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| [resolu] Hud MOG MPW Elena | |
| Auteur | Message |
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Mr.ML Chevalier (niveau 2)
Messages postés : 86 Date d'inscription : 09/12/2014 Jauge LPC :
| Sujet: [resolu] Hud MOG MPW Elena Mar 2 Juin 2015 - 1:19 | |
| Salut ! je suis de retour pas trop longtemps car j'ai pas mal de boulot a faire. J'utilise ce scripte :- Spoiler:
- Code:
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#_______________________________________________________________________________ # MOG_MPW HUD Elena V2.0 #_______________________________________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_______________________________________________________________________________ module MOG #HUD Position. STMAPX = 0 # X Pos STMAPY = 370 # Y Pos #Disable HUD Switch ID. STMAPVIS = 5 #Windowskin name. STMAPSKIN = "001-Blue01" #Window Opacity. STMAPOPA = 0 end $mogscript = {} if $mogscript == nil $mogscript["mpstelen"] = true ############### # Window_Base # ############### class Window_Base < Window def draw_maphp2(actor, x, y) back = RPG::Cache.picture("BAR_Meter") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("HP_Meter") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("HP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 161, y - 1, 48, 32, actor.hp.to_s, 2) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 160, y - 2, 48, 32, actor.hp.to_s, 2) end def draw_mapsp2(actor, x, y) back = RPG::Cache.picture("BAR_Meter") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_Meter") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("SP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 40, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 161, y - 1, 48, 32, actor.sp.to_s, 2) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 160, y - 2, 48, 32, actor.sp.to_s, 2) end def draw_mexp(actor, x, y) actor = $game_party.actors[0] bitmap2 = RPG::Cache.picture("Exp_Back") cw = bitmap2.width ch = bitmap2.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect) if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end bitmap = RPG::Cache.picture("Exp_Meter") if actor.level < 99 cw = bitmap.width * rate else cw = bitmap.width end ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 54, y, 84, 32, "Exp",0) end def nada face = RPG::Cache.picture("") end def draw_heroface(actor,x,y) face = RPG::Cache.picture(actor.name + "_face") rescue nada cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_actor_statemap(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 1, y + 1, width, 32, text) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x, y, width, 32, text) end def draw_actor_levelmap(actor, x, y) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = Color.new(50,255,250,255) self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv") self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 30, y, 24, 32, actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 1) end end ############## # Game_Actor # ############## 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 ##################### # Window_Status_Map # ##################### class Window_Sthero < Window_Base def initialize super(0, 0, 310, 120) self.contents = Bitmap.new(width - 32, height - 32) self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN) self.contents.font.bold = true self.contents.font.size = 20 self.contents.font.name = "Georgia" self.opacity = MOG::STMAPOPA refresh end def refresh self.contents.clear actor = $game_party.actors[0] draw_maphp2(actor, 35, 35) draw_mapsp2(actor, - 40, 60) draw_heroface(actor, 0, 70) draw_actor_statemap(actor, 200, 60, 70) draw_actor_levelmap(actor, 80, 10) draw_mexp(actor, 100, 10) end end ############### # Game_Player # ############### class Game_Player < Game_Character attr_accessor :wref end ############# # Scene_Map # ############# class Scene_Map alias mog11_main main def main @sthero = Window_Sthero.new @sthero.x = MOG::STMAPX @sthero.y = MOG::STMAPY if $game_switches[MOG::STMAPVIS] == false @sthero.visible = true else @sthero.visible = false end mog11_main @sthero.dispose end alias mog11_update update def update if $game_switches[MOG::STMAPVIS] == false @sthero.visible = true else @sthero.visible = false end if $game_player.wref == true @sthero.refresh $game_player.wref = false end mog11_update end end ############## # Game_Party # ############### class Game_Party alias mog11_check_map_slip_damage check_map_slip_damage def check_map_slip_damage for actor in @actors if actor.hp > 0 and actor.slip_damage? $game_player.wref = true end end mog11_check_map_slip_damage end end ############### # Interpreter # ############### class Interpreter alias mog11_command_311 command_311 def command_311 mog11_command_311 $game_player.wref = true end alias mog11_command_312 command_312 def command_312 mog11_command_312 $game_player.wref = true end alias mog11_command_313 command_313 def command_313 mog11_command_313 $game_player.wref = true end alias mog11_command_314 command_314 def command_314 mog11_command_314 $game_player.wref = true end alias mog11_command_315 command_315 def command_315 mog11_command_315 $game_player.wref = true end end ################ # Game_Battler # ################ class Game_Battler alias mog11_attack_effect attack_effect def attack_effect(attacker) mog11_attack_effect(attacker) $game_player.wref = true end alias mog11_skill_effect skill_effect def skill_effect(user, skill) mog11_skill_effect(user, skill) $game_player.wref = true end alias mog11_item_effect item_effect def item_effect(item) mog11_item_effect(item) $game_player.wref = true end alias mog11_add_state add_state def add_state(state_id, force = false) mog11_add_state(state_id, force = false) $game_player.wref = true end end Description des scriptes qui peuvent en être la cause de mon soucie :Le scripte au dessus est un scripte d'HUD http://www.atelier-rgss.com/, j'utilise aussi un scripte de A-rpgle A-rpg en Spoiler (a savoir je ne les jamais recupérée sur le site je les récupérées ailleur. Le soucie :C'est que quand un mob me tape plusieurs fois je perd de la vie, mais cela ne s'affiche pas tout de suite, la bar de vie est réactualiser que si je vais dans le menu et que je reviens en jeu ! Pour le résoudre le soucie :Il faudrait pouvoir actualiser le HUD constamment sur la map ! Le problème je sais pas ce que je doit écrire et ou l'écrire, de plus il ne ce réactualise que dans le menu, comment faire pour qu'il ce réactualise aussi en jeu sur la map ? Merci de votre aides je suis sur que c'est une histoire de Udapte.quelquechose ....
Dernière édition par Mr.ML le Dim 7 Juin 2015 - 4:31, édité 1 fois |
| | | Jin Ancien staffeux
Messages postés : 8557 Date d'inscription : 08/12/2010 Jauge LPC :
| Sujet: Re: [resolu] Hud MOG MPW Elena Mar 2 Juin 2015 - 10:04 | |
| Il faudrait déjà indenté le code. Ca donne pas envie quand on voit ca. Voici le code indenté : - Code:
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#_______________________________________________________________________________ # MOG_MPW HUD Elena V2.0 #_______________________________________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_______________________________________________________________________________ module MOG #HUD Position. STMAPX = 0 # X Pos STMAPY = 370 # Y Pos #Disable HUD Switch ID. STMAPVIS = 5 #Windowskin name. STMAPSKIN = "001-Blue01" #Window Opacity. STMAPOPA = 0 end $mogscript = {} if $mogscript == nil $mogscript["mpstelen"] = true ############### # Window_Base # ############### class Window_Base < Window def draw_maphp2(actor, x, y) back = RPG::Cache.picture("BAR_Meter") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("HP_Meter") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("HP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 161, y - 1, 48, 32, actor.hp.to_s, 2) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 160, y - 2, 48, 32, actor.hp.to_s, 2) end def draw_mapsp2(actor, x, y) back = RPG::Cache.picture("BAR_Meter") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_Meter") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("SP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 40, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 161, y - 1, 48, 32, actor.sp.to_s, 2) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x + 160, y - 2, 48, 32, actor.sp.to_s, 2) end def draw_mexp(actor, x, y) actor = $game_party.actors[0] bitmap2 = RPG::Cache.picture("Exp_Back") cw = bitmap2.width ch = bitmap2.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect) if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end bitmap = RPG::Cache.picture("Exp_Meter") if actor.level < 99 cw = bitmap.width * rate else cw = bitmap.width end ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 55, y + 1, 84, 32, "Exp",0) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 54, y, 84, 32, "Exp",0) end def nada face = RPG::Cache.picture("") end def draw_heroface(actor,x,y) face = RPG::Cache.picture(actor.name + "_face") rescue nada cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_actor_statemap(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 1, y + 1, width, 32, text) self.contents.font.color = Color.new(250,255,255,255) self.contents.draw_text(x, y, width, 32, text) end def draw_actor_levelmap(actor, x, y) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = Color.new(50,255,250,255) self.contents.draw_text(x + 1, y + 1, 32, 32, "Lv") self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 30, y, 24, 32, actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 31, y + 1, 24, 32, actor.level.to_s, 1) end end ############## # Game_Actor # ############## 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 ##################### # Window_Status_Map # ##################### class Window_Sthero < Window_Base def initialize super(0, 0, 310, 120) self.contents = Bitmap.new(width - 32, height - 32) self.windowskin = RPG::Cache.windowskin(MOG::STMAPSKIN) self.contents.font.bold = true self.contents.font.size = 20 self.contents.font.name = "Georgia" self.opacity = MOG::STMAPOPA refresh end def refresh self.contents.clear actor = $game_party.actors[0] draw_maphp2(actor, 35, 35) draw_mapsp2(actor, - 40, 60) draw_heroface(actor, 0, 70) draw_actor_statemap(actor, 200, 60, 70) draw_actor_levelmap(actor, 80, 10) draw_mexp(actor, 100, 10) end end ############### # Game_Player # ############### class Game_Player < Game_Character attr_accessor :wref end ############# # Scene_Map # ############# class Scene_Map alias mog11_main main def main @sthero = Window_Sthero.new @sthero.x = MOG::STMAPX @sthero.y = MOG::STMAPY if $game_switches[MOG::STMAPVIS] == false @sthero.visible = true else @sthero.visible = false end mog11_main @sthero.dispose end alias mog11_update update def update if $game_switches[MOG::STMAPVIS] == false @sthero.visible = true else @sthero.visible = false end if $game_player.wref == true @sthero.refresh $game_player.wref = false end mog11_update end end ############## # Game_Party # ############### class Game_Party alias mog11_check_map_slip_damage check_map_slip_damage def check_map_slip_damage for actor in @actors if actor.hp > 0 and actor.slip_damage? $game_player.wref = true end end mog11_check_map_slip_damage end end ############### # Interpreter # ############### class Interpreter alias mog11_command_311 command_311 def command_311 mog11_command_311 $game_player.wref = true end alias mog11_command_312 command_312 def command_312 mog11_command_312 $game_player.wref = true end alias mog11_command_313 command_313 def command_313 mog11_command_313 $game_player.wref = true end alias mog11_command_314 command_314 def command_314 mog11_command_314 $game_player.wref = true end alias mog11_command_315 command_315 def command_315 mog11_command_315 $game_player.wref = true end end ################ # Game_Battler # ################ class Game_Battler alias mog11_attack_effect attack_effect def attack_effect(attacker) mog11_attack_effect(attacker) $game_player.wref = true end alias mog11_skill_effect skill_effect def skill_effect(user, skill) mog11_skill_effect(user, skill) $game_player.wref = true end alias mog11_item_effect item_effect def item_effect(item) mog11_item_effect(item) $game_player.wref = true end alias mog11_add_state add_state def add_state(state_id, force = false) mog11_add_state(state_id, force = false) $game_player.wref = true end end Ensuite, si tu prends 2 menu HUD faut pas s'étonner que ca merde. |
| | | Mr.ML Chevalier (niveau 2)
Messages postés : 86 Date d'inscription : 09/12/2014 Jauge LPC :
| Sujet: Re: [resolu] Hud MOG MPW Elena Mar 2 Juin 2015 - 19:10 | |
| salut Jin je n'en est pas deux mais seulement 1 ?!
oui désoler de pas l'avoir indenté ! |
| | | Jin Ancien staffeux
Messages postés : 8557 Date d'inscription : 08/12/2010 Jauge LPC :
| Sujet: Re: [resolu] Hud MOG MPW Elena Mar 2 Juin 2015 - 21:02 | |
| Le script de A-RPG propose déjà un HUD si ma mémoire est bonne. La c'est un script différent ton HUD si je dis pas de connerie. |
| | | Mr.ML Chevalier (niveau 2)
Messages postés : 86 Date d'inscription : 09/12/2014 Jauge LPC :
| Sujet: Re: [resolu] Hud MOG MPW Elena Mar 2 Juin 2015 - 23:53 | |
| non mon a-rpg n'en a pas (ce qui est un atout ou pas) tu veux un screen ? |
| | | Jin Ancien staffeux
Messages postés : 8557 Date d'inscription : 08/12/2010 Jauge LPC :
| Sujet: Re: [resolu] Hud MOG MPW Elena Mer 3 Juin 2015 - 10:25 | |
| Tu as le XAS de mog hunter qui est très bien. Elekami l'utilise d'ailleur pour kikoo odissey. http://www.atelier-rgss.com/RGSS/Battle/XAS_00.html Vraiment dynamique et simple d'utilisation. |
| | | Mr.ML Chevalier (niveau 2)
Messages postés : 86 Date d'inscription : 09/12/2014 Jauge LPC :
| Sujet: Re: [resolu] Hud MOG MPW Elena Mer 3 Juin 2015 - 17:59 | |
| oui j'y avais penser mais quand j'ai téléchargé la démo et que je lés essaye il y avais des chose que je comprenez pas .... je vais essaye avec merci beaucoup !
Ps : sa marche j'ai retiré le HUD d'origine et mi le mien je vois pas pour quoi sa marcherais pas vue que c'est du Mog hunter ! |
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