Actor/Enemy HP Bars
by Raziel Version: 1.1
July 14 2006
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Introduction
This script allows you to display the character's HP/SP and the Enemy's HP on the battle screen.
Script
Post this in a new window above main
Code:
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
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
end
def refresh
self.contents.clear
for i in 0...$game_troop.enemies.size
@enemy = $game_troop.enemies[i]
@percent = (@enemy.hp * 100) / @enemy.maxhp
unless @enemy.hp == 0
draw_slant_bar(@enemy.screen_x - 55, @enemy.screen_y - 10, @enemy.hp, @enemy.maxhp, width = 75, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
self.contents.draw_text(@enemy.screen_x - 39, @enemy.screen_y - 22, 100, 32, "#{@percent}" + "%")
end
end
end
end
class Scene_Battle
alias raz_update update
alias raz_update_phase5 update_phase5
alias raz_update_phase4_step1 update_phase4_step1
alias raz_update_phase4_step5 update_phase4_step5
alias raz_enemy_hp_main main
def main
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
@enemy_window = Window_EnemyHP.new
@enemy_window.z = 95
raz_enemy_hp_main
@enemy_window.dispose
end
def update
@enemy_window.update
raz_update
end
def update_phase5
# If wait count is larger than 0
if @phase5_wait_count > 0
# Decrease wait count
@phase5_wait_count -= 1
# If wait count reaches 0
if @phase5_wait_count == 0
@enemy_window.visible = false
# Show result window
@result_window.visible = true
# Clear main phase flag
$game_temp.battle_main_phase = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
end
return
end
raz_update_phase5
end
def update_phase4_step1
raz_update_phase4_step1
@enemy_window.refresh
end
def update_phase4_step5
# Hide help window
@help_window.visible = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
raz_update_phase4_step5
end
end
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 320, 640, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# * Set Level Up Flag
# actor_index : actor index
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor_x = i * 160 + 4
draw_slant_bar(actor_x, 55, actor.hp, actor.maxhp, 120)
draw_slant_bar(actor_x, 88, actor.sp, actor.maxsp, 120, 6, bar_color = Color.new(150, 0, 150, 255), end_color = Color.new(0, 0, 255, 255))
draw_actor_name(actor, actor_x, 0)
draw_actor_hp(actor, actor_x, 32, 120)
draw_actor_sp(actor, actor_x, 64, 120)
if @level_up_flags[i]
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, actor_x, 96)
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Slightly lower opacity level during main phase
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
Instructions
Nothing much to say, you just need to paste it in a new window above main.
FAQ
How do I display the enemy's bar only?
Code:
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
def refresh
self.contents.clear
for i in 0...$game_troop.enemies.size
@enemy = $game_troop.enemies[i]
@percent = (@enemy.hp * 100) / @enemy.maxhp
unless @enemy.hp == 0
draw_slant_bar(@enemy.screen_x - 55, @enemy.screen_y - 10, @enemy.hp, @enemy.maxhp, width = 75, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
self.contents.draw_text(@enemy.screen_x - 39, @enemy.screen_y - 22, 100, 32, "#{@percent}" + "%")
end
end
end
end
class Scene_Battle
alias raz_update update
alias raz_update_phase5 update_phase5
alias raz_update_phase4_step1 update_phase4_step1
alias raz_update_phase4_step5 update_phase4_step5
alias raz_enemy_hp_main main
def main
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
@enemy_window = Window_EnemyHP.new
@enemy_window.z = 95
raz_enemy_hp_main
@enemy_window.dispose
end
def update
@enemy_window.update
raz_update
end
def update_phase5
# If wait count is larger than 0
if @phase5_wait_count > 0
# Decrease wait count
@phase5_wait_count -= 1
# If wait count reaches 0
if @phase5_wait_count == 0
@enemy_window.visible = false
# Show result window
@result_window.visible = true
# Clear main phase flag
$game_temp.battle_main_phase = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
end
return
end
raz_update_phase5
end
def update_phase4_step1
raz_update_phase4_step1
@enemy_window.refresh
end
def update_phase4_step5
# Hide help window
@help_window.visible = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
raz_update_phase4_step5
end
end
How do I display the actors bars only?
Code:
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
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
end
class Window_BattleStatus < Window_Base
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
actor_x = i * 160 + 4
draw_slant_bar(actor_x, 55, actor.hp, actor.maxhp, 120)
draw_slant_bar(actor_x, 88, actor.sp, actor.maxsp, 120, 6, bar_color = Color.new(150, 0, 150, 255), end_color = Color.new(0, 0, 255, 255))
draw_actor_name(actor, actor_x, 0)
draw_actor_hp(actor, actor_x, 32, 120)
draw_actor_sp(actor, actor_x, 64, 120)
if @level_up_flags[i]
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, actor_x, 96)
end
end
end
end
How do I make the enemy bars appear when the weapon has an element assigned?
Replace the code for Window_EnemyHP with this one: