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(REQUEST) Make a HUD script for my game.

Started by Roll Chan, March 27, 2010, 11:23:46 AM

0 Members and 2 Guests are viewing this topic.

Mr_Wiggles

k, do you wanna control it by variables. (map x, map Y)
[spoiler]
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com

[/spoiler]

Roll Chan

I have never really understanded the use of variables.
If you want to, can you make a demo of it?

Mr_Wiggles

#27
yea sure no problem.

[Updated]

Demo attached with how to use the world map, it is set up so that the map can be any size, you can move it around with the arrow keys as well.
[spoiler]
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com

[/spoiler]

Roll Chan

Thank you!

BTW: Mspaint isn't good for portraits, but exelent for spriting.

Mr_Wiggles

[spoiler]
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com

[/spoiler]

Roll Chan

Me too, but mspaint is good for small edits.

Roll Chan

Could you make a script that enables you to have more then 4 frames on a player (or character)?

I want the character sprites to include (4F). It means the sprite has 4 frames, While (8F) is 8 frames.
It should allow a more smooth walking animation.


(i have an example sprite attached.)

EDIT: oops, i pressed the new reply button instead of the edit button.

Mr_Wiggles

#32
Actually i have a script that some one else made that allows you to do that.

If the English sounds a little odd, its because I translated it.

#==============================================================================
# Increase in migratory pattern Ver 1.00
# Distributor support URL
# By COGHWELL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# The script allows the image of the character has more
# Than 4 frames.
#
# To set the amount of frames enough to define the name
# Image as follows.
#
# Hero[X].png
#
# In place of X place the desired amount of frames
#==============================================================================


#==============================================================================
# ? Game_Character (Split Definition 2)
#------------------------------------------------------------------------------
# Handle character classes. This class Game_Player Game_Event class
# Is used as a superclass of the class.
#==============================================================================

class Game_Character
 #--------------------------------------------------------------------------
 # ? Frame update
 #--------------------------------------------------------------------------
 def update
   # During a jump, move, branch stopped
   if jumping?
     update_jump
   elsif moving?
     update_move
   else
     update_stop
   end
 # If the count exceeds the maximum Animation
 # ? The maximum speed of 18 moves from the base value minus 1 *
 # Filename [n] if contains the normal (n-1) / 4 speed pattern update
   if @character_name[/\[(\d+)\]/]
     @anime_count = 20 if @anime_count > 0 and @pattern == @original_pattern
     if @anime_count * ($1.to_i - 1) / 4 > 18 - @move_speed * 2
       # If the animation is stopped at the stop and OFF
       if not @step_anime and @stop_count > 0
         # Back to the original pattern
         @pattern = @original_pattern
      # ON when stopped while anime or if the move
       else
        # Update pattern
         @pattern = @pattern % ($1.to_i - 1) + 1
       end
      # Clear animation count
       @anime_count = 0
     end
   else
   # Handle regular updating of the character pattern (just copy and paste the default process)
     if @anime_count > 18 - @move_speed * 2
       # If the animation is stopped at the stop and OFF
       if not @step_anime and @stop_count > 0
         # Restore the original pattern
         @pattern = @original_pattern
       # ON when stopped while anime or if the move
       else
        # Update pattern
         @pattern = (@pattern + 1) % 4
       end
       # Clear animation count
       @anime_count = 0
     end
   end
   # If it is waiting
   if @wait_count > 0
    # Reduce wait time
     @wait_count -= 1
     return
   end
   # If you are forced migration route
   if @move_route_forcing
     # Move Custom
     move_type_custom
     return
   end
   # If you run an event waiting or locked
   if @starting or lock?
     # Mobility is no
     return
   end
   # Stop a certain value count (calculated from the frequency of movement) exceeds
   if @stop_count > (40 - @move_frequency * 2) * (6 - @move_frequency)
     # Branch movement type
     case @move_type
     when 1  # Random
       move_type_random
     when 2  # Aproach
       move_type_toward_player
     when 3  # Custom
       move_type_custom
     end
   end
 end
end

#==============================================================================
# ? Sprite_Character
#------------------------------------------------------------------------------
# The sprite character display. Game_Character an instance of the class
# Monitor and automatically alters the state of the sprite.
#==============================================================================

class Sprite_Character < RPG::Sprite
 #--------------------------------------------------------------------------
 # ? Frame update
 #--------------------------------------------------------------------------
 def update
   super
   # Tile ID, file name, if different from current ones in any color
   if @tile_id != @character.tile_id or
      @character_name != @character.character_name or
      @character_hue != @character.character_hue
     # Tile ID file name, remember the hue
     @tile_id = @character.tile_id
     @character_name = @character.character_name
     @character_hue = @character.character_hue
     # If tile ID value is valid
     if @tile_id >= 384
       self.bitmap = RPG::Cache.tile($game_map.tileset_name,
         @tile_id, @character.character_hue)
       self.src_rect.set(0, 0, 32, 32)
       self.ox = 16
       self.oy = 32
     # If tile ID value is invalid
     else
       self.bitmap = RPG::Cache.character(@character.character_name,
         @character.character_hue)
       # Filename [n] containing the case next to the number of variations: n, Length: 4 considered
       if @character.character_name[/\[(\d+)\]/]
         @cw = bitmap.width / $1.to_i
         @ch = bitmap.height / 4
       # Filename [D] does not contain, beside the usual: 04, height: 4 and
       else
         @cw = bitmap.width / 4
         @ch = bitmap.height / 4
       end
       self.ox = @cw / 2
       self.oy = @ch
     end
   end
   # Set the visible state
   self.visible = (not @character.transparent)
   # If the character graphics
   if @tile_id == 0
     # Set the source rectangle
     sx = @character.pattern * @cw
     sy = (@character.direction - 2) / 2 * @ch
     self.src_rect.set(sx, sy, @cw, @ch)
   end
   # Set sprite coordinates
   self.x = @character.screen_x
   self.y = @character.screen_y
   self.z = @character.screen_z(@ch)
   # Opacity, synthetic methods, and set the depth of bush
   self.opacity = @character.opacity
   self.blend_type = @character.blend_type
   self.bush_depth = @character.bush_depth
   # Animation
   if @character.animation_id != 0
     animation = $data_animations[@character.animation_id]
     animation(animation, true)
     @character.animation_id = 0
   end
 end
end


# If you change the notations used in the menu screen graphic patterns often incidentally

#==============================================================================
# ? Window_Base
#------------------------------------------------------------------------------
# Super class of all windows in the game.
#==============================================================================

class Window_Base < Window
 #--------------------------------------------------------------------------
 # Graphics rendering ?
 # Actor: actor
 # X: X coordinate which to draw
 # Y: Y coordinate which to draw
 #--------------------------------------------------------------------------
 def draw_actor_graphic (actor, x, y)
   bitmap = RPG::Cache.character (actor.character_name, actor.character_hue)
   if actor.character_name [/\[(\d+)\]/]
     cw = bitmap.width / $1.to_i
     ch = bitmap.height / 4
   else
     cw = bitmap.width / 4
     ch = bitmap.height / 4
   end
   src_rect = Rect.new (0, 0, cw, ch)
   self.contents.blt (x - cw / 2, y - ch, bitmap, src_rect)
 end
end

#==============================================================================
# ? Window_SaveFile
#------------------------------------------------------------------------------
# To save screen and load screens, save the file window.
#==============================================================================

class Window_SaveFile < Window_Base
 #--------------------------------------------------------------------------
 # Refresh ?
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   # Draw a file number
   self.contents.font.color = normal_color
   name = "File#(@ file_index + 1)"
   self.contents.draw_text(4, 0, 600, 32, name)
   @name_width = contents.text_size(name).width
   # If the file is saved
   if @file_exist
     # Draw a character
     for i in 0 ... @characters.size
       bitmap = RPG::Cache.character(@characters[i] [0], @characters[i] [1])
       if @characters[i] [0] [/\[(\d+)\]/]
         cw = bitmap.width / $1.to_i
         ch = bitmap.height / 4
       else
         cw = bitmap.width / 4
         ch = bitmap.height / 4
       end
       src_rect = Rect.new(0, 0, cw, ch)
       x = 300 - @characters.size * 32 + i * 64 - cw / 2
       self.contents.blt (x, 68 - ch, bitmap, src_rect)
     end
     # Draw Play time
     hour = @total_sec / 60 / 60
     min = @total_sec / 60% 60
     sec = @total_sec% 60
     time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
     self.contents.font.color = normal_color
     self.contents.draw_text(4, 8, 600, 32, time_string, 2)
     # Draw a time stamp
     self.contents.font.color = normal_color
     time_string = @time_stamp.strftime("%Y/%m/%d%H:%M")
     self.contents.draw_text(4, 40, 600, 32, time_string, 2)
   end
 end
end

#==============================================================================
# ? Game_Player
#------------------------------------------------------------------------------
# Handle class player. Decision and the event starts, and scroll the map
# Have a function. Instances of this class is $game_player reference.
#==============================================================================

class Game_Player < Game_Character
 #--------------------------------------------------------------------------
 # Update Animation ?
 #--------------------------------------------------------------------------
 def anime_update
   # If the count exceeds the maximum Animation
   # The maximum speed of 18 moves from the base value minus 1 *
   # Filename [n] if contains the normal (n-1) / 4 speed pattern update
   if @character_name [/\[(\d+)\]/]
     @anime_count = 20 if @anime_count > 0 and @pattern == @original_pattern
     if @anime_count * ($1.to_i - 1) / 4 > 18 - @move_speed * 2
       # If the animation is stopped at the stop and OFF
       if not @step_anime and @stop_count> 0
         # Restore the original pattern
         @pattern = @original_pattern
       # ON when stopped while anime or if the move
       else
         # Update pattern
         @pattern = @pattern % ($1.to_i - 1) + 1
       end
       # Clear animation count
       @anime_count = 0
     end
   else
   # Handle regular updating of the character pattern (just copy and paste the default process)
     if @anime_count > 18 - @move_speed * 2
       # If the animation is stopped at the stop and OFF
       if not @step_anime and @stop_count > 0
         # Restore the original pattern
         @pattern = @original_pattern
       # ON when stopped while anime or if the move
       else
         # Update pattern
         @pattern = (@pattern + 1) % 4
       end
       # Clear animation count
       @anime_count = 0
     end
   end
 end
end
[spoiler]
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com

[/spoiler]

Roll Chan


Mr_Wiggles

In which order are they in the data base?

Is this script above or bellow the pixel movement?

Also try to put it in there in a different position. "like above everything, if its bellow everything"
[spoiler]
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com

[/spoiler]

Roll Chan