Medidor De HP E SP Na Batalha Do RPG Maker XP

26 de janeiro de 2012

Um script feito por XRXS que adiciona um bonito medidor de Hit Points e Spell Points durante uma batalha, num projeto, de RPG Maker XP.

Os comentários do código do script estão traduzidos para o português, o que torna bem fácil a customização (configuração) e instalação, como se pode ver logo abaixo:

Configurando

Estas linhas configuram o comportamento dos medidores. Em vermelho, está explicitado o que cada instrução faz.

HIDE = false
Apresentar o medidor de HP (false apresenta o medidor, true esconde)

ALIGN = 1
Definição da posição do medidor.

MAX = 4
Definição do número de medidores por batalha.

Copie O Seguinte Código, E Cole Acima Do Script “Main”

#################################################################
############################ XRXS ###############################
#################################################################
#Adiciona um medidor de HP e SP, apenas na batatha.
#################################################################
module XRXS_BP7
  HIDE = false #Apresentar o medidor de HP.
  ALIGN = 0    #Definição da posição do medidor.
  MAX = 4      #Definição do número de medidores por batalha.
end
#________________________________________________________________

class Window_BattleStatus < Window_Base
  alias xrxs_bp7_initialize initialize
  def initialize
    @previous_hp = []
    @previous_sp = []
    @previous_states = []
    xrxs_bp7_initialize
    if XRXS_BP7::HIDE
      self.opacity = 0
      self.back_opacity = 0
    end
  end
  def refresh
    @item_max = $game_party.actors.size
    bool = false
    for i in 0...@item_max
      actor = $game_party.actors[i]
      if (@previous_hp[i] != actor.hp) or
        (@previous_sp[i] != actor.sp) or
        (@previous_states[i] != actor.states)
        bool = true
        @previous_hp[i] = actor.hp
        @previous_sp[i] = actor.sp
        @previous_states[i] = actor.states.dup
      end
    end
    return unless bool
    max = XRXS_BP7::MAX
    @item_max = $game_party.actors.size
    self.contents.clear
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      width = [self.width*3/4 / max, 80].max
      space = self.width / max
      case XRXS_BP7::ALIGN
      when 0
        actor_x = i * space + 4
      when 1
        actor_x = (space * ((max - $game_party.actors.size)/2.0 + i)).floor
      when 2
        actor_x = (i + max - $game_party.actors.size) * space + 4
      end
      actor_x += self.x
      draw_battlestatus(i, actor_x, width)
    end
  end
  def draw_battlestatus(i, x, width)
    actor = $game_party.actors[i]
    y = 58
    draw_actor_graphic(actor, x + 10, 116)
    draw_actor_hp_meter_line(actor, x+16, y+14, width*4/5, 12)
    draw_actor_sp_meter_line(actor, x+16, y+46, width*4/5, 12)
    self.contents.font.size = 24            # HP/SP”’l‚Ì•¶Žš‚Ì‘å‚«‚³
    self.contents.font.color = Color.new(0,0,0,192)
    self.contents.draw_text(x+16, y+2, width*3/4, 24, actor.hp.to_s, 2)
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(x+14, y  , width*3/4, 24, actor.hp.to_s, 2)
    self.contents.font.color = Color.new(0,0,0,192)
    self.contents.draw_text(x+16, y+34, width*3/4, 24, actor.sp.to_s, 2)
    self.contents.font.color = actor.maxsp == 0 ? disabled_color :
                              actor.sp == 0 ? knockout_color :
                              actor.sp <= actor.maxsp / 4 ? crisis_color :
                              normal_color
    self.contents.draw_text(x+14, y+32, width*3/4, 24, actor.sp.to_s, 2)
    self.contents.font.size = 12            # —pŒêuHP/SPv‚Ì•¶Žš‚Ì‘å‚«‚³
    self.contents.font.color = Color.new(0,0,0,192)
    self.contents.draw_text(x+18, y+4 , 96, 12, $data_system.words.hp)
    self.contents.draw_text(x+18, y+36, 96, 12, $data_system.words.sp)
    self.contents.font.color = system_color # —pŒêuHP/SPv‚Ì•¶Žš‚̐F
    self.contents.draw_text(x+16, y+2 , 96, 12, $data_system.words.hp)
    self.contents.draw_text(x+16, y+34, 96, 12, $data_system.words.sp)
    draw_actor_state(actor, x+16, y+42)
  end
end
class Window_Base < Window
  def draw_actor_hp_meter_line(actor, x, y, width = 156, height = 4)
    w = width * actor.hp / actor.maxhp
    color_0 = Color.new(  0,  0,  0, 128)
    color_1 = Color.new(255,  0,  0, 192)
    color_2 = Color.new(255, 255,  0, 192)
    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, color_0)
    self.contents.draw_line(x, y, x + w, y, color_1, (height/4).floor, 
color_2)
    x -= 1
    y += (height/4).floor
    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil, color_0)
    self.contents.draw_line(x, y, x + w, y, color_1, (height/4).ceil , 
color_2)
    x -= 1
    y += (height/4).ceil
    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil, color_0)
    self.contents.draw_line(x, y, x + w, y, color_1, (height/4).ceil , 
color_2)
    x -= 1
    y += (height/4).ceil
    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, color_0)
    self.contents.draw_line(x, y, x + w, y, color_1, (height/4).floor, 
color_2)
  end
  def draw_actor_sp_meter_line(actor, x, y, width = 156, height = 4)
    return if actor.maxsp == 0
    w = width * actor.sp / actor.maxsp
    color_0 = Color.new(  0,  0,  0, 128)
    color_1 = Color.new(  0,  0, 255, 192)
    color_2 = Color.new(  0, 255, 255, 192)
    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, color_0)
    self.contents.draw_line(x, y, x + w, y, color_1, (height/4).floor, 
color_2)
    x -= 1
    y += (height/4).floor
    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , color_0)
    self.contents.draw_line(x, y, x + w, y, color_1, (height/4).ceil , 
color_2)
    x -= 1
    y += (height/4).ceil
    self.contents.fill_rect(x+8, y+4, width, (height/4).ceil , color_0)
    self.contents.draw_line(x, y, x + w, y, color_1, (height/4).ceil , 
color_2)
    x -= 1
    y += (height/4).ceil
    self.contents.fill_rect(x+8, y+4, width, (height/4).floor, color_0)
    self.contents.draw_line(x, y, x + w, y, color_1, (height/4).floor, 
color_2)
  end
  alias xrxs_bp7_draw_actor_name draw_actor_name
  def draw_actor_name(actor, x, y)
    xrxs_bp7_draw_actor_name(actor, x, y) if @draw_ban != true
  end
  alias xrxs_bp7_draw_actor_state draw_actor_state
  def draw_actor_state(actor, x, y, width = 120)
    xrxs_bp7_draw_actor_state(actor, x, y, width) if @draw_ban != true
  end
  alias xrxs_bp7_draw_actor_hp draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    xrxs_bp7_draw_actor_hp(actor, x, y, width) if @draw_ban != true
  end
  alias xrxs_bp7_draw_actor_sp draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    xrxs_bp7_draw_actor_sp(actor, x, y, width) if @draw_ban != true
  end
end
class Bitmap
  def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, 
end_color = start_color)
    distance = (start_x - end_x).abs + (start_y - end_y).abs
    if end_color == start_color
      for i in 1..distance
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
        if width == 1
          self.set_pixel(x, y, start_color)
        else
          self.fill_rect(x, y, width, width, start_color)
        end
      end
    else
      for i in 1..distance
        x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
        y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
        r = start_color.red  * (distance-i)/distance + end_color.red  * 
i/distance
        g = start_color.green * (distance-i)/distance + end_color.green * 
i/distance
        b = start_color.blue  * (distance-i)/distance + end_color.blue  * 
i/distance
        a = start_color.alpha * (distance-i)/distance + end_color.alpha * 
i/distance
        if width == 1
          self.set_pixel(x, y, Color.new(r, g, b, a))
        else
          self.fill_rect(x, y, width, width, Color.new(r, g, b, a))
        end
      end
    end
  end
end

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