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
Barras de vida
+5
Loky
Onuba
maxi
mopex
Zooker
9 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Barras de vida
Bueno aqui dejo un script que encontre para animar las barras de PV y PM
dejo una imagen
[Tienes que estar registrado y conectado para ver esa imagen]
Aqui dejo unas imagenes que van en pictures
[Tienes que estar registrado y conectado para ver esa imagen]
[Tienes que estar registrado y conectado para ver este vínculo]
Creditos:
este es script es de wltr3565
espero que le guste para su projecto !
[Tienes que estar registrado y conectado para ver esa imagen]
dejo una imagen
[Tienes que estar registrado y conectado para ver esa imagen]
- Código:
=begin
================================================================================
Image-based HP and MP Gauges v1.1 by wltr3565
================================================================================
Influenced by Runefreak's post. He seems to wanting his battle menu to be like
Hanzo Kimura's game. Yeah, I think it's very godly. Well, his battle menu
gauges are imaged. Runefreak asked how to make the HUD show like that. I want
to make the gauges like that in my game too, and after trying, I get the result.
================================================================================
Script effect:
Making HP and MP gauges based on image for more customization of the gauge's
looking. Very useful script for drawers. And compatible for any battle systems,
and shows almost everywhere!
================================================================================
How to use:
I can't say that this script is plug and play. You need the images in Graphics/
System folder in the name that you assigned in the configurations below.
================================================================================
Incompatibility:
STR33 ATB battle system. Your drawn HP and MP gauge can be seen normally in
the menu screen, but not in the battle. Star seems to use another different
method to draw those gauges. Instead, the gauge that shows in battle is the one
for that battle system.
================================================================================
Install:
Put it above main and below HP-MP gauge related scripts. You can use the gauges
that I've posted for your use to be placed in your game's Graphics/System
folder, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS
YOUR OWN DRAWING!
================================================================================
FAQ:
Q: Hey, the gauge seems funny.
A: Resizing your gauge will be a good option.
Q: Still funny, no matter what.
A: First; adjust the gauge's x and y position to your fitting. Second; Seems
to be by another content drawing. I'll see what I can help, but show me the
screenshot of your problem, okay?
Q: Can I use only the gauges that you posted?
A: Yes, but GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM AND DON'T CLAIM AS
YOUR OWN DRAWING! And for what do you use it?
Q: The gauge squished!
A: Ah, must be the corresponding window. Resizing it can be good.
Q: Can I use the gauge in STR33 ATB's format?
A: No. The gauge format is like Enu's ATB gauge. If you want to use STR33 ATB's
gauge that hardly, make the gauge to be like mine.
================================================================================
Terms of use:
Crediting me, wltr3565, or not, it's up to you. Use this script at your own
risk. For the gauges I posted, GIVE ME CREDITS FOR THOSE GAUGES! I DREW THEM
AND DON'T CLAIM AS YOUR OWN DRAWING!
================================================================================
=end
#===============================================================================
# IMPORTING SCRIPT FOR EASIER CASE SOLVE
#===============================================================================
$imported = {} if $imported == nil
$imported["wltr3565's_Image_Gauged_HP_MP"] = true
#===============================================================================
# END IMPORT
#===============================================================================
module WLTR
module IMAGE_GAUGES
#===============================================================================
#-------------------------------------------------------------------------------
# Configuring HP gauge. The gauges are placed in Graphics/System folder.
#-------------------------------------------------------------------------------
#===============================================================================
# HP_SKIN is for the name of the gauge skin.
#===============================================================================
HP_SKIN = "HP_Skin"
#===============================================================================
# HP_OKAY is for the name of the gauge color when the corresponding
# enemy/actor's HP is above the percentage of HP_CRISIS_LIMIT
#===============================================================================
HP_OKAY = "HP_Okay"
#===============================================================================
# HP_CRISIS is for the name of the gauge color when the corresponding
# enemy/actor's HP is below the percentage of HP_CRISIS_LIMIT. If you want to
# use the same color even when crisis, just write the name as the same as the
# ones that you've written in HP_OKAY.
#===============================================================================
HP_CRISIS = "HP_Crisis"
#===============================================================================
# HP_CRISIS_LIMIT is for defining how much is the percentage for the HP is in
# "crisis". It's in percentage. Below the number, the gauge color will use the
# one in HP_CRISIS.
#===============================================================================
HP_CRISIS_LIMIT = 50
#===============================================================================
# HP gauge x position. Positive numbers will make the gauge to move to the
# right, and negative numbers will make the gauge to move to the left.
#===============================================================================
HP_X = -4
#===============================================================================
# HP gauge y position. Positive numbers will make the gauge to move to bottom,
# and negative numbers will make the gauge to move to top.
#===============================================================================
HP_Y = 0
#-------------------------------------------------------------------------------
# END HP SETTING
#-------------------------------------------------------------------------------
#===============================================================================
#===============================================================================
#-------------------------------------------------------------------------------
# Configuring MP gauge. The gauges are placed in Graphics/System folder.
#-------------------------------------------------------------------------------
#===============================================================================
# MP_SKIN is for the name of the gauge skin.
#===============================================================================
MP_SKIN = "MP_Skin"
#===============================================================================
# MP_OKAY is for the name of the gauge color when the corresponding
# enemy/actor's MP is above the percentage of MP_CRISIS_LIMIT
#===============================================================================
MP_OKAY = "MP_Okay"
#===============================================================================
# MP_CRISIS is for the name of the gauge color when the corresponding
# enemy/actor's MP is below the percentage of MP_CRISIS_LIMIT. If you want to
# use the same color even when crisis, just write the name as the same as the
# ones that you've written in MP_OKAY.
#===============================================================================
MP_CRISIS = "MP_Crisis"
#===============================================================================
# MP_CRISIS_LIMIT is for defining how much is the percentage for the MP is in
# "crisis". It's in percentage. Below the number, the gauge color will use the
# one in MP_CRISIS.
#===============================================================================
MP_CRISIS_LIMIT = 50
#===============================================================================
# MP gauge x position. Positive numbers will make the gauge to move to the
# right, and negative numbers will make the gauge to move to the left.
#===============================================================================
MP_X = 0
#===============================================================================
# MP gauge y position. Positive numbers will make the gauge to move to bottom,
# and negative numbers will make the gauge to move to top.
#===============================================================================
MP_Y = 0
#-------------------------------------------------------------------------------
# END MP SETTING
#-------------------------------------------------------------------------------
#===============================================================================
#===============================================================================
# Do you want the imaged gauges to show in menu too or not?
# true = let the gauge shown in the menu is the image.
# false = let the gauge shown in the menu is the default and only effect in
# battle.
#===============================================================================
IMAGE_AT_MENU = true
end
end
#===============================================================================
# Editing below might give you extreme headache without any scripting
# experience. I don't want to take responsibility after looking below.
#===============================================================================
class Window_Base < Window
def draw_actor_hp_gauge(actor, x, y, width = 100)
if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU
gw = width * actor.hp / actor.maxhp
bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::HP_SKIN)
if gw >= width * WLTR::IMAGE_GAUGES::HP_CRISIS_LIMIT / 100
bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_OKAY)
else
bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::HP_CRISIS)
end
cwn = bitmap1.width
cw = bitmap2.width * gw / width
ch1 = bitmap1.height
ch2 = bitmap2.height
src_rect1 = Rect.new(0,0, cwn, ch1)
src_rect2 = Rect.new(0,0, cw, ch2)
self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap1, src_rect1)
self.contents.blt(x + WLTR::IMAGE_GAUGES::HP_X, y + WLTR::IMAGE_GAUGES::HP_Y, bitmap2, src_rect2)
else
gw = width * actor.hp / actor.maxhp
gc1 = hp_gauge_color1
gc2 = hp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
end
def draw_actor_mp_gauge(actor, x, y, width = 100)
if $game_temp.in_battle or WLTR::IMAGE_GAUGES::IMAGE_AT_MENU
gw = width * actor.mp / actor.maxmp
bitmap1 = Cache.system(WLTR::IMAGE_GAUGES::MP_SKIN)
if gw >= width * WLTR::IMAGE_GAUGES::MP_CRISIS_LIMIT / 100
bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_OKAY)
else
bitmap2 = Cache.system(WLTR::IMAGE_GAUGES::MP_CRISIS)
end
cwn = bitmap1.width
cw = bitmap2.width * gw / width
ch1 = bitmap1.height
ch2 = bitmap2.height
src_rect1 = Rect.new(0,0, cwn, ch1)
src_rect2 = Rect.new(0,0, cw, ch2)
self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap1, src_rect1)
self.contents.blt(x + WLTR::IMAGE_GAUGES::MP_X, y + WLTR::IMAGE_GAUGES::MP_Y, bitmap2, src_rect2)
else
gw = width * actor.mp / [actor.maxmp, 1].max
gc1 = mp_gauge_color1
gc2 = mp_gauge_color2
self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
end
end
end
#===============================================================================
#
# END OF SCRIPT
#
#===============================================================================
Aqui dejo unas imagenes que van en pictures
[Tienes que estar registrado y conectado para ver esa imagen]
[Tienes que estar registrado y conectado para ver este vínculo]
Creditos:
este es script es de wltr3565
espero que le guste para su projecto !
[Tienes que estar registrado y conectado para ver esa imagen]
Zooker- 50
-
33
72
104
17
Extras
Sobre mí::
Re: Barras de vida
Me Gusta, Ahora Lo Descargo +1
maxi- Moderador
-
28
908
1673
156
Extras
Sobre mí:: ¿Necesitas Una Mano en el Maker VX o VX ACE? ¡Ponte en Contacto Conmigo! :)
Re: Barras de vida
Me gustan, pero las vi en algún lugar... Dónde?
Igualmente, te dejo +1
Igualmente, te dejo +1
Onuba- 130
-
29
165
61
5
Re: Barras de vida
Buen Script aunque a mi no me sirva... D: pero siempre me gustó... no se donde
lo habre visto antes pero te lucistes bro! +1 por el aporte
lo habre visto antes pero te lucistes bro! +1 por el aporte
Awimura666- 30
-
35
47
44
0
Extras
Sobre mí::
Re: Barras de vida
He puesto el script pero cuando le doy para abrir el menu me dice: No se encuentra el archivo: Graphics/System/HP_Skin.
porfavor ayudenme, me encantan esas barras;) +1
porfavor ayudenme, me encantan esas barras;) +1
bernatjuarez- 0
-
28
3
3
0
Re: Barras de vida
bernatjuarez escribió:He puesto el script pero cuando le doy para abrir el menu me dice: No se encuentra el archivo: Graphics/System/HP_Skin.
porfavor ayudenme, me encantan esas barras;) +1
Debe ser por que no pusiste las imagenes en la carpeta System
o talvez el nombre no este bien puesto
recuerda que debe ser HP_Skin
Carlos55- 15
-
26
28
45
2
Re: Barras de vida
Las imagenes estan todas en la carpeta System, deve ser el nombre, pero ese nombre donde lo pongo? en todas las imagenes o solo la de HP?
bernatjuarez- 0
-
28
3
3
0
Carlos55- 15
-
26
28
45
2
Re: Barras de vida
El problema es el nombre de los archivos y segun creo, no van en pictures sino en system, porqe en pictures me siguio dando error
Imagenes~
ahi estan las imagenes y ponganlas en System~
Edit: eh gracias por el script :P
Imagenes~
ahi estan las imagenes y ponganlas en System~
Edit: eh gracias por el script :P
TigreX- 500
-
26
1214
1679
105
Extras
Sobre mí::
Temas similares
» Barra de vida para enemigos
» Hud de Vida 100% Personalizable - Engine Sencillo! Sin Scripts :)
» Engine que cambia las FACES de acuerdo al HP (Vida) del personaje
» Hud de Vida 100% Personalizable - Engine Sencillo! Sin Scripts :)
» Engine que cambia las FACES de acuerdo al HP (Vida) del personaje
RPG maker VX :: Scripts ::
Página 1 de 1.
Permisos de este foro:
No puedes responder a temas en este foro.