HP, SP e XP Gauge no RPG Maker XP

31 de janeiro de 2012

Esse incrível script de Cogwhell, mostra as barras de HP, MP e Exp no menu sem precisar de nenhuma imagem, num jogo ou projeto do RPG Maker XP.

Pode ser muito útil para Actions RPG.

Para usar, basta copiar e colar o código abaixo em cima do script Main:

# HP/SP/EXP盗Q・[盗W痿〇貼側盗X盗N盗邸盗v盗g Ver 1.00
# 痿掏痿』・続・E盗T盗|・[盗gURL
# http://members.jcom.home.ne.jp/cogwheel/

#==============================================================================
# ・臓 Game_Actor
#------------------------------------------------------------------------------
# ・@盗A盗N盗^・[痿囃O・袖痿囁「盗N盗痿案湛痿囃%痿囁オ・B痿囁ッ痿囃,盗N盗痿案湛痿囃- Game_Actors 盗N盗痿案湛 ($game_actors)
# 痿囃,痿恍@痿≒€昵~囃%貼g痿廃痿囁ア痿囃I・AGame_Party 盗N盗痿案湛 ($game_party) 痿囁ァ痿囃F痿囃@貼Q総・痿囁ア痿囃I痿囃<痿囁オ・B
#==============================================================================

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

#==============================================================================
# ・臓 Window_Base
#------------------------------------------------------------------------------
# ・@盗Q・[盗痼・€吼~痿囃,痿囁オ痿囃7痿囃$痿囃,盗E盗B盗痿恣辛盗E痿囃,盗X・[盗p・[盗N盗痿案湛痿囃%痿囁オ・B
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ・・ HP 盗Q・[盗W痿囃,痿/痿庵・
  #--------------------------------------------------------------------------
  # 盗I盗邸盗W盗i盗痿高€囃,HP痿/痿庵・€囃O draw_actor_hp_hpsp 痿囃&痿淘コ痿楼痿・書宜
  alias :draw_actor_hp_hpsp :draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    # 痿・書若~搜ate痿囃) ・損窓・痿囃,HP/MHP痿囃O痿・B痿恍[
    if actor.maxhp != 0
      rate = actor.hp.to_f / actor.maxhp
    else
      rate = 0
    end
    # plus_x:X窓・痿ゞ痿囃,・・痿冰痿・・髄ア rate_x:X窓・痿ゞ痿囃,・・痿冰痿・・髄ア(%) plus_y:Y窓・痿ゞ痿囃,・・痿冰痿・・髄ア
    # plus_width:痿・昵~囃,痿・・髄ア rate_width:痿・昵~囃,痿・・髄ア(%) height:総c痿・・
    # align1:痿/痿庵ζ耽盗C盗v1 0:窓其痿・痿囃? 1:痿吼~痿謂€財€・ウ痿囁、 2:痿・痿・痿囃?
    # align2:痿/痿庵ζ耽盗C盗v2 0:総達痿・痿囃? 1:痿吼~痿謂€財€・ウ痿囁、 2:痿安財€・痿囃?
    # align3:盗Q・[盗W盗^盗C盗v 0:窓其痿・痿囃? 1:痿・痿・痿囃?
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # 盗O盗痿案断・[盗V盗痿‘低~恆賜=痿剪G grade1:痿甲各嘆・[盗W grade2:貼・盗Q・[盗W
    # (0:痿安≠€囃)盗O盗痿案断・[盗V盗痿‘低~・1:総c痿囃)盗O盗痿案断・[盗V盗痿‘低~・2:貼・痿囃?痿囃)盗O盗痿案断・[盗V盗痿‘低~・・盗総d)・j
    grade1 = 1
    grade2 = 0
    # 綜F綜・痿剪G・Bcolor1:邸O・g・Ccolor2:痿吼~・g
    # color3:痿甲各嘆・[盗W盗_・[盗N盗J盗痿安ー・Ccolor4:痿甲各嘆・[盗W盗痿案辰盗g盗J盗痿安ー
    # color5:貼・盗Q・[盗W盗_・[盗N盗J盗痿安ー・Ccolor6:貼・盗Q・[盗W盗痿案辰盗g盗J盗痿安ー
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
    color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
    # 痿・書若~捏p痿囃)痿/痿庵・€囁オ痿囃H盗Q・[盗W痿囃,痿・昵~囃O痿・B痿恍[
    if actor.maxhp != 0
      hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
    else
      hp = 0
    end
    # 盗Q・[盗W痿囃,痿/痿庵・
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, hp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # 盗I盗邸盗W盗i盗痿高€囃,HP痿/痿庵β叙&痿泊帋~囃O・・痿囃1総o痿囁ウ
    draw_actor_hp_hpsp(actor, x, y, width)
  end
  #--------------------------------------------------------------------------
  # ・・ SP 盗Q・[盗W痿囃,痿/痿庵・
  #--------------------------------------------------------------------------
  # 盗I盗邸盗W盗i盗痿高€囃,SP痿/痿庵・€囃O draw_actor_sp_hpsp 痿囃&痿淘コ痿楼痿・書宜
  alias :draw_actor_sp_hpsp :draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    # 痿・書若~搜ate痿囃) ・損窓・痿囃,SP/MSP痿囃O痿・B痿恍[
    if actor.maxsp != 0
      rate = actor.sp.to_f / actor.maxsp
    else
      rate = 1
    end
    # plus_x:X窓・痿ゞ痿囃,・・痿冰痿・・髄ア rate_x:X窓・痿ゞ痿囃,・・痿冰痿・・髄ア(%) plus_y:Y窓・痿ゞ痿囃,・・痿冰痿・・髄ア
    # plus_width:痿・昵~囃,痿・・髄ア rate_width:痿・昵~囃,痿・・髄ア(%) height:総c痿・・
    # align1:痿/痿庵ζ耽盗C盗v1 0:窓其痿・痿囃? 1:痿吼~痿謂€財€・ウ痿囁、 2:痿・痿・痿囃?
    # align2:痿/痿庵ζ耽盗C盗v2 0:総達痿・痿囃? 1:痿吼~痿謂€財€・ウ痿囁、 2:痿安財€・痿囃?
    # align3:盗Q・[盗W盗^盗C盗v 0:窓其痿・痿囃? 1:痿・痿・痿囃?
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # 盗O盗痿案断・[盗V盗痿‘低~恆賜=痿剪G grade1:痿甲各嘆・[盗W grade2:貼・盗Q・[盗W
    # (0:痿安≠€囃)盗O盗痿案断・[盗V盗痿‘低~・1:総c痿囃)盗O盗痿案断・[盗V盗痿‘低~・2:貼・痿囃?痿囃)盗O盗痿案断・[盗V盗痿‘低~・・盗総d)・j
    grade1 = 1
    grade2 = 0
    # 綜F綜・痿剪G・Bcolor1:邸O・g・Ccolor2:痿吼~・g
    # color3:痿甲各嘆・[盗W盗_・[盗N盗J盗痿安ー・Ccolor4:痿甲各嘆・[盗W盗痿案辰盗g盗J盗痿安ー
    # color5:貼・盗Q・[盗W盗_・[盗N盗J盗痿安ー・Ccolor6:貼・盗Q・[盗W盗痿案辰盗g盗J盗痿安ー
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(0, 64, 0, 192)
    color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
    color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
    # 痿・書若~捏p痿囃)痿/痿庵・€囁オ痿囃H盗Q・[盗W痿囃,痿・昵~囃O痿・B痿恍[
    if actor.maxsp != 0
      sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
    else
      sp = (width + plus_width) * rate_width / 100
    end
    # 盗Q・[盗W痿囃,痿/痿庵・
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, sp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # 盗I盗邸盗W盗i盗痿高€囃,SP痿/痿庵β叙&痿泊帋~囃O・・痿囃1総o痿囁ウ
    draw_actor_sp_hpsp(actor, x, y, width)
  end
  #--------------------------------------------------------------------------
  # ・・ EXP 盗Q・[盗W痿囃,痿/痿庵・
  #--------------------------------------------------------------------------
  # 盗I盗邸盗W盗i盗痿高€囃,EXP痿/痿庵・€囃O draw_actor_sp_hpsp 痿囃&痿淘コ痿楼痿・書宜
  alias :draw_actor_exp_hpsp :draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 204)
    # 痿・書若~搜ate痿囃) ・損窓・痿囃,exp/nextexp痿囃O痿・B痿恍[
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # plus_x:X窓・痿ゞ痿囃,・・痿冰痿・・髄ア rate_x:X窓・痿ゞ痿囃,・・痿冰痿・・髄ア(%) plus_y:Y窓・痿ゞ痿囃,・・痿冰痿・・髄ア
    # plus_width:痿・昵~囃,痿・・髄ア rate_width:痿・昵~囃,痿・・髄ア(%) height:総c痿・・
    # align1:痿/痿庵ζ耽盗C盗v1 0:窓其痿・痿囃? 1:痿吼~痿謂€財€・ウ痿囁、 2:痿・痿・痿囃?
    # align2:痿/痿庵ζ耽盗C盗v2 0:総達痿・痿囃? 1:痿吼~痿謂€財€・ウ痿囁、 2:痿安財€・痿囃?
    # align3:盗Q・[盗W盗^盗C盗v 0:窓其痿・痿囃? 1:痿・痿・痿囃?
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # 盗O盗痿案断・[盗V盗痿‘低~恆賜=痿剪G grade1:痿甲各嘆・[盗W grade2:貼・盗Q・[盗W
    # (0:痿安≠€囃)盗O盗痿案断・[盗V盗痿‘低~・1:総c痿囃)盗O盗痿案断・[盗V盗痿‘低~・2:貼・痿囃?痿囃)盗O盗痿案断・[盗V盗痿‘低~・・盗総d)・j
    grade1 = 1
    grade2 = 0
    # 綜F綜・痿剪G・Bcolor1:邸O・g・Ccolor2:痿吼~・g
    # color3:痿甲各嘆・[盗W盗_・[盗N盗J盗痿安ー・Ccolor4:痿甲各嘆・[盗W盗痿案辰盗g盗J盗痿安ー
    # color5:貼・盗Q・[盗W盗_・[盗N盗J盗痿安ー・Ccolor6:貼・盗Q・[盗W盗痿案辰盗g盗J盗痿安ー
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
    color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
    # 痿・書若~抛xp痿囃)痿/痿庵・€囁オ痿囃H盗Q・[盗W痿囃,痿・昵~囃O痿・B痿恍[
    if actor.next_exp != 0
      exp = (width + plus_width) * actor.now_exp * rate_width /
                                                          100 / actor.next_exp
    else
      exp = (width + plus_width) * rate_width / 100
    end
    # 盗Q・[盗W痿囃,痿/痿庵・
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, exp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # 盗I盗邸盗W盗i盗痿高€囃,EXP痿/痿庵β叙&痿泊帋~囃O・・痿囃1総o痿囁ウ
    draw_actor_exp_hpsp(actor, x, y)
  end
  #--------------------------------------------------------------------------
  # ・・ 盗Q・[盗W痿囃,痿/痿庵・
  #--------------------------------------------------------------------------
  def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    case align1
    when 1
      x += (rect_width - width) / 2
    when 2
      x += rect_width - width
    end
    case align2
    when 1
      y -= height / 2
    when 2
      y -= height
    end
    # ・g痿/痿庵・    self.contents.fill_rect(x, y, width, height, color1)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color3
      color3 = color4
      color4 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    # 痿甲各嘆・[盗W痿囃,痿/痿庵・
    self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
                                  color3, color4, grade1)
    if align3 == 1
      x += width - gauge
    end
    # 貼・盗Q・[盗W痿囃,痿/痿庵・
    self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
                                  color5, color6, grade2)
  end
end

#------------------------------------------------------------------------------
# ・@Bitmap盗N盗痿案湛痿囃)綜V痿囁サ痿囃(痿財痿拿痿囃O痿剪'痿庵≪~囁ウ痿囃<痿囁オ・B
#==============================================================================

class Bitmap
  #--------------------------------------------------------------------------
  # ・・ 痿甲・蛋痿囃O盗O盗痿案断・[盗V盗痿‘低~憮~〇貼側
  #     color1 : 盗X盗^・[盗g盗J盗痿安ー
  #     color2 : 盗G盗痿恣辛盗J盗痿安ー
  #     align  :  0:痿安≠€囃)盗O盗痿案断・[盗V盗痿‘低~・
  #               1:総c痿囃)盗O盗痿案断・[盗V盗痿‘低~・
  #               2:貼・痿囃?痿囃)盗O盗痿案断・[盗V盗痿‘低~恆i・盗総d痿囃)痿囃"痿囁ゥ痿剔許&・・j
  #--------------------------------------------------------------------------
  def gradation_rect(x, y, width, height, color1, color2, align = 0)
    if align == 0
      for i in x...x + width
        red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - x) / (width - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - x) / (width - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - x) / (width - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(i, y, 1, height, color)
      end
    elsif align == 1
      for i in y...y + height
        red   = color1.red +
                (color2.red - color1.red) * (i - y) / (height - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - y) / (height - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - y) / (height - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - y) / (height - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(x, i, width, 1, color)
      end
    elsif align == 2
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    elsif align == 3
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    end
  end
end

#==============================================================================
# ・臓 Sprite盗痿囀晋盗痿βー盗痿根
#------------------------------------------------------------------------------
# ・@盗A盗j盗・・[盗V盗痿‘低~憮~囃,邸・痿泊帋~囃O窓s痿囁「盗痿囀晋盗痿βー盗痿高€囃%痿囁オ・B
#==============================================================================

module RPG
  class Sprite < ::Sprite
    def damage(value, critical)
      dispose_damage
      if value.is_a?(Numeric)
        damage_string = value.abs.to_s
      else
        damage_string = value.to_s
      end
      bitmap = Bitmap.new(160, 48)
      bitmap.font.name = "Arial Black"
      bitmap.font.size = 32
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
      if value.is_a?(Numeric) and value < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
      if critical
        bitmap.font.size = 20
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
        bitmap.font.color.set(255, 255, 255)
        bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
      end
      @_damage_sprite = ::Sprite.new
      @_damage_sprite.bitmap = bitmap
      @_damage_sprite.ox = 80 + self.viewport.ox
      @_damage_sprite.oy = 20 + self.viewport.oy
      @_damage_sprite.x = self.x + self.viewport.rect.x
      @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
      @_damage_sprite.z = 3000
      @_damage_duration = 40
    end
    def animation(animation, hit)
      dispose_animation
      @_animation = animation
      return if @_animation == nil
      @_animation_hit = hit
      @_animation_duration = @_animation.frame_max
      animation_name = @_animation.animation_name
      animation_hue = @_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_animation_sprites = []
      if @_animation.position != 3 or not @@_animations.include?(animation)
        for i in 0..15
          sprite = ::Sprite.new
          sprite.bitmap = bitmap
          sprite.visible = false
          @_animation_sprites.push(sprite)
        end
        unless @@_animations.include?(animation)
          @@_animations.push(animation)
        end
      end
      update_animation
    end
    def loop_animation(animation)
      return if animation == @_loop_animation
      dispose_loop_animation
      @_loop_animation = animation
      return if @_loop_animation == nil
      @_loop_animation_index = 0
      animation_name = @_loop_animation.animation_name
      animation_hue = @_loop_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_loop_animation_sprites = []
      for i in 0..15
        sprite = ::Sprite.new
        sprite.bitmap = bitmap
        sprite.visible = false
        @_loop_animation_sprites.push(sprite)
      end
      update_loop_animation
    end
    def animation_set_sprites(sprites, cell_data, position)
      for i in 0..15
        sprite = sprites[i]
        pattern = cell_data[i, 0]
        if sprite == nil or pattern == nil or pattern == -1
          sprite.visible = false if sprite != nil
          next
        end
        sprite.visible = true
        sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
        if position == 3
          if self.viewport != nil
            sprite.x = self.viewport.rect.width / 2
            sprite.y = self.viewport.rect.height - 160
          else
            sprite.x = 320
            sprite.y = 240
          end
        else
          sprite.x = self.x + self.viewport.rect.x -
                      self.ox + self.src_rect.width / 2
          sprite.y = self.y + self.viewport.rect.y -
                      self.oy + self.src_rect.height / 2
          sprite.y -= self.src_rect.height / 4 if position == 0
          sprite.y += self.src_rect.height / 4 if position == 2
        end
        sprite.x += cell_data[i, 1]
        sprite.y += cell_data[i, 2]
        sprite.z = 2000
        sprite.ox = 96
        sprite.oy = 96
        sprite.zoom_x = cell_data[i, 3] / 100.0
        sprite.zoom_y = cell_data[i, 3] / 100.0
        sprite.angle = cell_data[i, 4]
        sprite.mirror = (cell_data[i, 5] == 1)
        sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
        sprite.blend_type = cell_data[i, 7]
      end
    end
  end
end

Informações adicionais

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