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HP/SP/EXP Bars by Tsunokiette

0 Members and 1 Guest are viewing this topic.

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
Just place this in a new script right bellow Window_Base.

Code: [Select]
  #------------------------------------------------------------------------------
   # Begin Game_Actor Edit
   #------------------------------------------------------------------------------
   class Game_Actor < Game_Battler
      #--------------------------------------------------------------------------
      # * Return the exp needed to reach the next level
      #--------------------------------------------------------------------------
      def needed_exp(current_lvl)
         return @exp_list[current_lvl + 1]
      end
      #--------------------------------------------------------------------------
      # * Return the currently gained exp
      #--------------------------------------------------------------------------
      def gained_exp(current_lvl,current_exp)
         return (current_exp - @exp_list[current_lvl])
       end
      #--------------------------------------------------------------------------
      # * Return the current level
      #--------------------------------------------------------------------------
      def lvl
         return @level
      end
   end
   #------------------------------------------------------------------------------
   # End Game_Actor Edit
   #------------------------------------------------------------------------------

   #------------------------------------------------------------------------------
   # Begin Window_Base Edit
   #------------------------------------------------------------------------------
   class Window_Base < Window
      #--------------------------------------------------------------------------
      # * Draw HP Bar
      #--------------------------------------------------------------------------
      def draw_hp_bar(actor,x,y,w = 202)
         #get hp and max hp
         hp = actor.hp
         max_hp = actor.maxhp
         #define colors to be used
         border_color = Color.new(0,0,0,255)
         line1_color = Color.new(0,145,0,255)
         line2_color = Color.new(0,176,0,255)
         line3_color = Color.new(0,215,0,255)
         line4_color = Color.new(0,253,0,255)
         line5_color = Color.new(0,215,0,255)
         line6_color = Color.new(0,176,0,255)
         line7_color = Color.new(0,145,0,255)
         line8_color = Color.new(0,120,0,255)
         empty_color = Color.new(75,75,75,255)
         #get widths and x's
         line_width = (((hp * 1.0) / max_hp) * (w - 2))
         empty_width = ((w - 2) - line_width)
         empty_x = ((x + 1) + line_width)
         #make border Rects
         border1 = Rect.new(x, y, w, 1)
         border2 = Rect.new(x, y + 9, w, 1)
         border3 = Rect.new(x, y + 1, 1, 8)
         border4 = Rect.new(x + (w - 1), y + 1, 1, 8)
         #make line Rects
         line1 = Rect.new(x + 1, y + 1, line_width, 1)
         line2 = Rect.new(x + 1, y + 2, line_width, 1)
         line3 = Rect.new(x + 1, y + 3, line_width, 1)
         line4 = Rect.new(x + 1, y + 4, line_width, 1)
         line5 = Rect.new(x + 1, y + 5, line_width, 1)
         line6 = Rect.new(x + 1, y + 6, line_width, 1)
         line7 = Rect.new(x + 1, y + 7, line_width, 1)
         line8 = Rect.new(x + 1, y + 8, line_width, 1)
         #make empty Rect
         empty = Rect.new(empty_x, y + 1, empty_width, 8)
         #fill border Rects
         self.contents.fill_rect(border1,border_color)
         self.contents.fill_rect(border2,border_color)
         self.contents.fill_rect(border3,border_color)
         self.contents.fill_rect(border4,border_color)
         #fill line Rects
         self.contents.fill_rect(line1,line1_color)
         self.contents.fill_rect(line2,line2_color)
         self.contents.fill_rect(line3,line3_color)
         self.contents.fill_rect(line4,line4_color)
         self.contents.fill_rect(line5,line5_color)
         self.contents.fill_rect(line6,line6_color)
         self.contents.fill_rect(line7,line7_color)
         self.contents.fill_rect(line8,line8_color)
         #fill empty Rect
         self.contents.fill_rect(empty,empty_color)
      end
      #--------------------------------------------------------------------------
      # * Draw SP Bar
      #--------------------------------------------------------------------------
      def draw_sp_bar(actor,x,y,w = 202)
         #get sp and max sp
         sp = actor.sp
         max_sp = actor.maxsp
         #get percentage width
         percentage_width = ((w - 2) / 100)
         #define colors to be used
         border_color = Color.new(0,0,0,255)
         line1_color = Color.new(112,0,223,255)
         line2_color = Color.new(130,4,255,255)
         line3_color = Color.new(155,55,255,255)
         line4_color = Color.new(170,85,255,255)
         line5_color = Color.new(155,55,255,255)
         line6_color = Color.new(130,4,255,255)
         line7_color = Color.new(112,0,223,255)
         line8_color = Color.new(88,0,176,255)
         empty_color = Color.new(75,75,75,255)
         #get widths and x's
         line_width = (((sp * 1.0) / max_sp) * (w - 2))
         empty_width = ((w - 2) - line_width)
         empty_x = ((x + 1) + line_width)
         #make border Rects
         border1 = Rect.new(x, y, w, 1)
         border2 = Rect.new(x, y + 9, w, 1)
         border3 = Rect.new(x, y + 1, 1, 8)
         border4 = Rect.new(x + (w - 1), y + 1, 1, 8)
         #make line Rects
         line1 = Rect.new(x + 1, y + 1, line_width, 1)
         line2 = Rect.new(x + 1, y + 2, line_width, 1)
         line3 = Rect.new(x + 1, y + 3, line_width, 1)
         line4 = Rect.new(x + 1, y + 4, line_width, 1)
         line5 = Rect.new(x + 1, y + 5, line_width, 1)
         line6 = Rect.new(x + 1, y + 6, line_width, 1)
         line7 = Rect.new(x + 1, y + 7, line_width, 1)
         line8 = Rect.new(x + 1, y + 8, line_width, 1)
         #make empty Rect
         empty = Rect.new(empty_x, y + 1, empty_width, 8)
         #fill border Rects
         self.contents.fill_rect(border1,border_color)
         self.contents.fill_rect(border2,border_color)
         self.contents.fill_rect(border3,border_color)
         self.contents.fill_rect(border4,border_color)
         #fill line Rects
         self.contents.fill_rect(line1,line1_color)
         self.contents.fill_rect(line2,line2_color)
         self.contents.fill_rect(line3,line3_color)
         self.contents.fill_rect(line4,line4_color)
         self.contents.fill_rect(line5,line5_color)
         self.contents.fill_rect(line6,line6_color)
         self.contents.fill_rect(line7,line7_color)
         self.contents.fill_rect(line8,line8_color)
         #fill empty Rect
         self.contents.fill_rect(empty,empty_color)
      end
      #--------------------------------------------------------------------------
      # * Draw EXP Bar
      #--------------------------------------------------------------------------
      def draw_exp_bar(actor,x,y,w = 202)
         #get exp and needed exp
         exp = actor.exp
         gained_exp = actor.gained_exp(actor.lvl,exp)
         needed_exp = actor.needed_exp(actor.lvl)
         #define colors to be used
         border_color = Color.new(0,0,0,255)
         line1_color = Color.new(140,140,0,255)
         line2_color = Color.new(157,157,0,255)
         line3_color = Color.new(170,170,0,255)
         line4_color = Color.new(196,196,0,255)
         line5_color = Color.new(170,170,0,255)
         line6_color = Color.new(157,157,0,255)
         line7_color = Color.new(140,140,0,255)
         line8_color = Color.new(128,128,0,255)
         empty_color = Color.new(75,75,75,255)
         #get widths and x's
         line_width = (((gained_exp * 1.0) / needed_exp) * (w - 2))
         empty_width = ((w - 2) - line_width)
         empty_x = ((x + 1) + line_width)
         #make border Rects
         border1 = Rect.new(x, y, w, 1)
         border2 = Rect.new(x, y + 9, w, 1)
         border3 = Rect.new(x, y + 1, 1, 8)
         border4 = Rect.new(x + (w - 1), y + 1, 1, 8)
         #make line Rects
         line1 = Rect.new(x + 1, y + 1, line_width, 1)
         line2 = Rect.new(x + 1, y + 2, line_width, 1)
         line3 = Rect.new(x + 1, y + 3, line_width, 1)
         line4 = Rect.new(x + 1, y + 4, line_width, 1)
         line5 = Rect.new(x + 1, y + 5, line_width, 1)
         line6 = Rect.new(x + 1, y + 6, line_width, 1)
         line7 = Rect.new(x + 1, y + 7, line_width, 1)
         line8 = Rect.new(x + 1, y + 8, line_width, 1)
         #make empty Rect
         empty = Rect.new(empty_x, y + 1, empty_width, 8)
         #fill border Rects
         self.contents.fill_rect(border1,border_color)
         self.contents.fill_rect(border2,border_color)
         self.contents.fill_rect(border3,border_color)
         self.contents.fill_rect(border4,border_color)
         #fill line Rects
         self.contents.fill_rect(line1,line1_color)
         self.contents.fill_rect(line2,line2_color)
         self.contents.fill_rect(line3,line3_color)
         self.contents.fill_rect(line4,line4_color)
         self.contents.fill_rect(line5,line5_color)
         self.contents.fill_rect(line6,line6_color)
         self.contents.fill_rect(line7,line7_color)
         self.contents.fill_rect(line8,line8_color)
         #fill empty Rect
         self.contents.fill_rect(empty,empty_color)
       end
      end
   #------------------------------------------------------------------------------
   # End Window_Base Edit
   #------------------------------------------------------------------------------


Now in the window you want to show the bars in, just do this -

For HP -
Code: [Select]
draw_hp_bar(actor,x position,y position,width)


For SP
Code: [Select]
draw_sp_bar(actor,x position,y position,width)


For EXP
Code: [Select]
draw_exp_bar(actor,x position,y position,width)
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep:
Level 90
Where do I put the things?
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
Quote from: Neko
Where do I put the things?


in the refresh method of the chosen menu

EDIT: the bars should look something like this-

HP-

SP-

EXP-


NOTE: you can change the colors if you want

everywhere you see

Code: [Select]
#define colors to be used
border_color = Color.new(0,0,0,255)
line1_color = Color.new(140,140,0,255)
line2_color = Color.new(157,157,0,255)
line3_color = Color.new(170,170,0,255)
line4_color = Color.new(196,196,0,255)
line5_color = Color.new(170,170,0,255)
line6_color = Color.new(157,157,0,255)
line7_color = Color.new(140,140,0,255)
line8_color = Color.new(128,128,0,255)
empty_color = Color.new(75,75,75,255)


the first three numbers are the r,b,g values, just keep the fourth one 255, that's the opacity.

the lines are numbered 1-8 from top to bottem (the colored ones)
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep:
Level 90
error =\ Im not sure how to edit this stuff so could you like make it so it has all the bars for me? Lol I dont mean to beg, but I dont understand what to do.
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
Quote from: Neko
error =\ Im not sure how to edit this stuff so could you like make it so it has all the bars for me? Lol I dont mean to beg, but I dont understand what to do.


kk, where do you want them, and are you using the default systems?
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep:
Level 90
:O_o: ? Umm I want the at the top left corner and what do you mean by default?
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
Quote from: Neko
:O_o: ? Umm I want the at the top left corner and what do you mean by default?


I mean, if you want them in the menu/battle system, are you using the default systems.

So you want it on the map. right?

add this above main - (should work)

Code: [Select]
Window_Bars < Window_Base
   def initialize
      super(0,0,234,158)
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.font.name = 'Times New Roman'
      self.contents.font.size = 22
      refresh_stats
   end
   def refresh_stats
      self.contents.clear
      actor = $game_party.actors[1]
      draw_actor_hp(actor,0,0,202)
      draw_hp_bar(actor,0,32)
      draw_actor_sp(actor,0,42,202)
      draw_sp_bar(actor,0,74)
      draw_actor_exp(actor,0,84)
      draw_exp_bar(actor,0,116)
   end
   def update
      refresh_stats
   end
end
class Scene_Map
   def main
      @spriteset = Spriteset_Map.new
      @message_window = Window_Message.new
      @bar_window = Window_Bars.new
      Graphics.transition
      loop do
         Graphics.update
         Input.update
         update
         if $scene != self
            break
         end
      end
      Graphics.freeze
      @spriteset.dispose
      @message_window.dispose
      @bar_window.dispose
      if $scene.is_a?(Scene_Title)
         Graphics.transition
         Graphics.freeze
      end
   end
   def update
      loop do
         $game_map.update
         $game_system.map_interpreter.update
         $game_player.update
         $game_system.update
         $game_screen.update
         unless $game_temp.player_transferring
            break
         end
         transfer_player
         if $game_temp.transition_processing
            break
         end
      end
      @spriteset.update
      @message_window.update
      @bar_window.update
      if $game_temp.gameover
         $scene = Scene_Gameover.new
         return
      end
      if $game_temp.to_title
         $scene = Scene_Title.new
         return
      end
      if $game_temp.transition_processing
         $game_temp.transition_processing = false
         if $game_temp.transition_name == ""
            Graphics.transition(20)
         else
            Graphics.transition(40, "Graphics/Transitions/" +
            $game_temp.transition_name)
         end
      end
      if $game_temp.message_window_showing
         return
      end
      if $game_player.encounter_count == 0 and $game_map.encounter_list != []
         unless $game_system.map_interpreter.running? or
            $game_system.encounter_disabled
            $game_temp.battle_calling = true
            $game_temp.battle_can_escape = true
            $game_temp.battle_can_lose = false
            $game_temp.battle_proc = nil
            n = rand($game_map.encounter_list.size)
            $game_temp.battle_troop_id = $game_map.encounter_list[n]
         end
      end
      if Input.trigger?(Input::B)
         unless $game_system.map_interpreter.running? or
            $game_system.menu_disabled
            $game_temp.menu_calling = true
            $game_temp.menu_beep = true
         end
      end
      if $DEBUG and Input.press?(Input::F9)
         $game_temp.debug_calling = true
      end
      unless $game_player.moving?
         if $game_temp.battle_calling
            call_battle
         elsif $game_temp.shop_calling
            call_shop
         elsif $game_temp.name_calling
            call_name
         elsif $game_temp.menu_calling
            call_menu
         elsif $game_temp.save_calling
            call_save
         elsif $game_temp.debug_calling
            call_debug
         end
    end
end
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep:
Level 90
It says syntax error =\
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
Quote from: Neko
It says syntax error =\


it would help if you gave me the line... :|
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep:
Level 90
Syntax error line 22 so far.. I would fix it, but I have no clue how to do ruby =\
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
Quote from: Neko
Syntax error line 22 so far.. I would fix it, but I have no clue how to do ruby =\


kk, I made just a little oopsie, Window_Bars was supposed to be class Window_Bars, but that's fixed now, here yoos go.

Code: [Select]
class Window_Bars < Window_Base
   def initialize
      super(0,0,234,158)
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.font.name = 'Times New Roman'
      self.contents.font.size = 22
      refresh_stats
   end
   def refresh_stats
      self.contents.clear
      actor = $game_party.actors[1]
      draw_actor_hp(actor,0,0,202)
      draw_hp_bar(actor,0,32)
      draw_actor_sp(actor,0,42,202)
      draw_sp_bar(actor,0,74)
      draw_actor_exp(actor,0,84)
      draw_exp_bar(actor,0,116)
   end
   def update
      refresh_stats
   end
end
class Scene_Map
   def main
      @spriteset = Spriteset_Map.new
      @message_window = Window_Message.new
      @bar_window = Window_Bars.new
      Graphics.transition
      loop do
         Graphics.update
         Input.update
         update
         if $scene != self
            break
         end
      end
      Graphics.freeze
      @spriteset.dispose
      @message_window.dispose
      @bar_window.dispose
      if $scene.is_a?(Scene_Title)
         Graphics.transition
         Graphics.freeze
      end
   end
   def update
      loop do
         $game_map.update
         $game_system.map_interpreter.update
         $game_player.update
         $game_system.update
         $game_screen.update
         unless $game_temp.player_transferring
            break
         end
         transfer_player
         if $game_temp.transition_processing
            break
         end
      end
      @spriteset.update
      @message_window.update
      @bar_window.update
      if $game_temp.gameover
         $scene = Scene_Gameover.new
         return
      end
      if $game_temp.to_title
         $scene = Scene_Title.new
         return
      end
      if $game_temp.transition_processing
         $game_temp.transition_processing = false
         if $game_temp.transition_name == ""
            Graphics.transition(20)
         else
            Graphics.transition(40, "Graphics/Transitions/" +
            $game_temp.transition_name)
         end
      end
      if $game_temp.message_window_showing
         return
      end
      if $game_player.encounter_count == 0 and $game_map.encounter_list != []
         unless $game_system.map_interpreter.running? or
            $game_system.encounter_disabled
            $game_temp.battle_calling = true
            $game_temp.battle_can_escape = true
            $game_temp.battle_can_lose = false
            $game_temp.battle_proc = nil
            n = rand($game_map.encounter_list.size)
            $game_temp.battle_troop_id = $game_map.encounter_list[n]
         end
      end
      if Input.trigger?(Input::B)
         unless $game_system.map_interpreter.running? or
            $game_system.menu_disabled
            $game_temp.menu_calling = true
            $game_temp.menu_beep = true
         end
      end
      if $DEBUG and Input.press?(Input::F9)
         $game_temp.debug_calling = true
      end
      unless $game_player.moving?
         if $game_temp.battle_calling
            call_battle
         elsif $game_temp.shop_calling
            call_shop
         elsif $game_temp.name_calling
            call_name
         elsif $game_temp.menu_calling
            call_menu
         elsif $game_temp.save_calling
            call_save
         elsif $game_temp.debug_calling
            call_debug
         end
    end
end
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep:
Level 90
XD Error on lline 120 XD Sorry for being such a noob... This script is great for me though
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
do dis work?

Code: [Select]
class Window_Bars < Window_Base
def initialize
super(0,0,234,158)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = 'Times New Roman'
self.contents.font.size = 22
refresh_stats
end
def refresh_stats
self.contents.clear
actor = $game_party.actors[1]
draw_actor_hp(actor,0,0,202)
draw_hp_bar(actor,0,32)
draw_actor_sp(actor,0,42,202)
draw_sp_bar(actor,0,74)
draw_actor_exp(actor,0,84)
draw_exp_bar(actor,0,116)
end
def update
refresh_stats
end
end
class Scene_Map
def main
@spriteset = Spriteset_Map.new
@message_window = Window_Message.new
@bar_window = Window_Bars.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@spriteset.dispose
@message_window.dispose
@bar_window.dispose
if $scene.is_a?(Scene_Title)
Graphics.transition
Graphics.freeze
end
end
def update
loop do
$game_map.update
$game_system.map_interpreter.update
$game_player.update
$game_system.update
$game_screen.update
unless $game_temp.player_transferring
break
end
transfer_player
if $game_temp.transition_processing
break
end
end
@spriteset.update
@message_window.update
@bar_window.update
if $game_temp.gameover
$scene = Scene_Gameover.new
return
end
if $game_temp.to_title
$scene = Scene_Title.new
return
end
if $game_temp.transition_processing
$game_temp.transition_processing = false
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
if $game_temp.message_window_showing
return
end
if $game_player.encounter_count == 0 and $game_map.encounter_list != []
unless $game_system.map_interpreter.running? or
$game_system.encounter_disabled
$game_temp.battle_calling = true
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
n = rand($game_map.encounter_list.size)
$game_temp.battle_troop_id = $game_map.encounter_list[n]
end
end
if Input.trigger?(Input::B)
unless $game_system.map_interpreter.running? or
$game_system.menu_disabled
$game_temp.menu_calling = true
$game_temp.menu_beep = true
end
end
if $DEBUG and Input.press?(Input::F9)
$game_temp.debug_calling = true
end
unless $game_player.moving?
if $game_temp.battle_calling
call_battle
elsif $game_temp.shop_calling
call_shop
elsif $game_temp.name_calling
call_name
elsif $game_temp.menu_calling
call_menu
elsif $game_temp.save_calling
call_save
elsif $game_temp.debug_calling
call_debug
end
end
end
end
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

***
Rep:
Level 90
No errors, but no bars either =\
Quote
Zxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens

Pwnzorz'd

**
Rep: +0/-0Level 90
i got an error for the first script you posted up above. The error comes up as the very end where it says Editing Windows Base then has #----- you know

**
Rep: +0/-0Level 90
here is the specific error, hopes this help I really want to use this...


?????? ' ' ? 65 ??? name error ????????
undefined local variable or method 'border_1' for #<Windows_Bars:0x457a1a0>


there might be one to many or too few ?, but thats pretty much what it said. If its something im doing very sorry, scriptings not one of my things, but if this helps you good good good because im interested in using this script in my new game, thanks man.

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
I apologize, that was a lazy error, you see, when I started making the bars, I named them border1, border2, etc.

But for some reason when I tried to fill them with color, I typed border_1, etc.

Here's a completely tested, bug-proof system. It's completed, I've tested it and it works.

Code: [Select]
  #------------------------------------------------------------------------------
   # Begin Game_Actor Edit
   #------------------------------------------------------------------------------
   class Game_Actor < Game_Battler
      #--------------------------------------------------------------------------
      # * Return the exp needed to reach the next level
      #--------------------------------------------------------------------------
      def needed_exp(current_lvl)
         return @exp_list[current_lvl + 1]
      end
      #--------------------------------------------------------------------------
      # * Return the currently gained exp
      #--------------------------------------------------------------------------
      def gained_exp(current_lvl,current_exp)
         return (current_exp - @exp_list[current_lvl])
       end
      #--------------------------------------------------------------------------
      # * Return the current level
      #--------------------------------------------------------------------------
      def lvl
         return @level
      end
   end
   #------------------------------------------------------------------------------
   # End Game_Actor Edit
   #------------------------------------------------------------------------------

   #------------------------------------------------------------------------------
   # Begin Window_Base Edit
   #------------------------------------------------------------------------------
   class Window_Base < Window
      #--------------------------------------------------------------------------
      # * Draw HP Bar
      #--------------------------------------------------------------------------
      def draw_hp_bar(actor,x,y,w = 202)
         #get hp and max hp
         hp = actor.hp
         max_hp = actor.maxhp
         #define colors to be used
         border_color = Color.new(0,0,0,255)
         line1_color = Color.new(0,145,0,255)
         line2_color = Color.new(0,176,0,255)
         line3_color = Color.new(0,215,0,255)
         line4_color = Color.new(0,253,0,255)
         line5_color = Color.new(0,215,0,255)
         line6_color = Color.new(0,176,0,255)
         line7_color = Color.new(0,145,0,255)
         line8_color = Color.new(0,120,0,255)
         empty_color = Color.new(75,75,75,255)
         #get widths and x's
         line_width = (((hp * 1.0) / max_hp) * (w - 2))
         empty_width = ((w - 2) - line_width)
         empty_x = ((x + 1) + line_width)
         #make border Rects
         border1 = Rect.new(x, y, w, 1)
         border2 = Rect.new(x, y + 9, w, 1)
         border3 = Rect.new(x, y + 1, 1, 8)
         border4 = Rect.new(x + (w - 1), y + 1, 1, 8)
         #make line Rects
         line1 = Rect.new(x + 1, y + 1, line_width, 1)
         line2 = Rect.new(x + 1, y + 2, line_width, 1)
         line3 = Rect.new(x + 1, y + 3, line_width, 1)
         line4 = Rect.new(x + 1, y + 4, line_width, 1)
         line5 = Rect.new(x + 1, y + 5, line_width, 1)
         line6 = Rect.new(x + 1, y + 6, line_width, 1)
         line7 = Rect.new(x + 1, y + 7, line_width, 1)
         line8 = Rect.new(x + 1, y + 8, line_width, 1)
         #make empty Rect
         empty = Rect.new(empty_x, y + 1, empty_width, 8)
         #fill border Rects
         self.contents.fill_rect(border1,border_color)
         self.contents.fill_rect(border2,border_color)
         self.contents.fill_rect(border3,border_color)
         self.contents.fill_rect(border4,border_color)
         #fill line Rects
         self.contents.fill_rect(line1,line1_color)
         self.contents.fill_rect(line2,line2_color)
         self.contents.fill_rect(line3,line3_color)
         self.contents.fill_rect(line4,line4_color)
         self.contents.fill_rect(line5,line5_color)
         self.contents.fill_rect(line6,line6_color)
         self.contents.fill_rect(line7,line7_color)
         self.contents.fill_rect(line8,line8_color)
         #fill empty Rect
         self.contents.fill_rect(empty,empty_color)
      end
      #--------------------------------------------------------------------------
      # * Draw SP Bar
      #--------------------------------------------------------------------------
      def draw_sp_bar(actor,x,y,w = 202)
         #get sp and max sp
         sp = actor.sp
         max_sp = actor.maxsp
         #get percentage width
         percentage_width = ((w - 2) / 100)
         #define colors to be used
         border_color = Color.new(0,0,0,255)
         line1_color = Color.new(112,0,223,255)
         line2_color = Color.new(130,4,255,255)
         line3_color = Color.new(155,55,255,255)
         line4_color = Color.new(170,85,255,255)
         line5_color = Color.new(155,55,255,255)
         line6_color = Color.new(130,4,255,255)
         line7_color = Color.new(112,0,223,255)
         line8_color = Color.new(88,0,176,255)
         empty_color = Color.new(75,75,75,255)
         #get widths and x's
         line_width = (((sp * 1.0) / max_sp) * (w - 2))
         empty_width = ((w - 2) - line_width)
         empty_x = ((x + 1) + line_width)
         #make border Rects
         border1 = Rect.new(x, y, w, 1)
         border2 = Rect.new(x, y + 9, w, 1)
         border3 = Rect.new(x, y + 1, 1, 8)
         border4 = Rect.new(x + (w - 1), y + 1, 1, 8)
         #make line Rects
         line1 = Rect.new(x + 1, y + 1, line_width, 1)
         line2 = Rect.new(x + 1, y + 2, line_width, 1)
         line3 = Rect.new(x + 1, y + 3, line_width, 1)
         line4 = Rect.new(x + 1, y + 4, line_width, 1)
         line5 = Rect.new(x + 1, y + 5, line_width, 1)
         line6 = Rect.new(x + 1, y + 6, line_width, 1)
         line7 = Rect.new(x + 1, y + 7, line_width, 1)
         line8 = Rect.new(x + 1, y + 8, line_width, 1)
         #make empty Rect
         empty = Rect.new(empty_x, y + 1, empty_width, 8)
         #fill border Rects
         self.contents.fill_rect(border1,border_color)
         self.contents.fill_rect(border2,border_color)
         self.contents.fill_rect(border3,border_color)
         self.contents.fill_rect(border4,border_color)
         #fill line Rects
         self.contents.fill_rect(line1,line1_color)
         self.contents.fill_rect(line2,line2_color)
         self.contents.fill_rect(line3,line3_color)
         self.contents.fill_rect(line4,line4_color)
         self.contents.fill_rect(line5,line5_color)
         self.contents.fill_rect(line6,line6_color)
         self.contents.fill_rect(line7,line7_color)
         self.contents.fill_rect(line8,line8_color)
         #fill empty Rect
         self.contents.fill_rect(empty,empty_color)
      end
      #--------------------------------------------------------------------------
      # * Draw EXP Bar
      #--------------------------------------------------------------------------
      def draw_exp_bar(actor,x,y,w = 202)
         #get exp and needed exp
         exp = actor.exp
         gained_exp = actor.gained_exp(actor.lvl,exp)
         needed_exp = actor.needed_exp(actor.lvl)
         #define colors to be used
         border_color = Color.new(0,0,0,255)
         line1_color = Color.new(140,140,0,255)
         line2_color = Color.new(157,157,0,255)
         line3_color = Color.new(170,170,0,255)
         line4_color = Color.new(196,196,0,255)
         line5_color = Color.new(170,170,0,255)
         line6_color = Color.new(157,157,0,255)
         line7_color = Color.new(140,140,0,255)
         line8_color = Color.new(128,128,0,255)
         empty_color = Color.new(75,75,75,255)
         #get widths and x's
         line_width = (((gained_exp * 1.0) / needed_exp) * (w - 2))
         empty_width = ((w - 2) - line_width)
         empty_x = ((x + 1) + line_width)
         #make border Rects
         border1 = Rect.new(x, y, w, 1)
         border2 = Rect.new(x, y + 9, w, 1)
         border3 = Rect.new(x, y + 1, 1, 8)
         border4 = Rect.new(x + (w - 1), y + 1, 1, 8)
         #make line Rects
         line1 = Rect.new(x + 1, y + 1, line_width, 1)
         line2 = Rect.new(x + 1, y + 2, line_width, 1)
         line3 = Rect.new(x + 1, y + 3, line_width, 1)
         line4 = Rect.new(x + 1, y + 4, line_width, 1)
         line5 = Rect.new(x + 1, y + 5, line_width, 1)
         line6 = Rect.new(x + 1, y + 6, line_width, 1)
         line7 = Rect.new(x + 1, y + 7, line_width, 1)
         line8 = Rect.new(x + 1, y + 8, line_width, 1)
         #make empty Rect
         empty = Rect.new(empty_x, y + 1, empty_width, 8)
         #fill border Rects
         self.contents.fill_rect(border1,border_color)
         self.contents.fill_rect(border2,border_color)
         self.contents.fill_rect(border3,border_color)
         self.contents.fill_rect(border4,border_color)
         #fill line Rects
         self.contents.fill_rect(line1,line1_color)
         self.contents.fill_rect(line2,line2_color)
         self.contents.fill_rect(line3,line3_color)
         self.contents.fill_rect(line4,line4_color)
         self.contents.fill_rect(line5,line5_color)
         self.contents.fill_rect(line6,line6_color)
         self.contents.fill_rect(line7,line7_color)
         self.contents.fill_rect(line8,line8_color)
         #fill empty Rect
         self.contents.fill_rect(empty,empty_color)
       end
      end
   #------------------------------------------------------------------------------
   # End Window_Base Edit
   #------------------------------------------------------------------------------
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

**
Rep: +0/-0Level 90
Very good, is there any way to call it by a certain key?

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
Quote from: Sacul
Very good, is there any way to call it by a certain key?


Say what?
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

**
Rep: +0/-0Level 90
haha,

i mean like... I dont want it to always be on the map, i want it to pop and go away when you click the "S" key. So like you press "S" and you can see the status, you press "S" again and it hides...get it? thanks if you can do it

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
Quote from: Sacul
haha,

i mean like... I dont want it to always be on the map, i want it to pop and go away when you click the "S" key. So like you press "S" and you can see the status, you press "S" again and it hides...get it? thanks if you can do it


The window on the map was a separate project which I finished at my grandparents house. I'll edit it to support what you want and upload it here.

What key do you want to be pressed? I was thinking maybe the shift key? If not, I'll use the keyboard input script to do what you want.
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

**
Rep: +0/-0Level 90
Shift key works. If you want to do the KB input script then S, but right shift works just as well. Thanks

-sacul

***
Rep:
Level 90
~
Hey Tsuno, the map version doesn't have any defined colors, you might want to fix that.

*
Full Metal Mod - He will pillage your women!
Rep:
Level 93
The RGSS Dude
Quote from: DeathTrooper
Hey Tsuno, the map version doesn't have any defined colors, you might want to fix that.


here's the map version completed. (the other was premature -_- lol)

Make sure you use the most recently posted bar script, and just paste this above main, call it something like Map Addition. Press 'shift' to make it visible/invisible, and use the q/w keys to rotate the actors' stats

Code: [Select]
class Window_Bars < Window_Base
   attr_accessor  :actor_id
   def initialize
      super(0,0,234,190)
      self.contents = Bitmap.new(width - 32, height - 32)
      self.contents.font.name = 'Times New Roman'
      self.contents.font.size = 22
      self.opacity = 100
      self.back_opacity = 100
      self.visible = false
      self.active = false
      @actor_id = 0
      refresh_stats
   end
   def refresh_stats
      self.contents.clear
      actor = $game_party.actors[@actor_id]
      draw_actor_name(actor,0,0)
      draw_actor_hp(actor,0,32,202)
      draw_hp_bar(actor,0,64)
      draw_actor_sp(actor,0,74,202)
      draw_sp_bar(actor,0,106)
      draw_actor_exp(actor,0,116)
      draw_exp_bar(actor,0,148)
    end
    def id(id,type)
      if type == 0
        @actor_id = id
      elsif type == 1
        @actor_id += id
      elsif type == 2
        @actor_id -= id
      end
    end
    def current_id(id)
      if @actor_id == id
        return true
      end
      return false
    end
   def update
      refresh_stats
   end
end
class Scene_Map
   def main
      @spriteset = Spriteset_Map.new
      @message_window = Window_Message.new
      @bar_window = Window_Bars.new
      @wait_count = 15
      Graphics.transition
      loop do
         Graphics.update
         Input.update
         update
         if $scene != self
            break
         end
      end
      Graphics.freeze
      @spriteset.dispose
      @message_window.dispose
      @bar_window.dispose
      if $scene.is_a?(Scene_Title)
         Graphics.transition
         Graphics.freeze
      end
   end
   def update
      loop do
         $game_map.update
         $game_system.map_interpreter.update
         $game_player.update
         $game_system.update
         $game_screen.update
         unless $game_temp.player_transferring
            break
         end
         transfer_player
         if $game_temp.transition_processing
            break
         end
       end
       if @bar_window.active
         if Input.repeat?(Input::L)
           if @bar_window.current_id(0)
             @bar_window.id(3,0)
           else
             @bar_window.id(1,2)
           end
         elsif Input.repeat?(Input::R)
           if @bar_window.current_id(3)
             @bar_window.id(0,0)
           else
             @bar_window.id(1,1)
           end
         end
       end
      if Input.press?(Input::A) and @wait_count >= 15
         if @bar_window.active
           @bar_window.active = false
           @bar_window.visible = false
           @wait_count = 0
         else
           @bar_window.active = true
           @bar_window.visible = true
           @wait_count = 0
         end
       end
       @wait_count += 1
      @spriteset.update
      @message_window.update
      @bar_window.update
      if $game_temp.gameover
         $scene = Scene_Gameover.new
         return
      end
      if $game_temp.to_title
         $scene = Scene_Title.new
         return
      end
      if $game_temp.transition_processing
         $game_temp.transition_processing = false
         if $game_temp.transition_name == ""
            Graphics.transition(20)
         else
            Graphics.transition(40, "Graphics/Transitions/" +
            $game_temp.transition_name)
         end
      end
      if $game_temp.message_window_showing
         return
      end
      if $game_player.encounter_count == 0 and $game_map.encounter_list != []
         unless $game_system.map_interpreter.running? or
            $game_system.encounter_disabled
            $game_temp.battle_calling = true
            $game_temp.battle_can_escape = true
            $game_temp.battle_can_lose = false
            $game_temp.battle_proc = nil
            n = rand($game_map.encounter_list.size)
            $game_temp.battle_troop_id = $game_map.encounter_list[n]
         end
      end
      if Input.trigger?(Input::B)
         unless $game_system.map_interpreter.running? or
            $game_system.menu_disabled
            $game_temp.menu_calling = true
            $game_temp.menu_beep = true
         end
      end
      if $DEBUG and Input.press?(Input::F9)
         $game_temp.debug_calling = true
      end
      unless $game_player.moving?
         if $game_temp.battle_calling
            call_battle
         elsif $game_temp.shop_calling
            call_shop
         elsif $game_temp.name_calling
            call_name
         elsif $game_temp.menu_calling
            call_menu
         elsif $game_temp.save_calling
            call_save
         elsif $game_temp.debug_calling
            call_debug
         end
      end
   end
end  
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They’re bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I’m the only one, I’m the only one."

**
Rep: +0/-0Level 90
I love you man, defintely going to be credited in my newest game... Also, you can be first to get a demo to! Add me to MSN if you want my email is littleoppelt@hotmail.com, I can fill you in on my game.