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Max Keisers
Max Keisers
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Masculino Mensagens : 267
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Barras Personalizadas (GuiRPG) Empty Barras Personalizadas (GuiRPG)

Sáb Set 18, 2010 3:23 pm
Reputação da mensagem: 100% (1 votos)
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:

Barras Personalizadas (GuiRPG) Expmenustatusfy4

Barra de Exp estilo 2:

Barras Personalizadas (GuiRPG) Expstatuszs0

Barras de HP e MP estilo 1:

Barras Personalizadas (GuiRPG) Hpmp2ae4

Barras de HP e MP estilo 1:

Barras Personalizadas (GuiRPG) Hpmpyo4

E por último, tudo junto:

Barras Personalizadas (GuiRPG) Statuscm1

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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