ProGM Posted March 22, 2007 Share Posted March 22, 2007 (edited) Vita/mp sull'eroeDescrizionepermette di far comparire le barre hp/mp sulla testa dell'eroeAutoreProGM AllegatiO_oIstruzioni per l'uso creare una nuova classe e incollare questo script... Per disattivare le barre basta scrivere in un evento, come "chiama script": # HP/MP Bars on player's head # by ProGM class Game_Temp $scritta = true $barra = true end class Sprite_Life < Sprite attr_accessor :character def initialize(viewport, character = nil) super(viewport) @character = character self.bitmap = Bitmap.new(640, 480) self.z = 9998 self.visible = (not @character.transparent) @hero = $game_actors[1] @old_hp = @hero.hp value1= @hero.hp + 0.0 value2 = @hero.maxhp + 0.0 @valore = value1 / value2 * 30 @color = value2 * 0.5 @color2 = @color * 0.5 if value1 > @color color = Color.new(0, 255, 0) elsif value1 > @color2 color = Color.new(255, 170, 0) else color = Color.new(255, 0, 0) end @valore2 = @valore / 2 rect = Rect.new(0, 0, @valore, 3) self.bitmap.fill_rect(rect, color) self.opacity = @character.opacity end def update super value1= @hero.hp + 0.0 value2 = @hero.maxhp + 0.0 @valore = value1 / value2 * 30 @valore2 = @valore / 2 self.x = @character.screen_x - @valore2 self.y = @character.screen_y - 60 if @hero.hp != @old_hp self.bitmap.clear self.visible = (not @character.transparent) @color = value2 * 0.5 @color2 = @color * 0.5 if value1 > @color color = Color.new(0, 255, 0) elsif value1 > @color2 color = Color.new(255, 170, 0) else color = Color.new(255, 0, 0) end rect = Rect.new(0, 0, @valore, 3) self.bitmap.fill_rect(rect, color) self.opacity = @character.opacity end end end class Sprite_Hp < Sprite attr_accessor :character def initialize(viewport, character = nil) super(viewport) @character = character self.bitmap = Bitmap.new(640, 480) self.bitmap.font.size = 12 self.z = 9999 @old_hp = $game_actors[1].hp self.bitmap.clear self.bitmap.font.color.set(0, 0, 0) text = sprintf($game_actors[1].hp.to_s + "/" + $game_actors[1].maxhp.to_s) self.bitmap.draw_text(0, 0, 40, 12, text) self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth end def update super self.x = @character.screen_x - 14 self.y = @character.screen_y - 64 if $game_actors[1].hp != @old_hp self.bitmap.clear self.bitmap.font.color.set(0, 0, 0) text = sprintf($game_actors[1].hp.to_s + "/" + $game_actors[1].maxhp.to_s) self.bitmap.draw_text(0, 0, 40, 12, text) self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth end end end class Sprite_Magic < Sprite attr_accessor :character def initialize(viewport, character = nil) super(viewport) @character = character self.bitmap = Bitmap.new(640, 480) self.z = 9998 @hero = $game_actors[1] @old_sp = @hero.sp value1= @hero.sp + 0.0 value2 = @hero.maxsp + 0.0 @valore = value1 / value2 * 30 color = Color.new(100, 100, 255) @valore2 = @valore / 2 self.bitmap.clear self.visible = (not @character.transparent) rect = Rect.new(0, 0, @valore, 3) self.bitmap.fill_rect(rect, color) end def update super value1= @hero.sp + 0.0 value2 = @hero.maxsp + 0.0 @valore = value1 / value2 * 30 color = Color.new(100, 100, 255) @valore2 = @valore / 2 self.x = @character.screen_x - @valore2 self.y = @character.screen_y - 50 if @hero.sp != @old_sp self.bitmap.clear self.visible = (not @character.transparent) rect = Rect.new(0, 0, @valore, 3) self.bitmap.fill_rect(rect, color) self.opacity = @character.opacity end end end class Sprite_Mp < Sprite attr_accessor :character def initialize(viewport, character = nil) super(viewport) @character = character self.bitmap = Bitmap.new(640, 480) self.bitmap.font.size = 12 self.z = 9999 @old_sp = $game_actors[1].sp self.bitmap.clear self.bitmap.font.color.set(0, 0, 0) text = sprintf($game_actors[1].sp.to_s + "/" + $game_actors[1].maxsp.to_s) self.bitmap.draw_text(0, 0, 40, 12, text) self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth end def update super self.x = @character.screen_x - 14 self.y = @character.screen_y - 54 if $game_actors[1].sp != @old_sp self.bitmap.clear self.bitmap.font.color.set(0, 0, 0) text = sprintf($game_actors[1].sp.to_s + "/" + $game_actors[1].maxsp.to_s) self.bitmap.draw_text(0, 0, 40, 12, text) self.opacity = @character.opacity self.blend_type = @character.blend_type self.bush_depth = @character.bush_depth end end end class Spriteset_Map def initialize @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport2.z = 200 @viewport3.z = 5000 @tilemap = Tilemap.new(@viewport1) @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name) for i in 0..6 autotile_name = $game_map.autotile_names[i] @tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end @tilemap.map_data = $game_map.data @tilemap.priorities = $game_map.priorities @panorama = Plane.new(@viewport1) @panorama.z = -1000 @fog = Plane.new(@viewport1) @fog.z = 3000 @character_sprites = [] for i in $game_map.events.keys.sort sprite = Sprite_Character.new(@viewport1, $game_map.events[i]) @character_sprites.push(sprite) end @character_sprites.push(Sprite_Character.new(@viewport1, $game_player)) if $barra @character_life = [] @character_life.push(Sprite_Life.new(@viewport1, $game_player)) @character_magic = [] @character_magic.push(Sprite_Magic.new(@viewport1, $game_player)) end @weather = RPG::Weather.new(@viewport1) @picture_sprites = [] for i in 1..50 @picture_sprites.push(Sprite_Picture.new(@viewport2, $game_screen.pictures[i])) end if $scritta @character_hp = [] @character_hp.push(Sprite_Hp.new(@viewport1, $game_player)) @character_mp = [] @character_mp.push(Sprite_Mp.new(@viewport1, $game_player)) end @timer_sprite = Sprite_Timer.new update end def dispose @tilemap.tileset.dispose for i in 0..6 @tilemap.autotiles[i].dispose end @tilemap.dispose @panorama.dispose @fog.dispose for sprite in @character_sprites sprite.dispose end if $barra if @character_life != nil for sprite in @character_life sprite.dispose end end end if $barra if @character_magic != nil for sprite in @character_magic sprite.dispose end end end @weather.dispose for sprite in @picture_sprites sprite.dispose end if $scritta if @character_hp != nil for sprite in @character_hp sprite.dispose end end end if $scritta if @character_mp != nil for sprite in @character_mp sprite.dispose end end end @timer_sprite.dispose @viewport1.dispose @viewport2.dispose @viewport3.dispose end def update if @panorama_name != $game_map.panorama_name or @panorama_hue != $game_map.panorama_hue @panorama_name = $game_map.panorama_name @panorama_hue = $game_map.panorama_hue if @panorama.bitmap != nil @panorama.bitmap.dispose @panorama.bitmap = nil end if @panorama_name != "" @panorama.bitmap = RPG::Cache.panorama(@panorama_name, @panorama_hue) end Graphics.frame_reset end if @fog_name != $game_map.fog_name or @fog_hue != $game_map.fog_hue @fog_name = $game_map.fog_name @fog_hue = $game_map.fog_hue if @fog.bitmap != nil @fog.bitmap.dispose @fog.bitmap = nil end if @fog_name != "" @fog.bitmap = RPG::Cache.fog(@fog_name, @fog_hue) end Graphics.frame_reset end @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update @panorama.ox = $game_map.display_x / 8 @panorama.oy = $game_map.display_y / 8 @fog.zoom_x = $game_map.fog_zoom / 100.0 @fog.zoom_y = $game_map.fog_zoom / 100.0 @fog.opacity = $game_map.fog_opacity @fog.blend_type = $game_map.fog_blend_type @fog.ox = $game_map.display_x / 4 + $game_map.fog_ox @fog.oy = $game_map.display_y / 4 + $game_map.fog_oy @fog.tone = $game_map.fog_tone for sprite in @character_sprites sprite.update end if $barra if @character_life != nil for sprite in @character_life sprite.update end end end if $barra if @character_magic != nil for sprite in @character_magic sprite.update end end end @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.ox = $game_map.display_x / 4 @weather.oy = $game_map.display_y / 4 @weather.update for sprite in @picture_sprites sprite.update end if $scritta if @character_hp != nil for sprite in @character_hp sprite.update end end end if $scritta if @character_mp != nil for sprite in @character_mp sprite.update end end end @timer_sprite.update @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake @viewport3.color = $game_screen.flash_color @viewport1.update @viewport3.update end end Edited August 12, 2013 by Flame Progetti: http://i.imgur.com/jmLkIqi.pnghttp://i54.tinypic.com/2rh4ojq.pnghttps://github.com/ProGM Crea anche tu il tuo gioco per Game Boy! http://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/img/fablecontest1st.pnghttp://i43.tinypic.com/1zokd2s.png http://i.imgur.com/BEu6G.gifhttp://i.imgur.com/H1ARhq7.gifhttp://i.imgur.com/Af6ijZN.gifAOT: Associazione Odiamo la Telecom:http://i.imgur.com/aYJs89E.png"4 gattini... 4 stelline... E le 4 paperelle non ci stavano :3"Flame http://i30.tinypic.com/i27ypj.png Link to comment Share on other sites More sharing options...
Squall_Leonheart Posted January 29, 2009 Share Posted January 29, 2009 Il link nn funge Iscriviti sul mio canale youtube -https://www.youtube.com/channel/UCYOxXExvlXiOFfYD1fTFpww?view_as=subscriberSeguimi su Instagram -https://www.instagram.com/ancestralguitarist/---------------------------------------------------------------------------------------------------------------------------------------Contest vinti---------------------------------------------------------------------------------------------------------------------------------------FACE CONTEST # 3BANNER CONTEST #69 Link to comment Share on other sites More sharing options...
nihil-omen Posted February 2, 2009 Share Posted February 2, 2009 E' possibile mettere uno script come questo sul GuBi Tactical demo? T____TPer farlo apparire su tutti i mostri e tutti gli actor. Andrebbe bene anche non farle apparire sulla capoccetta le barre, ma anche nella finestrella che segna HP e MP dei vari pg/mostri...[non so se dovevo scrivere proprio qui o fare un altro topic su richieste...] http://i30.tinypic.com/xehois.gif} 2rA - web site {E' disponibile il primo capitolo completo di 2rA!} 2rA: Capitolo I { Link to comment Share on other sites More sharing options...
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