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See Better difference in HP and SP ?

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*****
Ancient Mummy
Rep:
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I'm looking for a script that shows better HP and SP because its hard to read them when its white..
And I don't know how to script so does anybody have a better script for HP and SP ??
PLEASE !!!
« Last Edit: December 30, 2006, 05:53:29 PM by Snailer »


***
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Hell... What did I mess up now... I'm Back!
you could use blizzards add ons and put the shadow text on... but that doesn't change the colors...
I'd tell you how to change color but I don't have rpg maker on this comp...
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
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Feildmaster Productions
Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...

*****
Ancient Mummy
Rep:
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Something else is also good but I need something that let the HP and SP and name come out very good maybe bars or something like that but white doesn't work with my battler ..


***
Rep:
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Hell... What did I mess up now... I'm Back!
bars are...

credits to DerVVulfman (didn't feel like FINDING link...) this works... n u can change the colors and stuff for em...
Spoiler for:
#==============================================================================
# ** COGWHEEL Plug 'n' Play Menu Bars (based on Syvkal's revisions)
#-------------------------------------------------------------------------------
# by DerVVulfman
# Version 1.1
# 06-28-06
#------------------------------------------------------------------------------
# This is a revision of Cogwheel's famous bargraph system, now set as an inser-
# table script to display bargraphs behind values in the menus.
#
# To prevent conflict with Cogwheel's RTAB system, two key definitions have been
# renamed: "gauge_rect" to "cw_gauge" & "gradation_rect" to "cw_grad_rect."
#
#
# Affected Systems:  Main Menu
#                    Skill Menu
#                    Status Menu
#                    Hero Select Menu (for Items & Skills)
#                    Equipment Menu
#                    BattleStatus Menu
#                   
# The system uses a series of CONSTANTS that can be edited here.  They control
# the basic gauge colors and the manner the gauge is filled:

  # Gauge Border Colors
    COG_COLOR1 = Color.new(0, 0, 0, 192)         # Outer Border
    COG_COLOR2 = Color.new(255, 255, 192, 192)   # Inner Border
  # Gauge Empty filler
    COG_COLOR3 = Color.new(0, 0, 0, 192)         # Half of Inner Shading
    COG_COLOR4 = Color.new(64, 0, 0, 192)        # Half of Inner Shading
  # Alignment
    COG_ALIGN1 = 1    # Type 1: (0: Left / 1: Center / 2: Right Justify)
    COG_ALIGN2 = 2    # Type 2: (0: Upper / 1: Central / 2: Lower)
    COG_ALIGN3 = 0    # FILL ALIGNMENT (0: Left Justify / 1: Right Justify)
  # Gauge Settings
    COG_GRADE1 = 2    # EMPTY  gauge (0: Side / 1: Vertical / 2: Slanted)
    COG_GRADE2 = 1    # FILLER gauge (0: Side / 1: Vertical / 2: Slanted)


#==============================================================================
# ** 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 EXP - numeric for calculations
  #-------------------------------------------------------------------------- 
  def now_exp
   return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get Next Level EXP - numeric for calculations
  #--------------------------------------------------------------------------
  def next_exp
   return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end


#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
 
 
  #--------------------------------------------------------------------------
  # * Draw EXP w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  alias draw_actor_exp_original draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 204)
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # Calculate Bar Gradiation
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # Adjust Bar Color based on Gradiation
    color1 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
    color2 = Color.new(100 - 72 * rate, 240 * rate, 62 * rate, 192)
    # Calculate Bar Width
    if actor.next_exp != 0
      exp = width * actor.now_exp / actor.next_exp
    else
      exp = width
    end
    # Draw Bar Graph
    cw_gauge(x, y + 25, width, 10, exp, color1, color2)
    # Call original EXP               
    draw_actor_exp_original(actor, x, y)
  end 
 
  #--------------------------------------------------------------------------
  # * Draw HP w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias draw_actor_hp_original draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    # Calculate Bar Gradiation
    if actor.maxhp != 0
      rate = actor.hp.to_f / actor.maxhp
    else
      rate = 0
    end
    # Adjust Bar Color based on Gradiation
    color1 = Color.new(216 - 24 * rate, 0 * rate, 0 * rate, 192)
    color2 = Color.new(255 * rate, 165 * rate, 0 * rate, 192)
    # Calculate Bar Width
    if actor.maxhp != 0
      hp = width * actor.hp / actor.maxhp
    else
      hp = 0
    end
    # Draw Bar Graph
    cw_gauge(x, y + 25, width, 10, hp, color1, color2)
    # Call original HP
    draw_actor_hp_original(actor, x, y, width)
  end

  #--------------------------------------------------------------------------
  # * Draw SP w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias draw_actor_sp_original draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    # Calculate Bar Gradiation
    if actor.maxsp != 0
      rate = actor.sp.to_f / actor.maxsp
    else
      rate = 1
    end 
    # Adjust Bar Color based on Gradiation
    color1 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
    color2 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
    # Calculate Bar Width
    if actor.maxsp != 0
      sp = width * actor.sp / actor.maxsp
    else
      sp = width 
    end
    # Draw Bar Graph
    cw_gauge(x + width * 0 / 100, y + 25, width, 10, sp, color1, color2)
    # Call original SP               
    draw_actor_sp_original(actor, x, y, width)
  end

  #--------------------------------------------------------------------------
  # * Draw Parameter w/ Bars
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     type  : parameter type (0-6)
  #--------------------------------------------------------------------------
  alias draw_actor_parameter_original draw_actor_parameter
  def draw_actor_parameter(actor, x, y, type)
    # Choose Color & Parameter Type
    case type
    when 0
      e1 = actor.atk
      c6 = Color.new(253, 53, 56, 192)
      c5 = Color.new(242, 2, 6, 192)
    when 1
      e1 = actor.pdef
      c6 = Color.new(238, 254, 124, 192)
      c5 = Color.new(228, 253, 48, 192)
    when 2
      e1 = actor.mdef
      c6 = Color.new(150, 37, 184, 192)
      c5 = Color.new(170, 57, 204, 192)
    when 3
      e1 = actor.str
      c6 = Color.new(253, 163, 33, 192)
      c5 = Color.new(254, 209, 154, 192)
    when 4
      e1 = actor.dex
      c6 = Color.new(255, 255, 255, 192)
      c5 = Color.new(222, 222, 222, 192)
    when 5
      e1 = actor.agi
      c6 = Color.new(124, 254, 155, 192)
      c5 = Color.new(33, 253, 86, 192)
    when 6
      e1 = actor.int
      c6 = Color.new(119, 203, 254, 192)
      c5 = Color.new(8, 160, 253, 192)
    end
    # Calculate Bar Gradiation
    e2 = 999
    if e1.to_f != 0
      rate = e1.to_f / e2.to_f
    else
      rate = 1
    end
    # Adjust Bar Color based on Gradiation & Parameter Type
    for i in 0..7
      r = c6.red * rate
      g = (c6.green - 10) * rate
      b = c6.blue  * rate
      a = c6.alpha
    end
    # Calculate Bar Width
    width = 168
    if e1.to_f != 0
      par = width * e1.to_f / e2.to_f
    else
      par = width
    end
    # Equipment Calc Fix   
    case type
    when 0
      if e1 == 0
        par = 0
      end
    when 1
      if e1 == 0
        par = 0
      end
    when 2
      if e1 == 0
        par = 0
      end
    end
    # Draw Bar Graph
    cw_gauge(x , y + 25, width, 7, par, c5, Color.new(r, g, b, a))
    # Call Original Parameter             
    draw_actor_parameter_original(actor, x, y, type)
  end

  #--------------------------------------------------------------------------
  # * Gauge Rectangle (New to Class)
  #--------------------------------------------------------------------------
  def cw_gauge(x, y, width, height, gauge, color1, color2)

    # Use Cogwheel PRESETS
    color3 = COG_COLOR1
    color4 = COG_COLOR2
    color5 = COG_COLOR3
    color6 = COG_COLOR4
    align1 = COG_ALIGN1
    align2 = COG_ALIGN2
    align3 = COG_ALIGN3
    grade1 = COG_GRADE1
    grade2 = COG_GRADE2
   
    # Create Rectangle Width based on gauge max.
    rect_width = width
   
    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
    self.contents.fill_rect(x, y, width, height, color3)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color4)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color1
      color1 = color2
      color2 = color
    end
    self.contents.cw_grad_rect(x + 2, y + 2, width - 4, height - 4, color5, color6, grade1)
    if align3 == 1
      x += width - gauge
    end
    self.contents.cw_grad_rect(x + 2, y + 2, gauge - 4, height - 4, color1, color2, grade2)
  end
 
  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end


#==============================================================================
# ** Bitmap
#==============================================================================
class Bitmap

  #--------------------------------------------------------------------------
  # * Gradation Rectangle
  #--------------------------------------------------------------------------
  def cw_grad_rect(x, y, width, height, color3, color4, align = 0)
   if align == 0
     for i in x...x + width
       red   = color3.red + (color4.red - color3.red) * (i - x) / (width - 1)
       green = color3.green +
               (color4.green - color3.green) * (i - x) / (width - 1)
       blue  = color3.blue +
               (color4.blue - color3.blue) * (i - x) / (width - 1)
       alpha = color3.alpha +
               (color4.alpha - color3.alpha) * (i - x) / (width - 1)
       color = Color.new(red, green, blue, alpha)
       fill_rect(i, y, 1, height, color)
     end
   elsif align == 1
     for i in y...y + height
       red   = color3.red +
               (color4.red - color3.red) * (i - y) / (height - 1)
       green = color3.green +
               (color4.green - color3.green) * (i - y) / (height - 1)
       blue  = color3.blue +
               (color4.blue - color3.blue) * (i - y) / (height - 1)
       alpha = color3.alpha +
               (color4.alpha - color3.alpha) * (i - y) / (height - 1)
       color = Color.new(red, green, blue, alpha)
       fill_rect(x, i, width, 1, color)
     end
   elsif align == 2
     for i in x...x + width
       for j in y...y + height
         red   = color3.red + (color4.red - color3.red) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         green = color3.green + (color4.green - color3.green) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         blue  = color3.blue + (color4.blue - color3.blue) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         alpha = color3.alpha + (color4.alpha - color3.alpha) *
                 ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         color = Color.new(red, green, blue, alpha)
         set_pixel(i, j, color)
       end
     end
   elsif align == 3
     for i in x...x + width
       for j in y...y + height
         red   = color3.red + (color4.red - color3.red) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         green = color3.green + (color4.green - color3.green) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         blue  = color3.blue + (color4.blue - color3.blue) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         alpha = color3.alpha + (color4.alpha - color3.alpha) *
               ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
         color = Color.new(red, green, blue, alpha)
         set_pixel(i, j, color)
       end
     end
   end
 end
 
  #--------------------------------------------------------------------------
  # * End of Class
  #--------------------------------------------------------------------------
end
woot for my first spoiler...
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
Feildmaster Productions
Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...

*****
Ancient Mummy
Rep:
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YAY Thanks gonna try it tommorow gonna go to bed now :P

***
Rep:
Level 88
Hell... What did I mess up now... I'm Back!
alright, hope thats what you wanted
----Current Games working on----
--Rage O' Delusion - Overall Percentage Finished : 4% -- Expected release... Unknown
--The Other Dimension - Overall Percentage done : 1 - Expected Release : No time soon...
v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^v^
Feildmaster Productions
Made By One Man Run by the Same...
Making Games for Everyone...
Oh yeah, and everything else web based
For a charge... Of course...

*****
Ancient Mummy
Rep:
Level 90
Cool script !!
But for some reason it laggs.. :S

*****
<3
Rep:
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I use Sephiroth Spawn's bar script, it's heaps nice!

~Winged



*****
Ancient Mummy
Rep:
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Can somebody tell me where to get that.. ?

*
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GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
OMG! Please if you gonna bump, wait at leaest a day, NOT, an hour!

HERE IS YOU DAMN LINK!

Stop the freaking triple posting!
« Last Edit: January 01, 2007, 10:36:21 PM by BanisherOfEden »
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*****
Ancient Mummy
Rep:
Level 90
Posted on: Today at 03:22:10 PM
Posted by: Snailer

Posted on: Today at 06:24:32 PM
Posted by: Snailer


^^
Is not an hour :S

And i got that script but it doesn't work inbattle  ::)

I know im a pain in the ..
« Last Edit: January 01, 2007, 10:40:16 PM by Snailer »

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Rep:
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GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
wow 3 hours, that is still 21 hours less then you should wait.
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*****
Ancient Mummy
Rep:
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But my first post was on

«  on: December 30, 2006, 08:45:10 AM »

So that would be like 3 days in total.
And i need it but i can't find it.

*
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Rep:
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GIAW 14: 2nd Place (Hard Mode)2013 Biggest Drama Whore2013 Zero to HeroParticipant - GIAW 11Secret Santa 2013 ParticipantFor taking arms in the name of your breakfast.
This script was not made me, it was made by Tsunokiette the Tsunophile

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 -

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

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

Exp
Code: [Select]
draw_exp_bar(actor,x position,y position,width)
« Last Edit: January 02, 2007, 12:31:16 AM by BanisherOfEden »
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