HP/MP/ATB/OVERDRIVE Bars Slanted style for RTAB
Version: 2
Introduction
This script not only includes the slanted gauge bars designed by Sephiroth Spawn himself, but includes ATB bars and OD bars for use in the RTAB (Real Time Active Battle) system and the OverDrive bar system designed for RTAB by KGC.
Features
http://damalix92.free.fr/pit/screen.PNG[/img]
Script
Instructions
This script is very simple to use. Just by inserting it, you get bars for your HP, MP and the like statistics. If you're using the RTAB system, place this script underneath the RTAB scripts to replace the ATB bar with the newer one. And if you're using KGC_Overdrive (either versions 1 or 2), this script must be placed BELOW the KGC_Overdrive script so the bars replace the ones made by the OverDrive script.
FAQ
In order to work with this script, the BattleStatus Modification, Overdrive v2 and Overdrive Ringer scripts had been edited to fix the lag issue that plagued the system.
Compatibility
It works with the RMXP system in general, but it may conflict with 'bar' drawing scripts that are built into other systems, like custom menus. The ATB and OD bars are additional features that work with the RTAB and OverDrive system, but RTAB and the OverDrive script are not necessary for this script to function.
Credits and Thanks
Thanks to Cogwheel and Sephiroth Spawn, and especially DerVVulfman for solving the lag problem. It works smoothly on my 1.6 Ghz^^.
Version: 2
Introduction
This script not only includes the slanted gauge bars designed by Sephiroth Spawn himself, but includes ATB bars and OD bars for use in the RTAB (Real Time Active Battle) system and the OverDrive bar system designed for RTAB by KGC.
Features
- Graphic bars (in the Sephiroth Spawn Style) for HP, SP, EXP, and Parameter values.
- Additional ATB bar in the same style if used with the RTAB system.
- Additional OD bar in the same style if used with the OverDrive script.
http://damalix92.free.fr/pit/screen.PNG[/img]
Script
Code:
#===========================================================================
# *** HP/MP/ATB/Overdrive bar Slanted Style Compatible with RTAB ***
# *** Version 2
#---------------------------------------------------------------------------
# by Clive
# based on Cogwheel's Bars and Sephiroth Spawn's Slanted Bars.
#---------------------------------------------------------------------------
# ----- GREAT THANKS to DerVVulfman for solving the lag problem
#------This is a plug and play script so it should work without any problem!
#===========================================================================
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base < Window
alias raz_bars_base_exp draw_actor_exp
alias raz_bars_base_parameter draw_actor_parameter
#==========================================================================
# * Draw Slant Bar(by Sephiroth Spawn)
#==========================================================================
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255),
end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
#==========================================================================
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#==========================================================================
alias :draw_actor_hp_hpsp :draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
if $game_temp.in_battle
bar_width = hp_x - x + 50
else
bar_width = hp_x - x + 100
end
# Draw HP
draw_slant_bar(x, y + 12, actor.hp, actor.maxhp, bar_width, 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# Draw MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
draw_actor_hp_hpsp(actor, x, y, width)
end
#==========================================================================
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#==========================================================================
alias :draw_actor_sp_hpsp :draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
if $game_temp.in_battle
bar_width = sp_x - x + 50
else
bar_width = sp_x - x + 100
end
# Draw SP
draw_slant_bar(x, y + 12, actor.sp, actor.maxsp, bar_width, 6, bar_color = Color.new(0, 0, 155, 255), end_color = Color.new(255, 255, 255, 255))
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
#==========================================================================
# * Draw EXP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#==========================================================================
def draw_actor_exp(actor, x, y)
if actor.level == 99
draw_slant_bar(x, y + 18, 1, 1, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
else
draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(255, 255, 255, 255))
end
raz_bars_base_exp(actor, x, y)
end
#==========================================================================
# * Draw Parameter
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : parameter type (0-6)
#==========================================================================
def draw_actor_parameter(actor, x, y, type)
case type
when 0
para_color1 = Color.new(100,0,0)
para_color2 = Color.new(255,0,0)
para_begin = actor.atk
when 1
para_color1 = Color.new(100,100,0)
para_color2 = Color.new(255,255,0)
para_begin = actor.pdef
when 2
para_color1 = Color.new(100,0,100)
para_color2 = Color.new(255,0,255)
para_begin = actor.mdef
when 3
para_color1 = Color.new(50,0,100)
para_color2 = Color.new(50,0,255)
para_begin = actor.str
when 4
para_color1 = Color.new(0,100,0)
para_color2 = Color.new(0,255,0)
para_begin = actor.dex
when 5
para_color1 = Color.new(50,0,50)
para_color2 = Color.new(255,0,255)
para_begin = actor.agi
when 6
para_color1 = Color.new(0,100,100)
para_color2 = Color.new(0,255,255)
para_begin = actor.int
end
draw_slant_bar(x, y + 18, para_begin, 999, 155, 4, bar_color = para_color1,
end_color = para_color2)
raz_bars_base_parameter(actor, x, y, type)
end
#=========================================================================
# * Draw Actor ATG
# actor : Actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#=========================================================================
def draw_actor_atg(actor, x, y, width = 144, height = 5)
if @at_gauge == nil
# plus_x: revised x-coordinate
# rate_x: revised X-coordinate as (%)
# plus_y: revised y-coordinate
# plus_width: revised width
# rate_width: revised width as (%)
# height: Vertical width
# align1: Type 1 ( 0: left justify 1: center justify 2: right justify )
# align2: Type 2 ( 0: Upper stuffing 1: Central arranging 2:Lower stuffing )
# align3: Gauge type 0:Left justify 1: Right justify
@plus_x = 0
@rate_x = 0
@plus_y = 16
@plus_width = 0
@rate_width = 100
@width = @plus_width + width * @rate_width / 100
@height = 5
@align1 = 0
@align2 = 1
@align3 = 0
# Gradation settings: grade1: Empty gauge grade2:Actual gauge
# (0:On side gradation 1:Vertically gradation 2: Slantedly gradation)
grade1 = 1
grade2 = 0
# Color setting. color1: Outermost framework, color2: Medium framework
# color3: Empty framework dark color, color4: Empty framework light/write color
color1 = Color.new(0, 0, 0)
color2 = Color.new(255, 255, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(0, 0, 64, 192)
# Color setting of gauge
# Usually color setting of the time
color5 = Color.new(0, 64, 80)
color6 = Color.new(255, 255, 255)#(0, 128, 160)
# When gauge is MAX, color setting
color7 = Color.new(80, 0, 0)
color8 = Color.new(255, 255,255) #(240,0,0)
# Color setting at time of cooperation skill use
color9 = Color.new(80, 64, 32)
color10 = Color.new(255, 255, 255) #(240, 192, 96)
# Color setting at time of skill permanent residence
color11 = Color.new(80, 0, 64)
color12 = Color.new(255,255, 255) #(240, 0, 192)
# Drawing of gauge
gauge_rect_at(@width, @height, @align3, color1, color2, color3, color4,
color5, color6, color7, color8, color9, color10, color11, color12,
grade1, grade2)
end
# Variable at substituting the width of the gauge which is drawn
if actor.rtp == 0
at = (width + @plus_width) * actor.atp * @rate_width / 10000
else
at = (width + @plus_width) * actor.rt * @rate_width / actor.rtp / 100
end
# AT Width Check
if at > width
at = width
end
# Revision such as the left stuffing central posture of gauge
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
# Draw Border
for i in 0..height
self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 2 , 3,
Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + 1.5 + i, y + 12 + height - i, width - 3, 3,
Color.new(r, b, g, a))
end
# Rect_X control
if @align3 == 0
rect_x = 0
else
x += @width - at - 1
rect_x = @width - at - 1
end
# Color setting of gauge
if at == width
#Gauge drawing at the time of MAX
for i in 0..height
self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y -i +
@plus_y, @at_gauge, Rect.new(rect_x, @height * 2, at, @height))
end
else
if actor.rtp == 0
for i in 0..height
# Usually gauge drawing of the time
self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y- i +
@plus_y, @at_gauge,Rect.new(rect_x, @height, at, @height))
end
else
if actor.spell == true
for i in 0..height
#Gauge drawing at time of cooperation skill use
self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i +
@plus_y, @at_gauge, Rect.new(rect_x, @height * 3, at, @height))
end
else
for i in 0..height
# Gauge drawing at time of skill permanent residence
self.contents.blt(x + i + @plus_x + @width * @rate_x / 100, y - i +
@plus_y, @at_gauge, Rect.new(rect_x, @height * 4, at, @height))
end
end
end
end
end
end
#==============================================================================
# ** Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Draw Overdrive Meter
#--------------------------------------------------------------------------
def draw_actor_od(actor, x, y, width = 144)
rate = actor.overdrive.to_f / KGC::OD_GAUGE_MAX
plus_x = 0
rate_x = 0
plus_y = 15
plus_width = 0
rate_width = 100
height = 7
od = (width + plus_width) * actor.overdrive * rate_width / 100 /
KGC::OD_GAUGE_MAX
# Drawing of gauge
if actor.overdrive == KGC::OD_GAUGE_MAX
# Draw Silver Blue Bar
draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, od, width,
width, height, od_color1 = Color.new(0,80,200,192),
od_color2 = Color.new(255,255,255,192))
else
# Draw Green Bar
draw_slant_bar(x + plus_x + width * rate_x / 100, y + plus_y, od, width,
width, height, od_color1 = Color.new(31, 128, 0, 128),
od_color2 = Color.new(255, 255, 191))
end
end
end
[/spoiler]
Instructions
This script is very simple to use. Just by inserting it, you get bars for your HP, MP and the like statistics. If you're using the RTAB system, place this script underneath the RTAB scripts to replace the ATB bar with the newer one. And if you're using KGC_Overdrive (either versions 1 or 2), this script must be placed BELOW the KGC_Overdrive script so the bars replace the ones made by the OverDrive script.
FAQ
In order to work with this script, the BattleStatus Modification, Overdrive v2 and Overdrive Ringer scripts had been edited to fix the lag issue that plagued the system.
Compatibility
It works with the RMXP system in general, but it may conflict with 'bar' drawing scripts that are built into other systems, like custom menus. The ATB and OD bars are additional features that work with the RTAB and OverDrive system, but RTAB and the OverDrive script are not necessary for this script to function.
Credits and Thanks
Thanks to Cogwheel and Sephiroth Spawn, and especially DerVVulfman for solving the lag problem. It works smoothly on my 1.6 Ghz^^.