03-07-2008, 05:04 AM 
	
	
	Actor/Enemy HP Bars
Version: 1.1
Version: 1.1
Introduction
This script allows you to display the character's HP/SP and the Enemy's HP on the battle screen.
Screenshots
![[Image: hpbars7lh.th.png]](http://img211.imageshack.us/img211/3015/hpbars7lh.th.png)
![[Image: name3hh.th.png]](http://img145.imageshack.us/img145/448/name3hh.th.png)
![[Image: outline7cd.th.png]](http://img97.imageshack.us/img97/5448/outline7cd.th.png)
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
class Window_EnemyHP < Window_Base
  
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  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
endInstructions
Nothing much to say, you just need to paste it in a new window above main.
FAQ
<div class="tableborder"><div class="maintitle">How do I display the enemy's bar only? [url=javascript:void(0);][Show][/url]</div><div id="row2" style="display:none;">
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_EnemyHP < Window_Base
  
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  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<div class="tableborder"><div class="maintitle">How do I display the actors bars only? [url=javascript:void(0);][Show][/url]</div><div id="row2" style="display:none;">
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<div class="tableborder"><div class="maintitle">How do I make the enemy bars appear when the weapon has an element assigned? [url=javascript:void(0);][Show][/url]</div><div id="row2" style="display:none;">Replace the code for Window_EnemyHP with this one:
Code:
class Window_EnemyHP < Window_Base
  
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  end
  
  def refresh
    self.contents.clear
    for i in 0...$game_troop.enemies.size
      @enemy = $game_troop.enemies[i]
      @percent = (@enemy.hp * 100) / @enemy.maxhp
      for i in 0...$game_party.actors.size
        if $data_weapons[$game_party.actors[i].weapon_id].element_set.include?(17)
          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
  end 
end<div class="tableborder"><div class="maintitle">How do I display the enemy's name? [url=javascript:void(0);][Show][/url]</div><div id="row2" style="display:none;">After the code:
Code:
self.contents.draw_text(@enemy.screen_x - 39, @enemy.screen_y - 22, 100, 32, "#{@percent}" + "%")Code:
self.contents.draw_text(@enemy.screen_x - 45, @enemy.screen_y - 42, 100, 32, "#{@enemy.name}")<div class="tableborder"><div class="maintitle">How to add an outline around the enemies name [url=javascript:void(0);][Show][/url]</div><div id="row2" style="display:none;">Just replace Window_EnemyHP with this one:
Code:
class Window_EnemyHP < Window_Base
  
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  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.font.color = Color.new(0,0,0)
        self.contents.draw_text(@enemy.screen_x - 37, @enemy.screen_y - 24, 100, 32, "#{@percent}" + "%")
        self.contents.draw_text(@enemy.screen_x - 43, @enemy.screen_y - 44, 100, 32, "#{@enemy.name}")
        self.contents.font.color = normal_color
        self.contents.draw_text(@enemy.screen_x - 45, @enemy.screen_y - 42, 100, 32, "#{@enemy.name}")
      self.contents.draw_text(@enemy.screen_x - 39, @enemy.screen_y - 22, 100, 32, "#{@percent}" + "%")
    end
  end
end
end<div class="tableborder"><div class="maintitle">How to add an outline around enemy's/actor's name, hp and mp [url=javascript:void(0);][Show][/url]</div><div id="row2" style="display:none;">
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_EnemyHP < Window_Base
  
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  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.font.color = Color.new(0,0,0, 200)
        self.contents.draw_text(@enemy.screen_x - 37, @enemy.screen_y - 24, 100, 32, "#{@percent}" + "%")
        self.contents.draw_text(@enemy.screen_x - 43, @enemy.screen_y - 44, 100, 32, "#{@enemy.name}")
        self.contents.font.color = normal_color
        self.contents.draw_text(@enemy.screen_x - 45, @enemy.screen_y - 42, 100, 32, "#{@enemy.name}")
      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
      self.contents.font.color = Color.new(0,0,0)
      self.contents.draw_text(actor_x + 2, -2, 120, 32, actor.name)
      self.contents.draw_text(actor_x + 2, 30, 32, 32, $data_system.words.hp)
      self.contents.draw_text(actor_x + 74, 30, 48, 32, actor.hp.to_s, 2)
      self.contents.draw_text(actor_x + 2, 62, 32, 32, $data_system.words.sp)
      self.contents.draw_text(actor_x + 74, 62, 48, 32, actor.sp.to_s, 2)
      self.contents.font.color = normal_color
      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<div class="tableborder"><div class="maintitle">How to draw an anemy sp bar [url=javascript:void(0);][Show][/url]</div><div id="row2" style="display:none;">Replace the Window_EnemyHP class with this one:
Code:
class Window_EnemyHP < Window_Base
  
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  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
      @percent_sp = (@enemy.sp * 100) / @enemy.maxsp
      unless @enemy.hp == 0
      draw_slant_bar(@enemy.screen_x - 55, @enemy.screen_y - 20, @enemy.hp, @enemy.maxhp, width = 75, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
      draw_slant_bar(@enemy.screen_x - 55, @enemy.screen_y, @enemy.sp, @enemy.maxsp, width = 75, height = 6, bar_color = Color.new(0, 0, 150, 255), end_color = Color.new(60, 255, 255, 255))
      self.contents.draw_text(@enemy.screen_x - 39, @enemy.screen_y - 32, 100, 32, "#{@percent}" + "%")
      self.contents.draw_text(@enemy.screen_x - 39, @enemy.screen_y - 12, 100, 32, "#{@percent_sp}" + "%")
    end
  end
end
endCredits and Thanks
Credits and thanks to SephirothSpawn for the gradient bars script.
Thanks to Queed for the original code I based this script on.
Author's Notes
Enjoy.

 
 
 Actor/Enemy HP Bars
 Actor/Enemy HP Bars