Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 Damage appears behind bars in battle
#3
Thanks for the quick reply and offer to help!

Here is the script:

Code:
class Window_Base < Window    
  alias raz_bars_base_exp draw_actor_exp
  alias raz_bars_base_parameter draw_actor_parameter
  
  #--------------------------------------------------------------------------
  # * 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
  
  #--------------------------------------------------------------------------
  # * Draw HP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  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 + 18, actor.hp, actor.maxhp, bar_width, 6, Color.new(100, 0, 0, 255), Color.new(255, 0, 0, 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
  end
  #--------------------------------------------------------------------------
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  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 + 18, actor.sp, actor.maxsp, bar_width, 6, Color.new(0, 0, 100, 255), Color.new(0, 0, 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

  def draw_actor_exp(actor, x, y)
    if actor.level == 99
    draw_slant_bar(x, y + 18, 1, 1, 190, 6, Color.new(0, 100, 0, 255), Color.new(0, 255, 0, 255))
      else
    draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, Color.new(0, 100, 0, 255), Color.new(0, 255, 0, 255))
    end
    raz_bars_base_exp(actor, x, y)
    end

    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,  para_color1, para_color2)
    raz_bars_base_parameter(actor, x, y, type)
  end
end

class Game_Actor
  #--------------------------------------------------------------------------
  # * 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


EDIT: I FIXED THE PROBLEM BY RESTORING WINDOW_BASE TO DEFAULT. SOMETHING THERE WAS PREVENTING THIS CODE FROM WORKING PROPERLY. PLEASE MARK AS SOLVED AND CLOSE.
Reply }


Messages In This Thread
Damage appears behind bars in battle - by prioran - 07-19-2011, 01:15 AM
RE: Damage appears behind bars in battle - by prioran - 07-19-2011, 07:46 PM

Possibly Related Threads…
Thread Author Replies Views Last Post
   ACBS - Atoa Custom Battle System and TP System zlsl 2 3,770 10-20-2021, 05:09 AM
Last Post: zlsl
   [RMXP] Showing skill gained by leveling up on battle result FrQise 12 10,400 05-07-2021, 02:05 PM
Last Post: FrQise
   Adding face script on Cogwheel's RTAB Battle Status rekkatsu 15 13,011 08-25-2020, 03:09 AM
Last Post: DerVVulfman
   I want to add an Atoa Custom Battle System command cut-in. zlsl 11 12,004 11-11-2019, 08:55 PM
Last Post: DerVVulfman
   Question about ACBS (Atoa Custom Battle System) aeliath 10 11,015 08-08-2019, 02:50 PM
Last Post: aeliath
   YAMI Battle symphony + Holder add on (Loop casting anim) Starmage 0 3,922 03-01-2018, 09:03 AM
Last Post: Starmage
   (RMVXace) Battle error with Tankentai's battle system, help. x( Starmage 0 3,507 02-14-2018, 04:25 PM
Last Post: Starmage
   Atoa Individual Battle Commands Geminil 3 6,241 08-02-2017, 03:17 AM
Last Post: DerVVulfman
   Problems with counteraatack addon of Atoa Custom Battle System Djigit 22 31,682 01-05-2017, 08:05 PM
Last Post: Noctis
   RMXP SKill animations too bright (overlaying the battle screen) Starmage 4 9,220 06-13-2016, 03:41 AM
Last Post: Starmage



Users browsing this thread: