The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: fadark on April 10, 2007, 01:16:14 AM

Title: need simple script edited *cough*Blizzard*cough*
Post by: fadark on April 10, 2007, 01:16:14 AM
i need a hud script edited.
here is the hud script:
#==============================================================================
# ** Game_Actor
# Script by MeisMe
# Graphics added by Peaches
# Icons made by Joshie666 & Axerax
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end

#==============================================================================
# ** Window_HUD
#------------------------------------------------------------------------------
# This class is used to display HP, SP and Gold on the map.
#==============================================================================
class Window_HUD < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(-16, -16, 672, 150)
self.contents = Bitmap.new(width-32, height-32)
self.opacity = 0
self.contents.font.size = 14
self.contents.font.name = "Arial"
@actors = []
@old_hp = []
@old_sp = []
@old_exp = []
@old_level = []
for i in 0...$game_party.actors.size
@actors.push($game_party.actors[i])
@old_hp.push(@actors[i].hp)
@old_sp.push(@actors[i].sp)
@old_exp.push(@actors[i].now_exp)
@old_level.push(@actors[i].level)
end
@old_gold = $game_party.gold
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
#self.contents.draw_text(6, 0, 32, 14, $data_system.words.hp + "")
#self.contents.draw_text(6, 14, 32, 14, $data_system.words.sp + "")
self.contents.draw_text(6, 28, 32, 14, "")
#self.contents.draw_text(6, 42, 32, 14, $data_system.words.gold + "")
self.contents.font.color = normal_color
#Images

case @actors.size
when 1
bitmap = RPG::Cache.picture("HUD Graphic")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))
when 2
bitmap = RPG::Cache.picture("HUD Graphic2")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))
when 3
bitmap = RPG::Cache.picture("HUD Graphic2")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))
when 4
bitmap = RPG::Cache.picture("HUD Graphic3")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))
when 5
bitmap = RPG::Cache.picture("HUD Graphic3")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))
end

#bitmap = RPG::Cache.picture("HUD Graphic")
#self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))
bitmap = RPG::Cache.icon("HP Symbol")
self.contents.blt(3, 10, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon("SP Symbol")
self.contents.blt(3, 30, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon("EXP Symbol")
self.contents.blt(3, 50, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon("Hero")
self.contents.blt(25, 67, bitmap, Rect.new(0, 0, 24, 24))

if $game_switches[99] == true
if $game_variables[99] == 0
self.contents.draw_text(x, y, 210, 14, $game_party.item_number[1])
elsif $game_variables[8] == 1
  self.contents.draw_text(x, y, 210, 14, $game_party.item_number(2))
elsif $game_variables[8] ==2
  self.contents.draw_text(x, y, 110, 14, @actors[i].name)
end
end
x = 32
for i in 0...@actors.size
y = 6
self.contents.draw_text(x, y, 110, 14, @actors[i].name)
self.contents.draw_text(x, y, 110, 14, "Lv: #{@actors[i].level}", 2)
y += 16
draw_hp_bar(@actors[i], x, y, 112, 5)
y += 19
draw_sp_bar(@actors[i], x, y, 104, 5)
y += 19
draw_exp_bar(@actors[i], x, y, 88, 5)
y += 19
x += 130
end
x = 32
self.contents.draw_text(45, 73, 110, 14, $game_party.gold.to_s)
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if @actors.size != $game_party.actors.size
@actors = []
for i in 0...$game_party.actors.size
@actors.push($game_party.actors[i])
end
refresh
return
end
for i in 0...@actors.size
if @old_hp[i] != @actors[i].hp or
@old_sp[i] != @actors[i].sp or
@old_exp[i] != @actors[i].now_exp or
@old_level[i] != @actors[i].level or
@old_gold != $game_party.gold
refresh
@old_hp[i] = @actors[i].hp
@old_sp[i] = @actors[i].sp
@old_exp[i] = @actors[i].now_exp
@old_level[i] = @actors[i].level
@old_gold = $game_party.gold
end
end
end
#--------------------------------------------------------------------------
# * Draw HP Bar
#--------------------------------------------------------------------------
def draw_hp_bar(actor, x, y, length, thick)
width = length
height = thick
c1 = Color.new(255, 0, 0)
c2 = Color.new(155, 0, 0)
e1 = actor.hp
e2 = actor.maxhp
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# * Draw SP Bar
#--------------------------------------------------------------------------
def draw_sp_bar(actor, x, y, length, thick)
width = length
height = thick
c1 = Color.new(0, 0, 255)
c2 = Color.new(0, 0, 155)
e1 = actor.sp
e2 = actor.maxsp
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# * Draw EXP Bar
#--------------------------------------------------------------------------
def draw_exp_bar(actor, x, y, length, thick)
width = length
height = thick
c1 = Color.new(158, 208, 9)
c2 = Color.new(58, 108, 0)
e1 = actor.now_exp
e2 = actor.next_exp
if actor.next_exp == 0
e1 = 1
e2 = 1
end
self.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))
self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))
w = width * e1 / e2
for i in 0..height
r = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/height
g = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/height
b = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/height
a = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/height
self.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))
end
end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs map screen processing.
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
# * Object Aliasing
#--------------------------------------------------------------------------
alias hud_scene_map_main main
alias hud_scene_map_update update
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def main
@HUD = Window_HUD.new
hud_scene_map_main
@HUD.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
@HUD.update
hud_scene_map_update
end
end


i need the exp bar where the sp bar is. and take the sp bar out. where the exp bar is in the original, put "Ammo:" there.
and:
if the player has weapon #1 (id_1) equiped, show the value of variable #26.
if the player has weapon #2 (id_2) equiped, show the value of variable #27.
if the player has weapon #3 (id_3) equiped, show the value of variable #28.
if the player has weapon #4 (id_4) equiped, show the value of variable #29.
if the player has weapon #5 (id_5) equiped, show the value of variable #30.
if the player has weapon #6 (id_6) equiped, show the value of variable #31.
if the player has weapon #7 (id_7) equiped, show the value of variable #32.
if the player has weapon #8 (id_8) equiped, show a line like this:     -


can someone please do this? i know it take quite a bit of editing, but if someone did this for me, it would be my Dream Hud for my game!
Title: Re: need simple script edited
Post by: fadark on April 10, 2007, 03:45:05 AM
i think the part about the variables might look like this:
if $data_weapons[$data_actors[1].1].Pistol = true: show $game_variable[26]
elsif $data_weapons[$data_actors[1].2].Machine Gun = true: show $game_variable[27]
elsif $data_weapons[$data_actors[1].3].Duel Sub Machine Guns = true: show $game_variable[28]
elsif $data_weapons[$data_actors[1].4].Rifle = true: show $game_variable[29]
elsif $data_weapons[$data_actors[1].5].Sniper Rifle = true: show $game_variable[30]
elsif $data_weapons[$data_actors[1].6].Rocket Launcher = true: show $game_variable[31]
elsif $data_weapons[$data_actors[1].7].Laser Focuser = true: show $game_variable[32]
elsif $data_weapons[$data_actors[1].8].Laser Sabor = true: show "-"
else show "None"


but that's just a suggestion. i dont even know the right syntax. :P

ps. if you are confused, just follow the instructions in my first post.
Title: Re: need simple script edited
Post by: modern algebra on April 10, 2007, 05:01:09 AM
Post the graphics too, otherwise whoever makes it won't be able to test it.
Title: Re: need simple script edited
Post by: fadark on April 10, 2007, 05:53:35 AM
the graphics can be found here:
http://rmrk.net/index.php?topic=9094.0
Title: Re: need simple script edited
Post by: fadark on April 10, 2007, 04:31:32 PM
but that doesn't help getting the script

[edit] oh! you mean it would help kind people make me the script?
Title: Re: need simple script edited *cough*Blizzard*cough*
Post by: fadark on April 12, 2007, 08:07:26 PM
blizzard? anyone? pleas help :'(
Title: Re: need simple script edited *cough*Blizzard*cough*
Post by: fadark on April 15, 2007, 05:04:24 PM
*ahem*blizzard*ahem*
Title: Re: need simple script edited *cough*Blizzard*cough*
Post by: :) on April 15, 2007, 05:32:37 PM
you have more request then anyone I have seen  :o
idea make a SIMPLE game, use only RTP and show us you cna actaully make something good then people will help you more.
Title: Re: need simple script edited *cough*Blizzard*cough*
Post by: fadark on April 15, 2007, 09:52:40 PM
nobody askes me for the beta of any of my games
Title: Re: need simple script edited *cough*Blizzard*cough*
Post by: modern algebra on April 15, 2007, 10:02:33 PM
Well, finish one game. It doesn't have to be long. It doesn't even have to be good. Just make a complete game which does not need any scripts. You have over 300 posts and I think I can honestly say that 2/3 of them are requests. Once someone agrees to take on a request, you respond every 6 hours with a "done yet", or a "I neeeeed this for my game. Please finish it quickly" or a "*cough <insert name of better scripter than the slowpoke who's doing it now> *cough*". Quite simply, you seem not to recognize that people are doing you a favour when they make something for you.

Finish a game and I will write this script for you. Finish "Light's Shadow" if you like - you've already said that you are 95% done, and don't say it needs some stupid resource like a battler before it can be finished. Finish it with RTP stuff if you must and then you can update it later once you get the resources you've requested. I hope this doesn't sound too harsh, it's just a suggestion.
Title: Re: need simple script edited *cough*Blizzard*cough*
Post by: fadark on April 15, 2007, 11:26:52 PM
QuoteQuite simply, you seem not to recognize that people are doing you a favour when they make something for you.
i have no idea what you're talking about -_-

Quote[the rest of what you said]
light's shadow is at it's pre-peak. it's done except for one thing:
chokobo race
the chokobo practice rounds and stables are done but the race cant happen because i need the sprites. im currently requesting them but i haven't gotten a reply from the person i asked yet. i would call it a "complete game" but technically its not yet. so i basicly finished it.

not technically
but basicly

if you want to play it, there's now an open beta test on page 3

ps. if you do try it out, try to give me some slack when saying my storyline sucks. i hope its good enough but im bad at storylines (which is why i am making a pacman game ;D)


[edit] will you please make this script for me? becasue i doubt the game is ever gonna be 100% done
Title: Re: need simple script edited *cough*Blizzard*cough*
Post by: fadark on April 16, 2007, 09:08:34 PM
your not going to help me, are you.....?