Últimos temas
» Script de menupor maxi Jue 04 Dic 2014, 1:44 pm
» Ayuda intro animado!!!
por maxi Miér 03 Dic 2014, 9:41 pm
» ayuda con este engin
por maxi Miér 03 Dic 2014, 8:42 am
» Hud de Vida 100% Personalizable - Engine Sencillo! Sin Scripts :)
por davidaikago Jue 20 Nov 2014, 10:58 am
» Ultimate parallax control by:GDS [ace]
por arellano Miér 08 Oct 2014, 8:28 pm
» Script Touhou (animated) Map name (v1.4)
por davidaikago Miér 08 Oct 2014, 2:09 pm
» tutorial puerta nueva
por davidaikago Miér 08 Oct 2014, 9:08 am
» cámara de fotos
por davidaikago Miér 08 Oct 2014, 9:05 am
» Imperial Action System II Demo
por davidaikago Miér 08 Oct 2014, 8:47 am
» VE Batalla animada [ACE]
por FhierusIV Jue 18 Sep 2014, 10:57 am
» Nuevo Reglamento del Foro [Vigente desde Septiembre 2014]
por maxi Miér 17 Sep 2014, 8:37 am
» MOG|Animated Title
por Souta21 Mar 09 Sep 2014, 7:24 pm
» Tutorial Engine - Cambiar Character al Equipar Objeto
por maxi Lun 21 Jul 2014, 10:19 am
» Script de climas
por gambasoxd Sáb 19 Jul 2014, 8:58 am
» Script de contraseña(codigo) para abrir un cofre
por rpgame Jue 03 Jul 2014, 6:03 pm
¿Quién está en línea?
En total hay 1 usuario en línea: 0 Registrados, 0 Ocultos y 1 Invitado Ninguno
El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm
Catunazo de Script
RPG maker VX :: Scripts ::
Página 1 de 1.
Catunazo de Script
Hud Activo Mog
¿para que sirbe?
Agrega un Hud muy mono con animacion de Face
¿como usarlo?
Colocar las siguientes imagenes en la carpeta System de sus proyectos
[Tienes que estar registrado y conectado para ver esa imagen]
Pueden sacar caritas de aqui
[Tienes que estar registrado y conectado para ver este vínculo]
Sceen
[Tienes que estar registrado y conectado para ver esa imagen]
Script
Compatibilidad
I dont Now jamas e usado esto haci que va por cuenta suya
Battleback Animado o tambien conocido como Mounstruos adictos al tabaco
¿Para que sirbe?
Anima los Battleback
¿Como usarlo?
Crear una carpeta Battlebacks en la carpeta Graphics
y colocar las imagenes
Video demostrativo
Saquen una demo de aqui
[Tienes que estar registrado y conectado para ver este vínculo]
Sistema de combos y ultimo del catunazo hasta el edit
¿Para que sirbe?
Muestra un sistema de combos durante la batalla junto con el daño
¿Como usarlo?
Colocar las imagenes en la carpeta System de sus proyectos ñ_ñ
[Tienes que estar registrado y conectado para ver esa imagen]
Screen
[Tienes que estar registrado y conectado para ver esa imagen]
¿para que sirbe?
Agrega un Hud muy mono con animacion de Face
¿como usarlo?
Colocar las siguientes imagenes en la carpeta System de sus proyectos
[Tienes que estar registrado y conectado para ver esa imagen]
Pueden sacar caritas de aqui
[Tienes que estar registrado y conectado para ver este vínculo]
Sceen
[Tienes que estar registrado y conectado para ver esa imagen]
Script
- Spoiler:
- #_______________________________________________________________________________
# MOG - Active Hud VX 1.2
#_______________________________________________________________________________
# By Moghunter
# [Tienes que estar registrado y conectado para ver este vínculo]
#_______________________________________________________________________________
# - Apresenta o status do herói no mapa.
# (HP,SP,Condição,Exp,level) em imagens.
#
# ARQUIVOS NECESSÁRIOS
#
# Hud_Exp_Meter.png
# Hud_Exp_Number
# Hud_Face
# Hud_HP_Meter
# Hud_HP_Number
# Hud_Layout
# Hud_SP_Meter
# Hud_SP_Number
#
# Deixe as imagens na pasta System
#
# FACES ANIMADAS
# É preciso ter uma imagem com o nome. " Hud_Face.png "
# A imagem deve conter 5 faces um do lado do outro na
# seguinte ordem.
# 1 - Normal 2 - Alegre 3 - triste 4 - Ação 5 - Cansado.
#
# MEDIDORES ANIMADOS
# Crie uma imagem em gradiente e crie um outro arquivo imagem
# com o tamanho em largura 3 vezes maior que a imagem original.
# Agora coloque neste arquivo 3 imagens originais um do lado
# do outro mas com a direção oposta a da imagem anterior.
# Esse será seu medidor em gradiente animado.
#_______________________________________________________________________________
# Histórico
# 08 / 12 / 2010 - V1.1 Melhor codificação e compatibilidade.
#_______________________________________________________________________________
module MOG
#Posição geral da HUD
HUD = [0,330]
#Posição do Medidor de HP
HP_METER = [73,42]
#Posição do numero de HP
HP_NUMBER = [95,30]
#Posição do Medidor de SP
SP_METER = [33,64]
#Posição do numero de SP
SP_NUMBER = [55,53]
#Posição do medidor de EXP
EXP_METER = [60,26]
#Posição do Level.
EXP_NUMBER = [60,5]
#Posição do layout
LAYOUT = [5,10]
#Posição da face
FACE = [5,10]
#Posição das condições
STATES = [150,50]
#Ativar posição das condições em relação ao personagem?
STATES_POS_CHARACTER = false
#Apresenta as condições com efeito levitação.
FLOAT_STATES = true
#Definição da % quando o HP está baixo. Isso influência na
#cor do HP e SP
LOWHP = 30
#Switch que desativa a Hud
DISABLE_HUD_SWITCH = 5
end
#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * now_exp
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * next_exp
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :hud_face_type
attr_accessor :hud_face_time
attr_accessor :hud_face_time2
attr_accessor :hud_face_refresh
alias active_hud_initialize initialize
def initialize
active_hud_initialize
@hud_face_type = 0
@hud_face_time = 0
@hud_face_time2 = 0
@hud_face_refresh = false
end
end
#==============================================================================
# Active_Hud
#==============================================================================
class Active_Hud < Sprite
include MOG
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
def initialize(viewport)
super(viewport)
@actor = $game_party.members[0]
return if @actor == nil
create_layout
create_state
create_hp
create_sp
create_level
create_face
update_visible
end
#--------------------------------------------------------------------------
# * create_layout
#--------------------------------------------------------------------------
def create_layout
@layout_image = Cache.system("Hud_Layout")
@layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
@layout_sprite = Sprite.new
@layout_sprite.bitmap = @layout_bitmap
@layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
@layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
@layout_sprite.z = 150
@layout_sprite.x = HUD[0] + LAYOUT[0]
@layout_sprite.y = HUD[1] + LAYOUT[1]
end
#--------------------------------------------------------------------------
# * create_face
#--------------------------------------------------------------------------
def create_face
@face_image = Cache.system("Hud_Face")
@face_bitmap = Bitmap.new(@face_image.width,@face_image.height)
@face_sprite = Sprite.new
@face_sprite.bitmap = @face_bitmap
@face_cw = @face_bitmap.width / 5
@face_ch = @face_bitmap.height
@face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
@face_bitmap.blt(0,0, @face_image, @face_src_rect_back)
@face_sprite.z = 153
@face_sprite.x = HUD[0] + FACE[0]
@face_sprite.y = HUD[1] + FACE[1]
if @actor.hp < @actor.maxhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
$game_temp.hud_face_time = 10
end
#--------------------------------------------------------------------------
# * create_state
#--------------------------------------------------------------------------
def create_state
@states_max = 0
@states = Sprite.new
@states.bitmap = Bitmap.new(104,24)
@states_x = @actor.states.size
@states_y = 0
@states_f = false
@states_max = 0
for i in @actor.states
unless @states_max > 3
icon = Cache.system("Iconset")
icon_index = i.icon_index
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@states.bitmap.blt(24 * @states_max, 0, icon, rect)
@states_max += 1
end
end
if STATES_POS_CHARACTER == true
@states.x = 5 -(13 * @states_x) + $game_player.screen_x
@states.y = @states_y + $game_player.screen_y
else
@states.x = HUD[0] + STATES[0]
@states.y = @states_y + HUD[1] + STATES[1]
end
@states.z = 153
end
#--------------------------------------------------------------------------
# * create_hp
#--------------------------------------------------------------------------
def create_hp
@low_hp = LOWHP
@hp = @actor.hp
@hp_flow = 0
@hp_damage_flow = 0
@hp_old = @actor.hp
@hp_ref = @hp_old
@hp_refresh = false
@hp_number_image = Cache.system("Hud_HP_Number")
@hp_number_bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height)
@hp_number_sprite = Sprite.new
@hp_number_sprite.bitmap = @hp_number_bitmap
@hp_number_sprite.z = 153
@hp_number_sprite.x = HUD[0] + HP_NUMBER[0]
@hp_number_sprite.y = HUD[1] + HP_NUMBER[1]
@im_cw = @hp_number_image.width / 10
@im_ch = @hp_number_image.height / 2
@hp_src_rect = Rect.new(@im_cw,0, @im_cw, @im_ch)
@hp_number_text = @actor.hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * 30 / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in [Tienes que estar registrado y conectado para ver este vínculo] - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
#Number HP -----
@hp_image = Cache.system("Hud_HP_Meter")
@hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
@hp_range = @hp_image.width / 3
@hp_width = @hp_range * @actor.hp / @actor.maxhp
@hp_height = @hp_image.height / 2
@hp_width_old = @hp_width
@hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
@hp_sprite = Sprite.new
@hp_sprite.bitmap = @hp_bitmap
@hp_sprite.z = 152
@hp_sprite.x = HUD[0] + HP_METER[0]
@hp_sprite.y = HUD[1] + HP_METER[1]
hp_flow_update
hp_number_refresh
end
#--------------------------------------------------------------------------
# * create_sp
#--------------------------------------------------------------------------
def create_sp
@low_sp = LOWHP
@sp = @actor.mp
@sp_old = @actor.mp
@sp_ref = @sp_old
@sp_refresh = false
@sp_flow = 0
@sp_damage_flow = 0
@sp_number_image = Cache.system("Hud_SP_Number")
@sp_number_bitmap = Bitmap.new(@sp_number_image.width,@sp_number_image.height)
@sp_number_sprite = Sprite.new
@sp_number_sprite.bitmap = @sp_number_bitmap
@sp_number_sprite.z = 153
@sp_number_sprite.x = HUD[0] + SP_NUMBER[0]
@sp_number_sprite.y = HUD[1] + SP_NUMBER[1]
@sp_im_cw = @sp_number_image.width / 10
@sp_im_ch = @sp_number_image.height / 2
@sp_src_rect = Rect.new(@sp_im_cw,0, @sp_im_cw, @sp_im_ch)
@sp_number_text = @actor.mp.abs.to_s.split(//)
for r in [Tienes que estar registrado y conectado para ver este vínculo] - 1
@sp_number_abs = @sp_number_text[r].to_i
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
#Number SP -----
@sp_image = Cache.system("Hud_SP_Meter")
@sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
@sp_range = @sp_image.width / 3
@sp_width = @sp_range * @actor.mp / @actor.maxmp
@sp_height = @sp_image.height / 2
@sp_width_old = @sp_width
@sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
@sp_sprite = Sprite.new
@sp_sprite.bitmap = @sp_bitmap
@sp_sprite.z = 152
@sp_sprite.x = HUD[0] + SP_METER[0]
@sp_sprite.y = HUD[1] + SP_METER[1]
sp_flow_update
sp_number_refresh
end
#--------------------------------------------------------------------------
# * create_level
#--------------------------------------------------------------------------
def create_level
@level = @actor.level
@exp = @actor.exp
@level_image = Cache.system("Hud_Exp_Meter")
@level_bitmap = Bitmap.new(@level_image.width,@level_image.height)
@level_sprite = Sprite.new
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@level_sprite.bitmap = @level_bitmap
@level_sprite.z = 152
@level_sprite.x = HUD[0] + EXP_METER[0]
@level_sprite.y = HUD[1] + EXP_METER[1]
# Level Number -----
@level_number_image = Cache.system("Hud_Exp_Number")
@level_number_bitmap = Bitmap.new(@level_number_image.width,@level_number_image.height)
@level_number_sprite = Sprite.new
@level_number_sprite.bitmap = @level_number_bitmap
@level_number_sprite.z = 153
@level_number_sprite.x = HUD[0] + EXP_NUMBER[0]
@level_number_sprite.y = HUD[1] + EXP_NUMBER[1]
@level_im_cw = @level_number_image.width / 10
@level_im_ch = @level_number_image.height
@level_number_text = @actor.level.abs.to_s.split(//)
for r in [Tienes que estar registrado y conectado para ver este vínculo] - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
return if @actor == nil
#Hp Number Dispose
@hp_number_sprite.bitmap.dispose
@hp_number_sprite.dispose
@hp_number_bitmap.dispose
#HP Meter Dispose
@hp_sprite.bitmap.dispose
@hp_sprite.dispose
@hp_bitmap.dispose
#SP Number Dispose
@sp_number_sprite.bitmap.dispose
@sp_number_sprite.dispose
@sp_number_bitmap.dispose
#SP Meter Dispose
@sp_sprite.bitmap.dispose
@sp_sprite.dispose
@sp_bitmap.dispose
#States Dispose
@states.bitmap.dispose
@states.dispose
#Level Meter Dispose
@level_sprite.bitmap.dispose
@level_sprite.dispose
@level_bitmap.dispose
#Level Number Dispose
@level_number_sprite.bitmap.dispose
@level_number_sprite.dispose
@level_number_bitmap.dispose
#Layout Dispose
@layout_sprite.bitmap.dispose
@layout_sprite.dispose
@layout_bitmap.dispose
#Face Dispose
@face_sprite.bitmap.dispose
@face_sprite.dispose
@face_bitmap.dispose
super
end
#--------------------------------------------------------------------------
# * Visible_on
#--------------------------------------------------------------------------
def update_visible
#Visible
if $game_switches[MOG::DISABLE_HUD_SWITCH] == true
@hp_number_sprite.visible = false
@hp_sprite.visible = false
@sp_number_sprite.visible = false
@sp_sprite.visible = false
@states.visible = false
@level_sprite.visible = false
@level_number_sprite.visible = false
@layout_sprite.visible = false
@face_sprite.visible = false
else
@hp_number_sprite.visible = true
@hp_sprite.visible = true
@sp_number_sprite.visible = true
@sp_sprite.visible = true
@states.visible = true
@level_sprite.visible = true
@level_number_sprite.visible = true
@layout_sprite.visible = true
@face_sprite.visible = true
end
end
#--------------------------------------------------------------------------
# * Updade
#--------------------------------------------------------------------------
def update
super
return if @actor == nil
update_visible
hp_number_update if @hp_old != @actor.hp
hp_number_refresh if @hp_refresh == true or @actor.hp == 0
sp_number_update if @sp_old != @actor.mp
sp_number_refresh if @sp_refresh == true
level_update if @level != @actor.level
level_up_effect if @level_number_sprite.zoom_x > 1.00
exp_update if @exp != @actor.exp
states_effect if @states.zoom_x > 1.00
face_chance if $game_temp.hud_face_refresh == true or $game_temp.hud_face_time == 1
face_normal if $game_temp.hud_face_time2 == 1
face_effect
states_update
hp_flow_update
sp_flow_update
$game_temp.hud_face_time -= 1 if $game_temp.hud_face_time > 0
$game_temp.hud_face_time2 -= 1 if $game_temp.hud_face_time2 > 0
end
#--------------------------------------------------------------------------
# * face_normal
#--------------------------------------------------------------------------
def face_normal
$game_temp.hud_face_refresh = false
if @actor.hp < @actor.maxhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
$game_temp.hud_face_time2 = 0
@face_sprite.bitmap.clear
@face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
@face_bitmap.blt(0,0, @face_image, @face_src_rect_back)
@face_sprite.x = HUD[0] + FACE[0]
end
#--------------------------------------------------------------------------
# * Face Chance
#--------------------------------------------------------------------------
def face_chance
$game_temp.hud_face_refresh = false
@face_sprite.bitmap.clear
@face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
@face_bitmap.blt(0,0, @face_image, @face_src_rect_back)
@face_sprite.x = HUD[0] + FACE[0]
end
#--------------------------------------------------------------------------
# * Face Effect
#--------------------------------------------------------------------------
def face_effect
if $game_temp.hud_face_type == 2
@face_sprite.x = HUD[0] + FACE[0] + rand(10)
if $game_temp.hud_face_time == 2
if @actor.hp < @actor.maxhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
end
end
end
#--------------------------------------------------------------------------
# * States_Update
#--------------------------------------------------------------------------
def states_update
if STATES_POS_CHARACTER == true
@states.x = 5 -(13 * @states_x) + $game_player.screen_x
@states.y = @states_y + $game_player.screen_y
else
@states.x = HUD[0] + STATES[0]
@states.y = @states_y + HUD[1] + STATES[1]
end
if FLOAT_STATES == true
if @states_f == false
@states_y += 1
@states_f = true if @states_y > 10
else
@states_y -= 1
@states_f = false if @states_y < -10
end
end
@states.opacity = 155 + rand(100)
if @states_x != @actor.states.size
@states_x = @actor.states.size
@states.bitmap.clear
@states_max = 0
for i in @actor.states
unless @states_max > 3
icon = Cache.system("Iconset")
icon_index = i.icon_index
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@states.bitmap.blt(24 * @states_max, 0, icon, rect)
@states_max += 1
end
end
@states.zoom_x = 2
@states.zoom_y = 2
end
end
#--------------------------------------------------------------------------
# * States_Effect
#--------------------------------------------------------------------------
def states_effect
@states.zoom_x -= 0.02
@states.zoom_y -= 0.02
if @states.zoom_x <= 1.00
@states.zoom_x = 1.00
@states.zoom_y = 1.00
end
end
#--------------------------------------------------------------------------
# * hp_number_update
#--------------------------------------------------------------------------
def hp_number_update
@hp_refresh = true
if @hp_old < @actor.hp
@hp_ref = 5 * (@actor.hp - @hp_old) / 100
@hp_ref = 1 if @hp_ref < 1
@hp += @hp_ref
if $game_temp.hud_face_type != 1
$game_temp.hud_face_type = 1
$game_temp.hud_face_refresh = true
@face_sprite.x = HUD[0] + FACE[0]
end
if @hp >= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
if @actor.hp < @actor.maxhp * @low_hp / 100 and
$game_temp.hud_face_type != 4
$game_temp.hud_face_type = 4
$game_temp.hud_face_time = 30
elsif $game_temp.hud_face_type != 0
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 30
end
end
elsif @hp_old > @actor.hp
@hp_refresh = true
@hp_ref = 5 * (@hp_old - @actor.hp) / 100
@hp_ref = 1 if @hp_ref < 1
@hp -= @hp_ref
if $game_temp.hud_face_type != 2
$game_temp.hud_face_type = 2
$game_temp.hud_face_refresh = true
end
if @hp <= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
if $game_temp.hud_face_type != 0
$game_temp.hud_face_time = 30
end
end
end
end
#--------------------------------------------------------------------------
# * hp_number_refresh
#--------------------------------------------------------------------------
def hp_number_refresh
@hp_number_sprite.bitmap.clear
@hp_number_text = @hp.abs.to_s.split(//)
lowhp2 = @actor.maxhp * @low_hp / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in [Tienes que estar registrado y conectado para ver este vínculo] - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_bitmap.blt(20 + ((@im_cw - 7) * r), 0, @hp_number_image, @hp_src_rect)
end
@hp_refresh = false if @hp == @actor.hp
end
#--------------------------------------------------------------------------
# * Hp Flow Update
#--------------------------------------------------------------------------
def hp_flow_update
@hp_sprite.bitmap.clear
@hp_width = @hp_range * @actor.hp / @actor.maxhp
#HP Damage---------------------------------
if @hp_width_old != @hp_width
valor = (@hp_width_old - @hp_width) * 3 / 100
valor = 0.5 if valor < 1
@hp_width_old -= valor if @hp_width_old > @hp_width
if @hp_width_old < @hp_width
@hp_width_old = @hp_width
end
@hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
end
#HP Real------------------------------------
@hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
@hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
@hp_flow += 5
if @hp_flow >= @hp_image.width - @hp_range
@hp_flow = 0
end
end
#--------------------------------------------------------------------------
# * Sp_number_update
#--------------------------------------------------------------------------
def sp_number_update
@sp_refresh = true
if @sp_old < @actor.mp
@sp_refresh = true
@sp_ref = 5 * (@actor.mp - @sp_old) / 100
@sp_ref = 1 if @sp_ref < 1
@sp += @sp_ref
if $game_temp.hud_face_type != 1
$game_temp.hud_face_type = 1
$game_temp.hud_face_refresh = true
@face_sprite.x = HUD[0] + FACE[0]
end
if @sp >= @actor.mp
@sp_old = @actor.mp
@sp = @actor.mp
@sp_ref = 0
if @actor.hp < @actor.maxmp * @low_hp / 100 and
$game_temp.hud_face_type != 4
$game_temp.hud_face_type = 4
$game_temp.hud_face_time = 30
elsif $game_temp.hud_face_type != 0
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 30
end
end
elsif @sp_old >= @actor.mp
@sp_ref = 5 * (@sp_old - @actor.mp) / 100
@sp_ref = 1 if @sp_ref < 1
@sp -= @sp_ref
if $game_temp.hud_face_type != 3
$game_temp.hud_face_type = 3
$game_temp.hud_face_refresh = true
end
if @sp <= @actor.mp
@sp_old = @actor.mp
@sp = @actor.mp
@sp_ref = 0
if @actor.hp < @actor.maxhp * @low_hp / 100 and
$game_temp.hud_face_type != 4
$game_temp.hud_face_type = 4
$game_temp.hud_face_time = 35
elsif $game_temp.hud_face_type != 0
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 35
end
end
end
end
#--------------------------------------------------------------------------
# * sp_number_refresh
#--------------------------------------------------------------------------
def sp_number_refresh
@sp_number_sprite.bitmap.clear
@s = @actor.mp * 100 / @actor.maxmp
@sp_number_text = @sp.abs.to_s.split(//)
for r in [Tienes que estar registrado y conectado para ver este vínculo] - 1
@sp_number_abs = @sp_number_text[r].to_i
if @actor.mp <= @actor.maxmp * @low_sp / 100
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, @sp_im_ch, @sp_im_cw, @sp_im_ch)
else
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
end
@sp_number_bitmap.blt(20 + ((@sp_im_cw - 7) * r), 0, @sp_number_image, @sp_src_rect)
end
@sp_refresh = false if @sp == @actor.mp
end
#--------------------------------------------------------------------------
# * Sp Flow Update
#--------------------------------------------------------------------------
def sp_flow_update
@sp_sprite.bitmap.clear
@sp_width = @sp_range * @actor.mp / @actor.maxmp
#SP Damage---------------------------------
if @sp_width_old != @sp_width
valor = (@sp_width_old - @sp_width) * 3 / 100
valor = 0.5 if valor < 1
@sp_width_old -= valor if @sp_width_old > @sp_width
if @sp_width_old < @sp_width
@sp_width_old = @sp_width
end
@sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
end
#SP Real------------------------------------
@sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
@sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
@sp_flow += 5
if @sp_flow >= @sp_image.width - @sp_range
@sp_flow = 0
end
end
#--------------------------------------------------------------------------
# * level_update
#--------------------------------------------------------------------------
def level_update
@level_number_sprite.bitmap.clear
@level_number_text = @actor.level.abs.to_s.split(//)
for r in [Tienes que estar registrado y conectado para ver este vínculo] - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_bitmap.blt(13 + ((@level_im_cw - 12) * r), 0, @level_number_image, @level_src_rect)
end
@level = @actor.level
@level_number_sprite.zoom_x = 2
@level_number_sprite.zoom_y = 2
end
#--------------------------------------------------------------------------
# * level_update
#--------------------------------------------------------------------------
def level_up_effect
@level_number_sprite.zoom_x -= 0.02
@level_number_sprite.zoom_y -= 0.02
if @level_number_sprite.zoom_x <= 1.00
@level_number_sprite.zoom_x = 1.00
@level_number_sprite.zoom_y = 1.00
end
end
#--------------------------------------------------------------------------
# * exp_update
#--------------------------------------------------------------------------
def exp_update
@level_sprite.bitmap.clear
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_bitmap.blt(0,0, @level_image, @level_src_rect_back)
@exp = @actor.exp
end
end
#==============================================================================
# Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
alias mog_act_hud_initialize initialize
def initialize
create_acthud
mog_act_hud_initialize
end
#--------------------------------------------------------------------------
# ● Acthud Create
#--------------------------------------------------------------------------
def create_acthud
@acthud = Active_Hud.new(@viewport1)
end
#--------------------------------------------------------------------------
# ● dispose
#--------------------------------------------------------------------------
alias mog_acthud_dispose dispose
def dispose
dispose_active_hud
mog_acthud_dispose
end
#--------------------------------------------------------------------------
# ● Dispose Active Hud
#--------------------------------------------------------------------------
def dispose_active_hud
@acthud.dispose
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
alias mog_acthud_update update
def update
update_act_hud
mog_acthud_update
end
#--------------------------------------------------------------------------
# ● Update Act Hud
#--------------------------------------------------------------------------
def update_act_hud
@acthud.update
end
end
#-------------------------------------------------------------------------------
$mog_rgssvx_active_hud = true
Compatibilidad
I dont Now jamas e usado esto haci que va por cuenta suya
Battleback Animado o tambien conocido como Mounstruos adictos al tabaco
¿Para que sirbe?
Anima los Battleback
¿Como usarlo?
Crear una carpeta Battlebacks en la carpeta Graphics
y colocar las imagenes
Video demostrativo
Saquen una demo de aqui
[Tienes que estar registrado y conectado para ver este vínculo]
Sistema de combos y ultimo del catunazo hasta el edit
¿Para que sirbe?
Muestra un sistema de combos durante la batalla junto con el daño
¿Como usarlo?
Colocar las imagenes en la carpeta System de sus proyectos ñ_ñ
[Tienes que estar registrado y conectado para ver esa imagen]
Screen
[Tienes que estar registrado y conectado para ver esa imagen]
- Spoiler:
- #==============================================================================
# MOG VX - Combo Display V1.2
#==============================================================================
# By Moghunter
# [Tienes que estar registrado y conectado para ver este vínculo]
#
# ■ Apresenta a quantidade de acertos no alvo e o dano maximo.
# ---------------------------------------------------------------------------
# É necessário ter os arquivos imagens na pasta Graphics/Systems.
# Combo_Damage.png
# Combo_Hud.png
# Combo_Number.png
# ---------------------------------------------------------------------------
module MOG
#Ativar tempo para fazer combo.
TIME_COUNT = true
# Tempo para fazer um combo. (60 = 1s)
COMBO_TIME = 120
# Cancelar a contagem de Combo caso o inimigo acertar o herói.
ENEMY_CANCEL_COMBO = true
# Posição geral das imagens. X Y
COMBO_POSITION = [10,80]
# Posição do número de HITS. X Y
HIT_POSITION = [15,20]
# Posição do número de dano. X Y
TOTAL_POSITION = [60,-20]
end
#===============================================================================
# ■ Game_Temp
#===============================================================================
class Game_Temp
attr_accessor :combo_hit
attr_accessor :max_damage
attr_accessor :combo_time
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
alias mog_combo_display_initialize initialize
def initialize
@combo_hit = 0
@max_damage = 0
@combo_time = 0
mog_combo_display_initialize
end
end
#===============================================================================
# ■ Game_Battler
#===============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# ● execute_damage
#--------------------------------------------------------------------------
alias mog_combo_display_execute_damage execute_damage
def execute_damage(user)
mog_combo_display_execute_damage(user)
if @hp_damage > 0
if user.is_a?(Game_Actor)
$game_temp.combo_hit += 1
$game_temp.max_damage += @hp_damage
$game_temp.combo_time = MOG::COMBO_TIME
else
$game_temp.combo_time = 0 if MOG::ENEMY_CANCEL_COMBO == true
end
end
end
end
#===============================================================================
# Combo_Sprite_Hud
#===============================================================================
class Combo_Sprite_Hud < Sprite
attr_accessor :combo_wait
include MOG
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize
super
@combo_wait = false
$game_temp.combo_time = 0
$game_temp.combo_hit = 0
$game_temp.max_damage = 0
@combo_hit_old = 0
@animation_speed = 0
@pos_x = COMBO_POSITION[0]
@pos_x_fix = 0
@pos_y = COMBO_POSITION[1]
create_combo_sprite
create_total_damage_sprite
create_hud_sprite
end
#----------------------------------------------------------------
Invitado- Invitado
Temas similares
» Catunazo de script
» Script: Cambio de Clase Sencillo(CCS) V.1.0.0Mi primer script.
» Script de video 100% funcional
» *Script de misiones*
» Script de Pausa v1.5
» Script: Cambio de Clase Sencillo(CCS) V.1.0.0Mi primer script.
» Script de video 100% funcional
» *Script de misiones*
» Script de Pausa v1.5
RPG maker VX :: Scripts ::
Página 1 de 1.
Permisos de este foro:
No puedes responder a temas en este foro.