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Contenuti simili
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Da kaine
Questo plugin è una sorta di fusione tra il CortiMonsterHud ed il Condition Icons(trovate i link ai rispettivi topic a fondo pagina).
Ma allo stesso tempo è qualcosa di nuovo dato che aggiunge nuove feature.
Ad esempio è possibile visualizzare quanti turni mancano prima che un determinato status benevolo/malevolo finisca il suo effetto.
Un altra feature interessante, è quella di poter visualizzare a vostra discrezione, alcuni elementi e poter decidere per quanto tempo mostrarli dopo un cambiamento rilevante.
All'interno dell'archivio trovate il file readme.html in cui è spiegato dettagliatamente il funzionamento del plugin e come configurarlo.
Esempio di funzionamento:
Autore: Aubrey The Bard
Link Download:
http://www.mediafire.com/file/i9zy47bcb852wcn/DynBattleDisplay_TvQDOUu.zip
Topic CortiMonsterHud:
http://www.makerando.com/forum/topic/499-cortimonsterhud/
Topic Condition Icons:
http://www.makerando.com/forum/topic/311-condition-icons/
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Da Ally
Nome Script: Melosx HUD
Versione: 1.0
Autore/i: Melosx
Informazioni:
HUD ad immagini che mostra face, barre PV/MP/ESP ed equip indossato. Ottimo per i vostri ABS...
Istruzioni:
Nello script della demo.
Demo:
http://www.mediafire...g04cerpxtwy62e3
Script 2.0
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Da Ally
Nome Script: HUD su Mappa
Versione: N/D
Autore/i: Jet
Informazioni:
HUD che inserisce barre HP, MP etc, e da la possibilità di inserire anche picture extra nel caso voleste aggiungere altro su mappa.
Screenshots:
Istruzioni:
Inserite lo script sotto Material.
Nella demo comunque sono presenti (oltre che allo script) istruzioni e immagini necessarie per il corretto funzionamento dell'HUD.
Script:
#=============================================================================== # HUD # By Jet10985 (Jet) #=============================================================================== # This script will allow you to have a fully customizable hud displaying # multiple pictures and actor-related information. # This script has: 7 customization options. #=============================================================================== # Overwritten Methods: # None #------------------------------------------------------------------------------- # Aliased methods: # Spriteset_Map: initialize, update, dispose #=============================================================================== =begin Note: all pictures used in this HUD must be in the Graphics/Pictures folder. =end module Jet module HUD # These are the bars of the HUD. These takes highest display priority of # the entire hud. It follows this format: # :stat => ["Background", "Bar Image", "Overlay", x, y, switch] # Bars have 3 layers, drawn in this order: background, bar, overlay. # If you don't need one of these layers, leave the configuration as a "", # EX: :hp => ["Bar Back", "Hp Bar", "", 0, 10, 0] # switch is the visibility switch for the bar. 0 for none. BARS = { :hp => ["Bar Back", "HP Bar", "HP Overlay", 0, 10, 0], :mp => ["Bar Back", "MP Bar", "MP Overlay", 0, 40, 0], :tp => ["Bar Back", "TP Bar", "TP Overlay", 0, 70, 0] } # These are extra parts of the HUD which relate to the 1st actor. This # takes middle display priority in the HUD. Follow's this format: # :symbol => [x, y] # :symbol can be any of the following: # :graphic (Character Sprite) # :face (Character Face) # :name (Character name) # :class (Character class) # :nickname (Character nickname) # :level (Character Level) # :icons (Character buffs and states represented by icons) # :hp (Character hp in text along with default gauge) # :mp (Character mp in text along with default gauge) # :tp (Character tp in text along with default gauge) ACTOR_EXTRAS = { :face => [544 - 96, 0] } # This is the font used for the extra's sprite if text is drawn. ACTOR_EXTRAS_FONT = "Verdana" # This is the switch to make the extra's layer invisible ACTOR_EXTRAS_SWITCH = 0 # These are pictures displayed with the HUD. These take the lowest display # priority of the 3 sections. Follow this format: # "Picture Name" => [x, y, switch] # switch is the visiblility switch for this specific picture. PICTURES = { "Bar Back" => [250, 250, 0] } # Turning this switch on will make the entire HUD invisible. FULL_HUD_SWITCH = 1 # Do you want the HUD to follow any map shaking/scrolling/tinting? FOLLOW_MAP = true end end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== ($imported ||= {})[:jet] ||= {} $imported[:jet][:HUD] = true class Spriteset_Map alias jet4856_initialize initialize def initialize(*args, &block) create_hud jet4856_initialize(*args, &block) @hudset.viewport = Jet::HUD::FOLLOW_MAP ? @viewport1 : nil end def create_hud @hudset = Spriteset_HUD.new end alias jet3745_update update def update(*args, &block) jet3745_update(*args, &block) update_hud end def update_hud if [email protected]? @hudset.visible = !$game_switches[Jet] @hudset.update end end alias jet7355_dispose dispose def dispose(*args, &block) dispose_hud jet7355_dispose(*args, &block) end def dispose_hud @hudset.dispose end end class Spriteset_HUD attr_reader :sprites, :actor attr_accessor :viewport def initialize(viewport = nil) @sprites = {} @actor = $game_party.members[0] @actor_extras = !Jet::HUD::ACTOR_EXTRAS.empty? if @actor_extras @actor_struct = Struct.new(*Jet::HUD::ACTOR_EXTRAS.keys).new Jet::HUD::ACTOR_EXTRAS.each_key {|a| @actor_struct.send("#{a}=".to_sym, (@actor.send(a) rescue true)) } end @viewport = viewport create_bars create_actor_extras if @actor_extras create_pictures @visible = 0 self.visible = !$game_switches[Jet] update end def create_bars @sprites[:bars] = {} Jet::HUD::BARS.each {|a, b| @sprites[:bars][a] = [] b[0..2].each {|c| if c == "" @sprites[:bars][a].push(Sprite.new) next end bitmap = Cache.picture(c) sprite = b.index(c) == 1 ? Sprite_Bar.new(@actor, a) : Sprite.new sprite.bitmap = bitmap sprite.x = b[3] sprite.y = b[4] @sprites[:bars][a].push(sprite) sprite.z = 1002 } } end def create_actor_extras f = Window_Base.new(0, 0, 32, 32) x = 0 - f.padding; y = 0 - f.padding width = Graphics.width + f.padding * 2 height = Graphics.height + f.padding * 2 f.dispose @sprites[:extras] = Window_Base.new(x, y, width, height) @sprites[:extras].opacity = 0 @sprites[:extras].contents.font.name = Jet::HUD::ACTOR_EXTRAS_FONT @sprites[:extras].z = 1001 Jet::HUD::ACTOR_EXTRAS.each {|a, b| @sprites[:extras].send("draw_actor_#{a}", @actor, b[0], b[1]) } end def create_pictures @sprites[:pictures] = {} Jet::HUD::PICTURES.each {|a, b| bitmap = Cache.picture(a) sprite = Sprite.new(nil) sprite.bitmap = bitmap sprite.x, sprite.y = *b[0...2] @sprites[:pictures][a] = sprite sprite.z = 1000 } end def update if @actor != $game_party.members[0] @actor = $game_party.members[0] dispose_actor_extras create_actor_extras dispose_bars create_bars end if @actor_extras do_refresh = false Jet::HUD::ACTOR_EXTRAS.each_key {|a| if @actor_struct.send(a) != (@actor.send(a) rescue true) do_refresh = true @actor_struct.send("#{a}=".to_sym, (@actor.send(a) rescue true)) end } if do_refresh dispose_actor_extras create_actor_extras end end return if !@visible update_bars update_actor_extras if @actor_extras update_pictures end def update_bars @sprites[:bars].each {|sym, a| a.each {|b| b.visible = !$game_switches[Jet][5]] b.update if b.visible b.viewport = @viewport } } end def update_actor_extras @sprites[:extras].visible = !$game_switches[Jet] @sprites[:extras].viewport = @viewport end def update_pictures @sprites[:pictures].each {|string, a| a.visible = !$game_switches[Jet][2]] a.viewport = @viewport } end def update_visibility @sprites[:pictures].each {|string, a| a.visible = @visible } @sprites[:extras].visible = @visible if @actor_extras @sprites[:bars].each {|sym, a| a.each {|b| b.visible = @visible } } end def dispose dispose_bars dispose_actor_extras if @actor_extras dispose_pictures end def dispose_bars @sprites[:bars].each_value {|a| a.each {|b| b.dispose } } end def dispose_actor_extras @sprites[:extras].dispose end def dispose_pictures @sprites[:pictures].each_value {|a| a.dispose } end def visible=(t) if @visible != t @visible = t update_visibility end end end class Sprite_Bar < Sprite def initialize(actor, type) super(nil) @actor = actor @type = type end def update begin max = @actor.send(("m" + @type.to_s).to_sym) rescue max = @actor.send(("max_" + @type.to_s).to_sym) end cur = @actor.send(@type) self.src_rect.width = (self.bitmap.width * (cur / max.to_f)).round end end Demo:http://dl.dropbox.com/u/35988679/HUD%20Demo.exe
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Da Ally
Nome Script: Angelo HUD
Versione: burandon
Autore/i: 2.5
Informazioni:
Semplice script che può essere personalizzato in vari modi (vedere le istruzioni all'interno dello script stesso) :3
Screenshots:
Istruzioni:
Inserite lo script sotto Material.
Istruzioni all'interno dello script.
Script:
#============================================================================== # ■ Angelo HUD v2.5 #------------------------------------------------------------------------------ # Created by Brandon *** 8(13) customization options *** Plug N' Play! #============================================================================== #==================================================# # ▼ UPDATE LOG # #--------#--------------------------------#--------# # v1 ● first release. # # v1.2 ● not released, # # ● add HUDVISIBLESWITCH # # ● add HP, MPSWITCH # # v1.5 ● not released, # # ● add FONT NAME & SIZE # # v1.8 ● not released, # # ● add WEAPONSWITCH # # v1.9 ● not released # # ● *BUG* Lag # # ● *BUG* Texts disappea- # # rence. # # v2 ● second release # # ● fixed v1.9 *BUGS* # # ● add R, G, B _BLA & # # _BDA # # ● *BUG* Transfer Player # # crash. # # v2.1 ● third release # # ● fixed v2 *BUG* # # ● changed update method # # ● changed Scene_Map # # update and dispose # # methods. # # ● *BUG* Lag # # v2.2 ● fourth release # # ● fixed v2.1 *BUG* # # ● now HUD will only re- # # fresh when the stats # # change. # # ● improved performance # #--------#--------------------------------#--------# # v2.5 ● current release # # ● improved stability # # ● added a option to link with other Angelo# # scripts # # ● -------------------------------- # # ● added gold count if Angelo Menu is pre- # # sent. # #==================================================# # ▼ THANKS TO: # # ● King of Sadism # # ● YF # # ● Valiant # # ● Amy Pond # # ● Jet # #==================================================# #------------------------------------------------------------------------------ # ▼ Customization Options #----------------------------#------------------------------------------------- # ● HUD_VISIBLE_SWITCH # #- - - - - - - - - - - - - # # Define the switch that you want to use to turn the HUD 'ON' or 'OFF', by de- # fault it's 1. When the switch is turned 'ON' the HUD will be turned 'ON' too, # and when the switch is turned 'OFF' the HUD is turned 'OFF' too. #------------------------------#----------------------------------------------- # ● FONT_NAME & FONT_SIZE # #- - - - - - - - - - - - - - # # In FONTNAME you define the font that you want to use with the HUD information. # In FONTSIZE you define the size of the font you've decided in FONTNAME. #-------------------#---------------------------------------------------------- # ● HP_SWITCH # #- - - - - - - - -# # Define the switch that you want to use to turn the HP Display 'ON' or 'OFF', # by default it's 2. When the switch is turned 'ON' the HP Display will be # turned 'ON' too, and when the switch is turned 'OFF' the HP Display is turned # 'OFF' too. #-------------------#---------------------------------------------------------- # ● MP_SWITCH # #- - - - - - - - -# # Define the switch that you want to use to turn the MP Display 'ON' or 'OFF', # by default it's 3. When the switch is turned 'ON' the MP Display will be # turned 'ON' too, and when the switch is turned 'OFF' the MP Display is turned # 'OFF' too. #------------------------------#----------------------------------------------- # ● WEAPON_AND_NAME_SWITCH # #- - - - - - - - - - - - - - # # Define the switch that you want to use to turn the Currently Equipped Weapon # Display and Actor Name 'ON' or 'OFF', by default it's 4. When the switch is # turned 'ON' this option will be turned 'ON' too, and when the switch is # turned 'OFF' this option is turned 'OFF' too. #---------------------#-------------------------------------------------------- # ● R, G, B _BLA # #- - - - - - - - - -# # Define the amount of each color(Red, Green, Blue) presented in the lighter a- # rea of the Back of the HUD. By default it's black which means that R, G and B # are setted to '0'. #---------------------#-------------------------------------------------------- # ● R, G, B _BDA # #- - - - - - - - - -# # Define the amount of each color(Red, Green, Blue) presented in the darker a- # rea of the Back of the HUD. By default it's black which means that R, G and B # are setted to '0'. #------------------------------------------------------------------------------ # ▼ Post Scriptum #------------------------------------------------------------------------------ # ● "I want to turn all the HUD or only some part of her at the same time with # the same switch, it's possible?" #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Yes, just set the parts you wanted in the same # switch as the HUDVISIBLESWITCH. #------------------------------------------------------------------------------ # ● "Which values you recommend to use in FONTSIZE?" #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Use between 8 and 18, or the text will be too # small or too bigger. But some times it depends # on your FONTNAME. #------------------------------------------------------------------------------ # ● "Which values you recommend to use in R, G, B _BLA and _BDA?" #- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # You MUST use ONLY values between 0 and 255. #------------------------------------------------------------------------------ module ANGELO HUD_VISIBLE_SWITCH = 1 FONT_NAME = "Times New Roman" FONT_SIZE = 16 HP_SWITCH = 2 MP_SWITCH = 3 WEAPON_AND_NAME_SWITCH = 4 #=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT # * * * IF YOU ARE USING OTHER ANGELO SCRIPTS, ENABLE THIS * * * #=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT ENABLE_ANGELO_LINK = false R_BLA = 0 G_BLA = 0 B_BLA = 0 R_BDA = 0 G_BDA = 0 B_BDA = 0 end #------------------------------------------------------------------------------ # !!!!DO NOT EDIT FROM HERE UNLESS YOU KNOW WHAT YOU'RE DOING!!!! #------------------------------------------------------------------------------ include ANGELO class AngeloHUD < Window_Base def initialize super(-16, -16, Graphics.width + standard_padding * 2, Graphics.height + standard_padding * 2) self.opacity = 0 $AngeloHUD = true refresh end def refresh self.contents.clear self.contents.font = Font.new(FONT_NAME, FONT_SIZE) actor = $game_party.members[0] @hp = actor.hp @mp = actor.mp @mhp = actor.mhp @mmp = actor.mmp index = 0 colorback = Color.new(R_BLA, G_BLA, B_BLA, 150) colorback2 = Color.new(R_BDA, G_BDA, B_BDA, 190) if $game_switches[HUD_VISIBLE_SWITCH] == true unless $game_switches[HP_SWITCH] == false self.contents.fill_rect(3, 364, 238, 16, colorback) self.contents.fill_rect(3, 368, 238, 8, colorback2) draw_gauge(19, 353, 200, actor.hp_rate, hp_gauge_color1, hp_gauge_color2) draw_text(40, 354, 100, 32, Vocab::hp_a) draw_current_and_max_values(90, 358, 116, actor.hp, actor.mhp, hp_color(actor), normal_color) end unless $game_switches[MP_SWITCH] == false self.contents.fill_rect(3, 395, 238, 16, colorback) self.contents.fill_rect(3, 399, 238, 8, colorback2) draw_gauge(19, 384, 200, actor.mp_rate, mp_gauge_color1, mp_gauge_color2) draw_text(40, 385, 100, 32, Vocab::mp_a) draw_current_and_max_values(90, 389, 116, actor.mp, actor.mmp, mp_color(actor), normal_color) end unless $game_switches[WEAPON_AND_NAME_SWITCH] == false self.contents.fill_rect(-64 + 85, 376, 125, 19, colorback) self.contents.fill_rect(-64 + 90, 376, 115, 19, colorback2) draw_actor_name(actor, -40 + 92, 373, 100) return unless actor.equips[index] draw_icon(actor.equips[index].icon_index, -64 + 92, 372, true)#(actor.equips[index], -64 + 92, 376, true) end end def hud_changed return true if @hp != $game_party.members[0].hp return true if @mp != $game_party.members[0].mp return true if $game_switches[HP_SWITCH] != "OFF" return true if $game_switches[MP_SWITCH] != "OFF" return true if $game_switches[WEAPON_AND_NAME_SWITCH] != "OFF" return true if $game_switches[HUD_VISIBLE_SWITCH] != "OFF" return false end end def update super refresh if hud_changed end end class Scene_Map alias hud_main create_all_windows def create_all_windows create_hud_window hud_main end def create_hud_window @hud = AngeloHUD.new if ENABLE_ANGELO_LINK && $Menu_Angelo == true @gold = Window_Gold.new @gold.opacity = 0 @gold.x = 544 - @gold.contents.width - 10 @gold.y = 375 end end end -
Da Ally
Nome Script: Barra Testo
Versione: N/D
Autore/i: Death10
Informazioni:
Script che permette di visualizzare una barra con un testo nella mappa (funzione utile se si vuole far comparire il nome della mappa).
Screenshots:
Istruzioni:
Inserite lo script sotto Material.
Istruzioni all'interno dello script.
Script:
#============================================================================== # ** Text Bar #============================================================================== # Author: Death10 # [url="http://itbinhdan.com"]http://itbinhdan.com[/url] #============================================================================== # *Call script: # -On: $game_system.ads_option = 1 # -Off: $game_system.ads_option = 2 # -Change: # +Text: $game_system.ads_x = "Text" # +Back image: $game_system.ads_back = "Back.png" #============================================================================== DataManager.load_normal_databaseclass Game_System attr_accessor :ads attr_accessor :ads_on attr_accessor :ads_x attr_accessor :ads_option attr_accessor :ads_back alias initialize_ads initialize def initialize initialize_ads @ads = "Text Bar" @ads_back = Cache.title1($data_system.title1_name) @ads_option = 1 @ads_on = 1 @ads_x = 0 end end class TB < Window_Base def initialize super(0, 0, 544, 64) self.opacity = 0 $game_system = Game_System.new refresh end def refresh case $game_system.ads_option when 1 $game_system.ads_on = 1 $game_system.ads_x = -contents.text_size($game_system.ads).width $game_system.ads_option = 0 when 2 $game_system.ads_on = 0 $game_system.ads_option = 0 end contents.clear cx = contents.text_size($game_system.ads).width if $game_system.ads_x == 544 $game_system.ads_x = -cx else $game_system.ads_x += 0.5 end if $game_system.ads_on == 1 contents.blt(0, 0, $game_system.ads_back, Rect.new(0, 0, 544, 32), 160) contents.draw_text($game_system.ads_x, 0, cx, 32, $game_system.ads, 2) end end def open super refresh end end class Scene_Map alias caw create_all_windows def create_all_windows caw @ads = TB.new end alias update_ads update def update update_ads @ads.open end alias utp update_transfer_player def update_transfer_player utp case $game_system.ads_on when 0 @map_name_window.y = 0 when 1 @map_name_window.y = 44 end end end
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