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Barras Personalizadas (GuiRPG)
Sáb Set 18, 2010 3:23 pm
Introdução:
Esse script modifica as Barras do jogo, você também pode adicionar uma Barra extra que informará a Exp dos personagens!
A barra de Exp aparecem no MenuStatus e no Status.
não esqueça da configuração do script.
Screens:
Barra de Exp estilo 1:
Barra de Exp estilo 2:
Barras de HP e MP estilo 1:
Barras de HP e MP estilo 1:
E por último, tudo junto:
Como Usar
- Copie o script e cole em cima de Main
Esse script modifica as Barras do jogo, você também pode adicionar uma Barra extra que informará a Exp dos personagens!
A barra de Exp aparecem no MenuStatus e no Status.
não esqueça da configuração do script.
Screens:
Barra de Exp estilo 1:
Barra de Exp estilo 2:
Barras de HP e MP estilo 1:
Barras de HP e MP estilo 1:
E por último, tudo junto:
Como Usar
- Copie o script e cole em cima de Main
- Código:
#===============================================================================
# Barras Personalizadas GuiRPG
#-------------------------------------------------------------------------------
# Por GuiRPG - [guirpg@gmail.com]
# Data: 25/10/08
# Versão: 1.0
#-------------------------------------------------------------------------------
# Esse script faz com que as Barras do jogo fiquem mais bonitas e atraentes!
#-------------------------------------------------------------------------------
# Você também pode ativar uma Barra de Exp.
#===============================================================================
module GuiRPG
#===================================================
# C O N F I G U R A Ç Õ E S
#===================================================
# Desenhar Barra de Experiência
EXP_BAR = true
# Estilo da Barra de Exp, existem 2 estilos, 1 e 2
EXP_BAR_ESTILO = 1
# Informe as Cores da Barra de Exp
ExpCor1 = Color.new(0,200,0)
ExpCor2 = Color.new(0,50,0)
ExpCor3 = Color.new(0,100,0)
# Estilo das Barras de HP e MP. existem 2 estilos, 1 e 2
HP_MP_ESTILO = 1
# Informe as Cores da Barra de HP
HPCor1 = Color.new(95,95,0)
HPCor2 = Color.new(200,200,0)
# Informe as Cores da Barra de MP
MPCor1 = Color.new(0,95,95)
MPCor2 = Color.new(0,200,200)
end
class Window_Base < Window
def draw_actor_level_menu(actor, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)
self.contents.font.color = normal_color
self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)
end
def draw_actor_class_menu(actor, x, y)
self.contents.font.color = normal_color
self.contents.draw_text(x, y, 85, WLH, actor.class.name)
end
def draw_actor_exp(actor, x, y, width = 100)
if actor.next_exp != 0
exp = actor.now_exp
else
exp = 1
end
exp_ac = width * exp / [actor.next_exp, 1].max
cor1 = GuiRPG::ExpCor1
cor2 = GuiRPG::ExpCor2
cor3 = GuiRPG::ExpCor3
cor4 = Color.new(0,0,0)
cor5 = Color.new(10,10,10)
self.contents.gradient_fill_rect(x, y + WLH - 6, width, 7, gauge_back_color, cor4, cor5)
if GuiRPG::EXP_BAR_ESTILO == 1
self.contents.gradient_fill_rect(x, y + WLH - 6, exp_ac, 5, cor2, cor1)
elsif GuiRPG::EXP_BAR_ESTILO == 2
self.contents.gradient_fill_rect(x, y + WLH - 6, exp_ac, 5, cor2, cor1, cor3)
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, "Exp")
self.contents.font.color = normal_color
xr = x + width
end
def draw_actor_exp_status(actor, x, y, width = 120)
if actor.next_exp != 0
exp = actor.now_exp
else
exp = 1
end
exp_ac = width * exp / [actor.next_exp, 1].max
cor1 = GuiRPG::ExpCor1
cor2 = GuiRPG::ExpCor2
cor3 = GuiRPG::ExpCor3
cor4 = Color.new(0,0,0)
cor5 = Color.new(10,10,10)
self.contents.gradient_fill_rect(x, y + WLH - 6, width, 7, gauge_back_color, cor4, cor5)
if GuiRPG::EXP_BAR_ESTILO == 2
self.contents.gradient_fill_rect(x, y + WLH - 6, exp_ac, 5, cor2, cor1, cor3)
elsif GuiRPG::EXP_BAR_ESTILO == 1
self.contents.gradient_fill_rect(x, y + WLH - 6, exp_ac, 5, cor2, cor1)
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 82, WLH, "Exp")
self.contents.font.color = normal_color
xr = x + width
end
def draw_actor_hp_gauge(actor, x, y, width = 120)
gw = width * actor.hp / actor.maxhp
hp_cor1 = GuiRPG::HPCor1
hp_cor2 = GuiRPG::HPCor2
cor4 = Color.new(0,0,0)
cor5 = Color.new(10,10,10)
self.contents.gradient_fill_rect(x, y + WLH - 8, width, 7, gauge_back_color, cor4, cor5)
if GuiRPG::HP_MP_ESTILO == 2
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 5, hp_cor1, hp_cor2, Color.new(200,0,0))
elsif GuiRPG::HP_MP_ESTILO == 1
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 5, hp_cor1, hp_cor2)
end
end
def draw_actor_mp_gauge(actor, x, y, width = 120)
gw = width * actor.mp / [actor.maxmp, 1].max
mp_cor1 = GuiRPG::MPCor1
mp_cor2 = GuiRPG::MPCor2
cor4 = Color.new(0,0,0)
cor5 = Color.new(10,10,10)
self.contents.gradient_fill_rect(x, y + WLH - 8, width, 7, gauge_back_color, cor4, cor5)
if GuiRPG::HP_MP_ESTILO == 2
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 5, mp_cor1, mp_cor2, Color.new(0,0,200))
elsif GuiRPG::HP_MP_ESTILO == 1
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 5, mp_cor1, mp_cor2)
end
end
end
class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
class Window_MenuStatus < Window_Selectable
def refresh
self.contents.clear
@item_max = $game_party.members.size
for actor in $game_party.members
draw_actor_face(actor, 2, actor.index * 96 + 2, 92)
x = 104
y = actor.index * 96 + WLH / 2
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 120, y)
draw_actor_level(actor, x, y + WLH * 1)
draw_actor_state(actor, x, y + WLH * 2)
draw_actor_hp(actor, x + 120, y + WLH * 1)
draw_actor_mp(actor, x + 120, y + WLH * 2)
if GuiRPG::EXP_BAR == true
draw_actor_exp(actor, 140 + -35, y + WLH * 2)
end
end
end
end
class Window_Status < Window_Base
def draw_basic_info(x, y)
draw_actor_level(@actor, x, y + WLH * 0)
draw_actor_state(@actor, x, y + WLH * 1)
draw_actor_hp(@actor, x, y + WLH * 2)
draw_actor_mp(@actor, x, y + WLH * 3)
if GuiRPG::EXP_BAR == true
draw_actor_exp_status(@actor, x, y + WLH * 4)
end
end
end
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