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Cambiar imagen barra de vida

 :: RPG Maker :: Scripts

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Cambiar imagen barra de vida

Mensaje por axl1235 el 2013-03-02, 13:47

Bueno gente, eh estado revisando tutoriales, pero no lo logro hacer :S
Queria pedir a alguien ayuda, supongo que no es muy dificil.

Primero les paso el script Scene_Map 2

Spoiler:
Código:
#==============================================================================
# * Scene_Map
#------------------------------------------------------------------------------
#  It is the class which processes the map picture.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # - Draw HP Window
  #--------------------------------------------------------------------------
  def draw_hp
    # Draw HP Window
    @hp_window = Window_Sta.new
    @hp_window.back_opacity = 160
    @viewport_bor= Viewport.new(91, 26, 55, 32)
    @viewport_bor.z = 220
    @hp_slide = Plane.new(@viewport_bor)
    @hp_slide.bitmap = RPG::Cache.title("life")
    @hp_bor = Sprite.new(@viewport_bor)
    @hp_bor.bitmap = RPG::Cache.title("life_bor")
    @hp_bor.z = 240
    if $game_switches[1] == false
      @hp_slide.visible = false
      @hp_bor.visible = false
    end
  end
  #--------------------------------------------------------------------------
  # - Dispose HP Window
  #--------------------------------------------------------------------------
  def dispose_hp
    @hp_window.dispose
    @viewport_bor.dispose
    @hp_slide.dispose
    @hp_bor.dispose
  end
  #--------------------------------------------------------------------------
  # - Refresh Windows
  #--------------------------------------------------------------------------
  def re_window
    @hp_window.refresh
  end
  #--------------------------------------------------------------------------
  # - Refresh Windows
  #--------------------------------------------------------------------------
  def re_window_2
    @hp_window.visible = true
    @hp_slide.visible = true
    @hp_bor.visible = true
  end
end

Scene_Menu 1
Spoiler:
Código:
#==============================================================================
# * Scene_Menu
#------------------------------------------------------------------------------
#  It is the class which processes the menu screen.
#==============================================================================

class Scene_Menu
  #--------------------------------------------------------------------------
  # - Object initialization
  #--------------------------------------------------------------------------
  def initialize(mode_menu=1,file=0)
    @mode_menu = mode_menu
    @file_index = file
  end
  #--------------------------------------------------------------------------
  # - Main processing
  #--------------------------------------------------------------------------
  def main
    # Drawing up the command window
    @s1 = ""
    @s2 = "check"
    @s3 = "combine"
    @s4 = "Yes"
    @s5 = "No"
    @command_window = Window_Command.new(160, [@s1, @s2, @s3])
    @command_window.x = 244
    @command_window.y = 128
    @command_window.z = 240
    @command_window.active = false
    @command_window.visible = false
    @mini_command_window = Window_Command.new(160, [""])
    @mini_command_window.active = false
    @mini_command_window.visible = false
    #-----------------------------------------------
    @menu_command_window = Window_Menu.new
    @menu_command_window.index = @mode_menu
    if @mode_menu != 1 and $game_variables[1] == 0
      @menu_command_window.active = false
    else
      @menu_command_window.active = true
    end
    @file_window = Window_File_List.new
    @file_window.index = @file_index
    if @mode_menu != 0  or $game_variables[1] != 0
      @file_window.active = false
      @file_window.visible = false
    end
    # Drawing up the help window and the item window
    @help_window = Window_Item_Help.new
    @help_check_window = Window_Item_Help.new
    @help_check_window.visible = false
    @item_window = Window_Item.new
    @item_window.active = false
    @item_window.index = -1
    @item_com_window = Window_Item_com.new
    @item_com_window.opacity = 0
    @item_com_window.visible = false
    @head_window = Window_Base.new(404, 424, 236, 56)
    @sixe_window = Window_Base.new(0, 128, 404, 224)
    @Wea_SP_windows = Windows_Wea_SP.new
    # Drawing up the Item Image
    @face_windows = Window_Face.new
    @data_windows = Window_Hp.new
    @viewport= Viewport.new(148, 48, 120, 64)
    @viewport.z = 220
    @hp_slide = Plane.new(@viewport)
    @hp_slide.bitmap = RPG::Cache.title("menu")
    @hp_bor = Sprite.new
    @hp_bor.bitmap = RPG::Cache.title("menu_2")
    @hp_bor.x = 148
    @hp_bor.y = 48
    @hp_bor.z = 240
    @sprite = Sprite.new
    @sprite.visible = false
    # Help window association
    @item_window.help_window = @help_window
    # Transition execution
    Graphics.transition
    # Main loop
    loop do
      # Renewing the game picture
      Graphics.update
      # Updating the information of input
      Input.update
      # Frame renewal
      update
      # When the picture changes, discontinuing the loop
      if $scene != self
        break
      end
    end
    # Transition preparation
    Graphics.freeze
    # Releasing the window
    @help_window.dispose
    @help_check_window.dispose
    @item_window.dispose
    @item_com_window.dispose
    @command_window.dispose
    @sprite.dispose
    @mini_command_window.dispose
    @menu_command_window.dispose
    @face_windows.dispose
    @file_window.dispose
    @data_windows.dispose
    @viewport.dispose
    @hp_slide.dispose
    @hp_bor.dispose
    @head_window.dispose
    @sixe_window.dispose
    @Wea_SP_windows.dispose
  end
  #--------------------------------------------------------------------------
  # - Frame renewal
  #--------------------------------------------------------------------------
  def update
    # Renewing the window
    @help_window.update
    @help_check_window.update
    @item_window.update
    @item_com_window.update
    @command_window.update
    @sprite.update
    @mini_command_window.update
    @menu_command_window.update
    @face_windows.update
    @file_window.update
    @data_windows.update
    @viewport.update
    @hp_slide.ox += 2
    @hp_bor.update
    @head_window.update
    @sixe_window.update
    @Wea_SP_windows.update
    # When the item window is active,: Update_menu is called
    if @menu_command_window.active
      update_menu
      return
    end
    # When the item window is active,: Update_menu is called
    if @file_window.active
      update_file
      return
    end
    # When the command window is active,: Update_command is called
    if @command_window.active
      update_command
      return
    end
    # When the item window is active,: Update_item is called
    if @item_window.active
      update_item
      return
    end
    # When the item window is active,: Update_item is called
    if @mini_command_window.active
      update_mini_command
      return
    end
    # When the item window is active,: Update_item is called
    if @item_com_window.active
      update_item_com
      return
    end
  end
  #--------------------------------------------------------------------------
  # - When frame renewal (the item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # The B when button is pushed
    if Input.trigger?(Input::B)
      # Performing cancellation SE
      $game_system.se_play($data_system.cancel_se)
      # Change to menu screen
      @item_window.active = false
      @item_window.index = -1
      @menu_command_window.active = true
      return
    end
    # When C button is pushed
    if Input.trigger?(Input::C)
      # Acquiring the data which presently is selected in the item window
      @item = @item_window.item
      if @item != nil
        if @item.is_a?(RPG::Item) or @item.is_a?(RPG::Armor)
          # Performing decision SE
          $game_system.se_play($data_system.decision_se)
          @s1 = "use"
          @command_window = Window_Command.new(160, [@s1, @s2, @s3])
          @command_window.x = 244
          @command_window.y = 128
          @command_window.z = 240
        elsif @item.is_a?(RPG::Weapon)
          # Performing decision SE
          $game_system.se_play($data_system.decision_se)
          @s1 = "equip"
          @command_window = Window_Command.new(160, [@s1, @s2, @s3])
          @command_window.x = 244
          @command_window.y = 128
          @command_window.z = 240
        end
        @item_window.active = false
        @command_window.active = true
        @command_window.visible = true
      end
      return
    end
  end
end
La idea es hacer, que a medida que el monstruo te ataque cambiar la barra de vida. Algo asi seria la barra llena
Spoiler:
Supongan que me ataca un monstruo, me gustaría que cambie a esto

Spoiler:


No se si me hago entender xD

axl1235
Novato
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Créditos 76

Gracias : 2

http://www.taringa.net/axl1235

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