(index) if Galvs_Hud::SHOW_EQUIP <= 0 item = $data_weapons[index] else item = $data_armors[index] end if item rect = item_rect(1) rect.width -= 4 draw_item_name(item, rect.x + 100, rect.y, $game_party.members[0].hp > 0) end end def basic_area_rect(index) rect = item_rect_for_text(index) rect.width -= gauge_area_width + 10 rect end
def gauge_area_rect(index) rect = item_rect_for_text(index) rect.x += rect.width - gauge_area_width rect.width = gauge_area_width rect end
def gauge_area_width return 220 end
def draw_basic_area(rect, actor) draw_actor_icons(actor, rect.x + 104, rect.y, rect.width - 104) $game_temp.hud_update[4] = $game_party.members[0].state_icons end
def draw_gauge_area(rect, actor) if $data_system.opt_display_tp draw_gauge_area_with_tp(rect, actor) else draw_gauge_area_without_tp(rect, actor) end end
def draw_gauge_area_with_tp(rect, actor) draw_actor_hp(actor, rect.x - 60, rect.y, 132) draw_actor_tp(actor, rect.x + 82, rect.y + 25, 64) unless !Galvs_Hud::SHOW_TP draw_actor_mp(actor, rect.x + 82, rect.y, 64) draw_actor_xp(actor, rect.x + 156, rect.y, 64) $game_temp.hud_update[1] = $game_party.members[0].hp $game_temp.hud_update[2] = $game_party.members[0].mp $game_temp.hud_update[3] = $game_party.members[0].exp $game_temp.hud_update[7] = $game_party.members[0].tp end def draw_gauge_area_without_tp(rect, actor) draw_actor_hp(actor, rect.x - 60, rect.y, 132) draw_actor_mp(actor, rect.x + 82, rect.y, 64) draw_actor_xp(actor, rect.x + 156, rect.y, 64) $game_temp.hud_update[1] = $game_party.members[0].hp $game_temp.hud_update[2] = $game_party.members[0].mp $game_temp.hud_update[3] = $game_party.members[0].exp $game_temp.hud_update[7] = $game_party.members[0].tp end
def draw_actor_xp(actor, x, y, width = 124) draw_gauge(x, y, width, (actor.exp.to_f - actor.class.exp_for_level(actor.level)) / (actor.class.exp_for_level(actor.level + 1) - actor.class.exp_for_level(actor.level)), text_color(6), text_color(14)) change_color(system_color) draw_text(x, y, 30, line_height, "EXP") end end # Window_HudStatus < Window_Selectable
class Sprite_Timer < Sprite alias galv_hud_update_position update_position def update_position galv_hud_update_position self.y = 70 if $game_switches[Galvs_Hud::TOGGLE_SWITCH] end end # Sprite_Timer < Sprite
class Window_MapName < Window_Base alias galv_hud_update update def update galv_hud_update update_position if $game_map.name_display end def update_position if $game_switches[Galvs_Hud::TOGGLE_SWITCH] self.y = 70 else self.y = 0 end end end # Window_MapName < Window_Base
class Game_Temp attr_accessor :hud_update alias galv_hud_initialize initialize def initialize galv_hud_initialize @hud_update = [] end end # Game_Temp Untuk credit tolong kasih ke: Galv Tsukihime 2 orang Itu aja cukup karena merekalah yang paling berjasa. Oh ya, sebelumnya maaf bila ada kesalahan kata dan posting. Maklum, baru newbie. |
| | | 2013-07-29, 23:55 | Re: Explorer's HUD |
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shikami Member 1000 Konsep
Posts : 3744 Thanked : 31 Engine : Multi-Engine User Skill : Beginner Type : Developer
Awards:
| umm ini ada ijin dari scripternya untuk di share disini ? disini kita LEBIH MENGHARGAI script bikinan anggota ketimbang share dari forum laen. mohon konfirmasi dulu sebelum post script sembarangan, ok ? |
| | | 2013-07-30, 11:51 | Re: Explorer's HUD |
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atlanteeianprojecta Novice
Posts : 237 Thanked : 3 Engine : RMVX Ace Skill : Beginner Type : Writer
Awards:
| Katanya boleh asalkan memberikan credit pada si pembuat (si Galv ama si Tsukihime). Trus script ini katanya gak boleh dipake buat project yang Commercial Use gitu. Katanya kalo mau pake scriptnya Galv buat Commersial Use, harus bayar dulu ke orangnya. Dan maaf sebelumnya, Insya Allah untuk kedepannya saya akan membenahi postingan saya. |
| | | 2013-09-25, 21:53 | Re: Explorer's HUD |
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Aitsuka Newbie
Posts : 3 Thanked : 0 Engine : RMVX Ace Skill : Intermediate Type : Mapper
| SyntaxError line 294 Unexpected keyword_end .. Gimana nih kk ? |
| | | | Re: Explorer's HUD |
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