[Script] [ACE] Angelo HUD v2.5 - VXA - Hud Nhìn Cũng Được !
Angelo HUD v2.5 - VXA - Hud Nhìn Cũng Được !
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Script đây :
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#==============================================================================
# ■ Angelo HUD v2.5
#------------------------------------------------------------------------------
# Created by Brandon *** 8(13) customization options *** Plug N' Play!
#==============================================================================
#==================================================#
# ▼ UPDATE LOG #
#--------#--------------------------------#--------#
# v1 ● first release. #
# v1.2 ● not released, #
# ● add HUDVISIBLESWITCH #
# ● add HP, MPSWITCH #
# v1.5 ● not released, #
# ● add FONT NAME & SIZE #
# v1.8 ● not released, #
# ● add WEAPONSWITCH #
# v1.9 ● not released #
# ● *BUG* Lag #
# ● *BUG* Texts disappea- #
# rence. #
# v2 ● second release #
# ● fixed v1.9 *BUGS* #
# ● add R, G, B _BLA & #
# _BDA #
# ● *BUG* Transfer Player #
# crash. #
# v2.1 ● third release #
# ● fixed v2 *BUG* #
# ● changed update method #
# ● changed Scene_Map #
# update and dispose #
# methods. #
# ● *BUG* Lag #
# v2.2 ● fourth release #
# ● fixed v2.1 *BUG* #
# ● now HUD will only re- #
# fresh when the stats #
# change. #
# ● improved performance #
#--------#--------------------------------#--------#
# v2.5 ● current release #
# ● improved stability #
# ● added a option to link with other Angelo#
# scripts #
# ● -------------------------------- #
# ● added gold count if Angelo Menu is pre- #
# sent. #
#==================================================#
# ▼ THANKS TO: #
# ● King of Sadism #
# ● YF #
# ● Valiant #
# ● Amy Pond #
# ● Jet #
#==================================================#
#------------------------------------------------------------------------------
# ▼ Customization Options
#----------------------------#-------------------------------------------------
# ● HUD_VISIBLE_SWITCH #
#- - - - - - - - - - - - - #
# Define the switch that you want to use to turn the HUD 'ON' or 'OFF', by de-
# fault it's 1. When the switch is turned 'ON' the HUD will be turned 'ON' too,
# and when the switch is turned 'OFF' the HUD is turned 'OFF' too.
#------------------------------#-----------------------------------------------
# ● FONT_NAME & FONT_SIZE #
#- - - - - - - - - - - - - - #
# In FONTNAME you define the font that you want to use with the HUD information.
# In FONTSIZE you define the size of the font you've decided in FONTNAME.
#-------------------#----------------------------------------------------------
# ● HP_SWITCH #
#- - - - - - - - -#
# Define the switch that you want to use to turn the HP Display 'ON' or 'OFF',
# by default it's 2. When the switch is turned 'ON' the HP Display will be
# turned 'ON' too, and when the switch is turned 'OFF' the HP Display is turned
# 'OFF' too.
#-------------------#----------------------------------------------------------
# ● MP_SWITCH #
#- - - - - - - - -#
# Define the switch that you want to use to turn the MP Display 'ON' or 'OFF',
# by default it's 3. When the switch is turned 'ON' the MP Display will be
# turned 'ON' too, and when the switch is turned 'OFF' the MP Display is turned
# 'OFF' too.
#------------------------------#-----------------------------------------------
# ● WEAPON_AND_NAME_SWITCH #
#- - - - - - - - - - - - - - #
# Define the switch that you want to use to turn the Currently Equipped Weapon
# Display and Actor Name 'ON' or 'OFF', by default it's 4. When the switch is
# turned 'ON' this option will be turned 'ON' too, and when the switch is
# turned 'OFF' this option is turned 'OFF' too.
#---------------------#--------------------------------------------------------
# ● R, G, B _BLA #
#- - - - - - - - - -#
# Define the amount of each color(Red, Green, Blue) presented in the lighter a-
# rea of the Back of the HUD. By default it's black which means that R, G and B
# are setted to '0'.
#---------------------#--------------------------------------------------------
# ● R, G, B _BDA #
#- - - - - - - - - -#
# Define the amount of each color(Red, Green, Blue) presented in the darker a-
# rea of the Back of the HUD. By default it's black which means that R, G and B
# are setted to '0'.
#------------------------------------------------------------------------------
# ▼ Post Scriptum
#------------------------------------------------------------------------------
# ● "I want to turn all the HUD or only some part of her at the same time with
# the same switch, it's possible?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Yes, just set the parts you wanted in the same
# switch as the HUDVISIBLESWITCH.
#------------------------------------------------------------------------------
# ● "Which values you recommend to use in FONTSIZE?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# Use between 8 and 18, or the text will be too
# small or too bigger. But some times it depends
# on your FONTNAME.
#------------------------------------------------------------------------------
# ● "Which values you recommend to use in R, G, B _BLA and _BDA?"
#- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
# You MUST use ONLY values between 0 and 255.
#------------------------------------------------------------------------------
module ANGELO
HUD_VISIBLE_SWITCH = 1
FONT_NAME = "Times New Roman"
FONT_SIZE = 16
HP_SWITCH = 2
MP_SWITCH = 3
WEAPON_AND_NAME_SWITCH = 4
#=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT
# * * * IF YOU ARE USING OTHER ANGELO SCRIPTS, ENABLE THIS * * *
#=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT=======IMPORTANT
ENABLE_ANGELO_LINK = false
R_BLA = 0
G_BLA = 0
B_BLA = 0
R_BDA = 0
G_BDA = 0
B_BDA = 0
end
#------------------------------------------------------------------------------
# !!!!DO NOT EDIT FROM HERE UNLESS YOU KNOW WHAT YOU'RE DOING!!!!
#------------------------------------------------------------------------------
include ANGELO
class AngeloHUD < Window_Base
def initialize
super(-16, -16, Graphics.width + standard_padding * 2, Graphics.height + standard_padding * 2)
self.opacity = 0
$AngeloHUD = true
refresh
end
def refresh
self.contents.clear
self.contents.font = Font.new(FONT_NAME, FONT_SIZE)
actor = $game_party.members[0]
@hp = actor.hp
@mp = actor.mp
@mhp = actor.mhp
@mmp = actor.mmp
index = 0
colorback = Color.new(R_BLA, G_BLA, B_BLA, 150)
colorback2 = Color.new(R_BDA, G_BDA, B_BDA, 190)
if $game_switches[HUD_VISIBLE_SWITCH] == true
unless $game_switches[HP_SWITCH] == false
self.contents.fill_rect(3, 364, 238, 16, colorback)
self.contents.fill_rect(3, 368, 238, 8, colorback2)
draw_gauge(19, 353, 200, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
draw_text(40, 354, 100, 32, Vocab::hp_a)
draw_current_and_max_values(90, 358, 116, actor.hp, actor.mhp, hp_color(actor), normal_color)
end
unless $game_switches[MP_SWITCH] == false
self.contents.fill_rect(3, 395, 238, 16, colorback)
self.contents.fill_rect(3, 399, 238, 8, colorback2)
draw_gauge(19, 384, 200, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
draw_text(40, 385, 100, 32, Vocab::mp_a)
draw_current_and_max_values(90, 389, 116, actor.mp, actor.mmp, mp_color(actor), normal_color)
end
unless $game_switches[WEAPON_AND_NAME_SWITCH] == false
self.contents.fill_rect(-64 + 85, 376, 125, 19, colorback)
self.contents.fill_rect(-64 + 90, 376, 115, 19, colorback2)
draw_actor_name(actor, -40 + 92, 373, 100)
return unless actor.equips[index]
draw_icon(actor.equips[index].icon_index, -64 + 92, 372, true)#(actor.equips[index], -64 + 92, 376, true)
end
end
def hud_changed
return true if @hp != $game_party.members[0].hp
return true if @mp != $game_party.members[0].mp
return true if $game_switches[HP_SWITCH] != "OFF"
return true if $game_switches[MP_SWITCH] != "OFF"
return true if $game_switches[WEAPON_AND_NAME_SWITCH] != "OFF"
return true if $game_switches[HUD_VISIBLE_SWITCH] != "OFF"
return false
end
end
def update
super
refresh if hud_changed
end
end
class Scene_Map
alias hud_main create_all_windows
def create_all_windows
create_hud_window
hud_main
end
def create_hud_window
@hud = AngeloHUD.new
if ENABLE_ANGELO_LINK && $Menu_Angelo == true
@gold = Window_Gold.new
@gold.opacity = 0
@gold.x = 544 - @gold.contents.width - 10
@gold.y = 375
end
end
end
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