Já viram qual a arte dessa semana?Exposição dos Artistas #8
8 Respostas   400 Visualizações
0 Membros e 1 Visitante estão vendo este tópico.
@stamina -= 5
case @estacaowhen 1 # Verão @stamina -= 7when 2 # Outono @stamina -= 3when 3 # Inverno @stamina -= 1when 4 # Primavera @stamina -= 5
def stamina_update tempo += 1 if tempo == 550 case @estacao when 1 # Verão @stamina -= 7 when 2 # Outono @stamina -= 3 when 3 # Inverno @stamina -= 1 when 4 # Primavera @stamina -= 5 end tempo = 0 endend
#===============================================================================# * [VXACE] Takkun Gradient HUD#-------------------------------------------------------------------------------# * Por Takkun# * Versão: 1.0 BR# * Lançada em: 02/05/2014#===============================================================================$centrorpg = [] if $centrorpg.nil?$centrorpg << ["Takkun Gradient HUD", 1.0]#===============================================================================# ■ Modulo de Configuração#===============================================================================module HUDGradient @Thirst = 100 # HP Vocab_HP = "HP" #Nome que irá aparecer na barra de HP. HP1 = Color.new(50,0,0) #Cor primária da barra de HP. HP2 = Color.new(222,26,50) #Cor secundária da barra de HP. # MP Vocab_MP = "MP" #Nome que irá aparecer na barra de MP. MP1 = Color.new(50,60,60) #Cor primária da barra de MP. MP2 = Color.new(0,240,50) #Cor secudária da barra de MP. # Experiência Vocab_EXP = "EXP" #Nome que irá aparecer na barra de EXP. EXP1 = Color.new(141,63,180) #Cor primária da barra de EXP. EXP2 = Color.new(96,47,121) #Cor secudária da barra de EXP. # Estamina # Sede Vocab_THI = "SEDE" THI1 = Color. new(10,20,30) THI2 = Color. new(40,50,60) # Fome # Sono Fundo1 = Color.new(0,0,0) #Cor primária do fundo das barras. Fundo2 = Color.new(240,240,80) #Cor secudária do fundo das barras. Fonte = "Arial" #Fonte a ser usada nos textos. # Trebuchet MS Fonte_Size = 10 #Tamanho da fonte a ser usada nos textos. end#==============================================================================# ■ Fim - Modulo de Configuração#==============================================================================class Takkun_Gradient_HUD < Sprite # Inicializar def initialize(view) super(view) # HUD @ch1 = HUDGradient::HP1 @ch2 = HUDGradient::HP2 @cm1 = HUDGradient::MP1 @cm2 = HUDGradient::MP2 @ce1 = HUDGradient::EXP1 @ce2 = HUDGradient::EXP2 @thi1 = HUDGradient::THI1 @thi2 = HUDGradient::THI2 # Fundo @back = HUDGradient::Fundo1 @back2 = HUDGradient::Fundo2 self.bitmap = Bitmap.new(200,200) # Fonte self.bitmap.font.name = HUDGradient::Fonte self.bitmap.font.size = HUDGradient::Fonte_Size self.z = 300 update end # Atualizar Script def update super self.bitmap.clear actor = $game_actors[1] # HUD HP hp = $game_actors[1].hp mhp = $game_actors[1].mhp wb = 116 * hp / mhp self.bitmap.fill_rect(10, 10, 120, 10, @back) self.bitmap.fill_rect(11, 11, 118, 8, @back2) self.bitmap.fill_rect(12, 12, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 12, wb, 6, @ch1, @ch2) self.bitmap.draw_text(10, 0, 200, 24, HUDGradient::Vocab_HP) # HUD MP mp = $game_actors[1].mp mmp = $game_actors[1].mmp wb = 116 * mp / mmp self.bitmap.fill_rect(10, 30, 120, 10, @back) self.bitmap.fill_rect(11, 31, 118, 8, @back2) self.bitmap.fill_rect(12, 32, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 32, wb, 6, @cm1, @cm2) self.bitmap.draw_text(10, 20, 200, 24, HUDGradient::Vocab_MP) # HUD EXP exp = $game_actors[1].exp.to_f lexp = $game_actors[1].next_level_exp.to_f wb = 116 * exp / lexp self.bitmap.fill_rect(10, 50, 120, 10, @back) self.bitmap.fill_rect(11, 51, 118, 8, @back2) self.bitmap.fill_rect(12, 52, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 52, wb, 6, @ce1, @ce2) self.bitmap.draw_text(10, 40, 200, 24, HUDGradient::Vocab_EXP) # HUD Sede def stamina_update tempo += 1 if tempo == 550 case @mes # Estação when 1 # Primavera @thirst -= 7 when 2 # Verão @thirst -= 3 when 3 # Outono @thirst -= 1 when 4 # Inverno @thirst -= 5 end tempo = 0 end end self.bitmap.fill_rect(10, 70, 120, 10, @back) self.bitmap.fill_rect(11, 71, 118, 8, @back2) self.bitmap.fill_rect(12, 72, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 32, wb, 6, @thi1, @thi2) self.bitmap.draw_text(10, 60, 200, 24, HUDGradient::Vocab_THI) end # Finalizar def dispose self.bitmap.dispose super endend# ?class Spriteset_Map alias :or_initialize :initialize def initialize @hud = Takkun_Gradient_HUD.new(@viewport2) or_initialize end alias :or_update :update def update @hud.update if Graphics.frame_count % 5 == 1 or_update end alias :or_dispose :dispose def dispose @hud.dispose or_dispose endend
hp = $game_actors[1].hp # HP atualmhp = $game_actors[1].mhp # HP Máximowb = 116 * hp / mhp # largura da barrinha * hp atual / hp máximo
#===============================================================================# * [VXACE] Takkun Gradient HUD#-------------------------------------------------------------------------------# * Por Takkun# * Versão: 1.0 BR# * Lançada em: 02/05/2014#===============================================================================$centrorpg = [] if $centrorpg.nil?$centrorpg << ["Takkun Gradient HUD", 1.0]#===============================================================================# ■ Modulo de Configuração#===============================================================================module HUDGradient # HP Vocab_HP = "HP" #Nome que irá aparecer na barra de HP. HP1 = Color.new(50,0,0) #Cor primária da barra de HP. HP2 = Color.new(222,26,50) #Cor secundária da barra de HP. # MP Vocab_MP = "MP" MP1 = Color.new(50,60,60) MP2 = Color.new(0,240,50) # Experiência Vocab_EXP = "EXP" EXP1 = Color.new(141,63,180) EXP2 = Color.new(96,47,121) # Estamina Vocab_STA = "ESTAMINA" STA1 = Color.new(0,0,0) STA2 = Color.new(0,0,0) # Sede Vocab_THI = "SEDE" THI1 = Color.new(0,0,0) THI2 = Color.new(0,0,0) # Fome Vocab_HUN = "FOME" HUN1 = Color.new(0,0,0) HUN2 = Color.new(0,0,0) # Sono Vocab_SLE = "SONO" SLE1 = Color.new(0,0,0) SLE2 = Color.new(0,0,0) # Fundo Fundo1 = Color.new(0,0,0) Fundo2 = Color.new(240,240,80) # Fonte Fonte = "Arial" #Fonte dos textos. Padrão: Trebuchet MS Fonte_Size = 10 #Tamanho da fonte dos textos. end#==============================================================================# ■ Fim - Modulo de Configuração#==============================================================================class Takkun_Gradient_HUD < Sprite# ----------------# Inicializar# ---------------- def initialize(view) super(view) # HUD @v_hp1 = HUDGradient::HP1 @v_hp2 = HUDGradient::HP2 @v_mp1 = HUDGradient::MP1 @v_mp2 = HUDGradient::MP2 @v_exp1 = HUDGradient::EXP1 @v_exp2 = HUDGradient::EXP2 @v_sta1 = HUDGradient::STA1 @v_sta2 = HUDGradient::STA2 @v_thi1 = HUDGradient::THI1 @v_thi2 = HUDGradient::THI2 @v_hun1 = HUDGradient::HUN1 @v_hun2 = HUDGradient::HUN2 @v_sle1 = HUDGradient::SLE1 @v_sle2 = HUDGradient::SLE2 # Fundo @back = HUDGradient::Fundo1 @back2 = HUDGradient::Fundo2 self.bitmap = Bitmap.new(200,200) # Fonte self.bitmap.font.name = HUDGradient::Fonte self.bitmap.font.size = HUDGradient::Fonte_Size self.z = 300 #? update end# ----------------# Atualizar Script# ---------------- def update super self.bitmap.clear actor = $game_actors[1] # HUD HP hp = $game_actors[1].hp mhp = $game_actors[1].mhp wb = 116 * hp / mhp self.bitmap.fill_rect(10, 10, 120, 10, @back) self.bitmap.fill_rect(11, 11, 118, 8, @back2) self.bitmap.fill_rect(12, 12, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 12, wb, 6, @v_hp1, @v_hp2) self.bitmap.draw_text(10, 5, 200, 24, HUDGradient::Vocab_HP) # HUD MP mp = $game_actors[1].mp mmp = $game_actors[1].mmp wb = 116 * mp / mmp self.bitmap.fill_rect(10, 20, 120, 10, @back) self.bitmap.fill_rect(11, 21, 118, 8, @back2) self.bitmap.fill_rect(12, 22, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 32, wb, 6, @v_mp1, @v_mp2) self.bitmap.draw_text(10, 15, 200, 24, HUDGradient::Vocab_MP) # HUD EXP exp = $game_actors[1].exp.to_f lexp = $game_actors[1].next_level_exp.to_f wb = 116 * exp / lexp self.bitmap.fill_rect(10, 30, 120, 10, @back) self.bitmap.fill_rect(11, 31, 118, 8, @back2) self.bitmap.fill_rect(12, 32, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 52, wb, 6, @v_exp1, @v_exp2) self.bitmap.draw_text(10, 25, 200, 24, HUDGradient::Vocab_EXP) # HUD Estamina self.bitmap.fill_rect(10, 40, 120, 10, @back) self.bitmap.fill_rect(11, 41, 118, 8, @back2) self.bitmap.fill_rect(12, 42, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 32, wb, 6, @v_sta1, @v_sta2) self.bitmap.draw_text(10, 35, 200, 24, HUDGradient::Vocab_STA) # HUD Sede def stamina_update tempo += 1 if tempo == 550 case @Mes # Estação when 1 # Primavera @Thirst -= 7 when 2 # Verão @Thirst -= 3 when 3 # Outono @Thirst -= 1 when 4 # Inverno @Thirst -= 5 end tempo = 0 end end self.bitmap.fill_rect(10, 50, 120, 10, @back) self.bitmap.fill_rect(11, 51, 118, 8, @back2) self.bitmap.fill_rect(12, 52, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 32, wb, 6, @v_thi1, @v_thi2) self.bitmap.draw_text(10, 45, 200, 24, HUDGradient::Vocab_THI) # HUD Fome self.bitmap.fill_rect(10, 60, 120, 10, @back) self.bitmap.fill_rect(11, 61, 118, 8, @back2) self.bitmap.fill_rect(12, 62, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 32, wb, 6, @v_hun1, @v_hun2) self.bitmap.draw_text(10, 55, 200, 24, HUDGradient::Vocab_HUN) # HUD Sono self.bitmap.fill_rect(10, 70, 120, 10, @back) self.bitmap.fill_rect(11, 71, 118, 8, @back2) self.bitmap.fill_rect(12, 72, 116, 6, @back) self.bitmap.gradient_fill_rect(12, 32, wb, 6, @v_sle1, @v_sle2) self.bitmap.draw_text(10, 65, 200, 24, HUDGradient::Vocab_SLE) end # Finalizar def dispose self.bitmap.dispose super endend# ?class Spriteset_Map alias :or_initialize :initialize def initialize @hud = Takkun_Gradient_HUD.new(@viewport2) or_initialize end alias :or_update :update def update @hud.update if Graphics.frame_count % 5 == 1 or_update end alias :or_dispose :dispose def dispose @hud.dispose or_dispose endend