modeled on Mr. Mo's ABS
#==============================================================================
# ** Enemy Bars
#------------------------------------------------------------------------------
# Mr.Mo "Muhammet Sivri"
# Version 1
# 10.16.06
#==============================================================================
#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.state("Mr.Mo's ABS")
class Enemy_Bars < Sprite
#--------------------------------------------------------------------------
# * Constants Bar Types and Hues for parameters and parameter names
#--------------------------------------------------------------------------
HP_BAR = "014-Reds01"
# leave this alone if you don't know what you are doing
OUTLINE = 1
BORDER = 1
HP_WIDTH = 30 # WIDTH of the HP Bar
HP_HEIGHT = 5 # Height of the HP Bar
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(enemy, v)
super(v)
@enemy = enemy
@old_hp = 0
@old_x = 0
@old_y = 0
self.bitmap = Bitmap.new(HP_WIDTH, HP_HEIGHT)
update
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
#First move it
@old_x = @enemy.event.screen_x-10
@old_y = @enemy.event.screen_y
self.x = @old_x
self.y = @old_y
#HP Bar Check
return if @old_hp == @enemy.hp
self.bitmap.clear
@old_hp = @enemy.hp
#Show the bar
draw_gradient_bar(0,0,@enemy.hp,@enemy.maxhp,HP_BAR,HP_WIDTH,HP_HEIGHT)
end
#--------------------------------------------------------------------------
# * Something Changed?
#--------------------------------------------------------------------------
def something_changed?
return dispose if @enemy.dead? or $ABS.enemies[@enemy.event_id] == nil
return true if @old_hp != @enemy.hp
return true if @old_x != @enemy.event.screen_x-10
return true if @old_y != @enemy.event.screen_y
return false
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
refresh if something_changed?
end
#--------------------------------------------------------------------------
# * Draw Gradient Bar
#--------------------------------------------------------------------------
def draw_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
bar = RPG::Cache.gradient(file, hue)
back = RPG::Cache.gradient(back)
back2 = RPG::Cache.gradient(back2)
cx = BORDER
cy = BORDER
dx = OUTLINE
dy = OUTLINE
zoom_x = width != nil ? width : back.width
zoom_y = height != nil ? height : back.height
percent = min / max.to_f if max != 0
percent = 0 if max == 0
back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
bar_dest_rect = Rect.new(x+cx,y+cy,zoom_x * percent-cx*2,zoom_y-cy*2)
back_source_rect = Rect.new(0,0,back.width,back.height)
back2_source_rect = Rect.new(0,0,back2.width,back2.height)
bar_source_rect = Rect.new(0,0,bar.width* percent,bar.height)
self.bitmap.stretch_blt(back_dest_rect, back, back_source_rect)
self.bitmap.stretch_blt(back2_dest_rect, back2, back2_source_rect)
self.bitmap.stretch_blt(bar_dest_rect, bar, bar_source_rect)
end
end
#============================================================================
# * Scene Map
#============================================================================
class Scene_Map
#--------------------------------------------------------------------------
alias mrmo_hpeny_scene_map_update update
alias mrmo_hpeny_scene_map_main_draw main_draw
#--------------------------------------------------------------------------
# * Main Draw
#--------------------------------------------------------------------------
def main_draw
@enemys_hp = {}
#Get Enemies
for e in $ABS.enemies.values
e.bar_showing = false
end
mrmo_hpeny_scene_map_main_draw
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
#Get Enemies
for e in $ABS.enemies.values
next if e == nil
#if in screen
if $ABS.in_range?($game_player, e.event, 5)
next if e.bar_showing
@enemys_hp[e.event.id] = Enemy_Bars.new(e,@spriteset.viewport3)
e.bar_showing = true
elsif e.bar_showing and @enemys_hp[e.event.id] != nil
@enemys_hp[e.event.id].dispose if !@enemys_hp[e.event.id].disposed?
@enemys_hp[e.event.id] = nil
e.bar_showing = false
end
end
#Update HP BARS
for bars in @enemys_hp.values
next if bars == nil or bars.disposed?
bars.update
end
mrmo_hpeny_scene_map_update
end
end
#============================================================================
# * ABS Enemy
#============================================================================
class ABS_Enemy < Game_Battler
#--------------------------------------------------------------------------
attr_accessor :bar_showing
#--------------------------------------------------------------------------
alias mrmo_hpeny_abs_enemy_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(enemy_id)
mrmo_hpeny_abs_enemy_initialize(enemy_id)
@bar_showing = false
end
end
#==============================================================================
# ** Spriteset_Map
#------------------------------------------------------------------------------
# This class brings together map screen sprites, tilemaps, etc.
# It's used within the Scene_Map class.
#==============================================================================
class Spriteset_Map
attr_accessor :viewport3
end
end
I'd like to take these tiny HP bars used for enemies and events and apply them to my main guy (rather than an immobile HUD). If I could do the main actor's hp bar in Green, rather than red, that would be pretty cool. I like these bars because they follow the characters around.