HUD

HP과 SP 바

by Man... posted Nov 04, 2008
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HP & SP Bars on Map
Version: 1.0


Last Update
May 23, 2006.

Introduction

This is an updated and better version of my old HP bar script, this one will work faster and have some new features like the SP bar.

Features
  • Display nice bars for the HP and SP.
  • Allow the player change the current actor by pressing A (shift) and R or L (numpad).
  • Display the name and level of the current actor.
  • Changes the x position of the timer if the bars are showing.
Screenshots


#==============================================================================
# ** HP & SP Bars on Map
#------------------------------------------------------------------------------
# Slipknot
# 1.0
# 05.23.06
#==============================================================================

#------------------------------------------------------------------------------
# SDK Log
#------------------------------------------------------------------------------
SDK.log('HP & SP Bars on Map', 'Slipknot', 1.0, '05.23.06')

#------------------------------------------------------------------------------
# Begin SDK Enabled Check
#------------------------------------------------------------------------------
if SDK.state('HP & SP Bars on Map') == true

module MapBars_Settings
 #--------------------------------------------------------------------------
 HPBar = true
 #--------------------------------------------------------------------------
 SPBar = true
 #--------------------------------------------------------------------------
 LevelText = 'Lv: '
 #--------------------------------------------------------------------------
 AllowChange = true
 #--------------------------------------------------------------------------
end

#------------------------------------------------------------------------------
# Begin Scene_Map Edit
#------------------------------------------------------------------------------
class Scene_Map
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_reader(:sprite_bars)
 #--------------------------------------------------------------------------
 # * Alias
 #--------------------------------------------------------------------------
 alias slipknot_mapbars_maindraw main_draw
 alias slipknot_mapbars_updgraphics update_graphics
 alias slipknot_mapbars_maindispose main_dispose
 #--------------------------------------------------------------------------
 # * Main Draw
 #--------------------------------------------------------------------------
 def main_draw
    slipknot_mapbars_maindraw
    @sprite_bars = Sprite_Bars.new
 end
 #--------------------------------------------------------------------------
 # * Main Dispose
 #--------------------------------------------------------------------------
 def main_dispose
    slipknot_mapbars_maindispose
    @sprite_bars.dispose
 end
 #--------------------------------------------------------------------------
 # * Update Graphics
 #--------------------------------------------------------------------------
 def update_graphics
    slipknot_mapbars_updgraphics
    @sprite_bars.update
 end
end
#------------------------------------------------------------------------------
# End Scene_Map Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Interpreter Edit
#------------------------------------------------------------------------------
class Interpreter
 #--------------------------------------------------------------------------
 # * Public Instance Variables
 #--------------------------------------------------------------------------
 attr_reader(:hp_bar, :sp_bar, :bars_index)
 attr_accessor(:bars_need_refresh)
 #--------------------------------------------------------------------------
 # * Alias
 #--------------------------------------------------------------------------
 alias slipknot_mapbars_initialize initialize
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize(depth = 0, main = false)
    slipknot_mapbars_initialize(depth, main)
    if main
  @bars_need_refresh = true
  @hp_bar = MapBars_Settings::HPBar
  @sp_bar = MapBars_Settings::SPBar
  @bars_index = 0
    end
 end
 #--------------------------------------------------------------------------
 # * Bar's Actor Index
 #--------------------------------------------------------------------------
 def bars_index=(index)
    if @bars_index != index
  @bars_index = index
  @bars_need_refresh = true
    end
    return true
 end
 def set_bars_index(index = 0)
    self.bars_index = (index)
 end
 #--------------------------------------------------------------------------
 # * Show HP Bar
 #--------------------------------------------------------------------------
 def show_hp_bar(value = true)
    @hp_bar = value
    @bars_need_refresh = true
 end
 #--------------------------------------------------------------------------
 # * Show SP Bar
 #--------------------------------------------------------------------------
 def show_sp_bar(value = true)
    @sp_bar = value
    @bars_need_refresh = true
 end
end
#------------------------------------------------------------------------------
# End Interpreter Edit
#------------------------------------------------------------------------------

#------------------------------------------------------------------------------
# Begin Spriteset_Map Edit
#------------------------------------------------------------------------------
class Spriteset_Map
 #--------------------------------------------------------------------------
 # * Alias
 #--------------------------------------------------------------------------
 alias slipknot_mapbars_updpicturesprites update_picture_sprites
 #--------------------------------------------------------------------------
 # * Update Picture Sprites
 #--------------------------------------------------------------------------
 def update_picture_sprites
    @timer_sprite.x = ($game_system.map_interpreter.sp_bar ||
  $game_system.map_interpreter.sp_bar) ? 400 : 552
    slipknot_mapbars_updpicturesprites
 end
end
#------------------------------------------------------------------------------
# End Spriteset_Map Edit
#------------------------------------------------------------------------------

class Sprite_Bars < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #--------------------------------------------------------------------------
 def initialize
    @sprite = Sprite.new()
    @sprite.bitmap = Bitmap.new(144, 82)
    @sprite.x = 488
    @sprite.y = 8
    @old_hp = @old_sp = false
    interpreter.bars_need_refresh = true
    update
 end
 #--------------------------------------------------------------------------
 # * Frame Update
 #--------------------------------------------------------------------------
 def update
    if ! hp? && ! sp?
  bitmap.clear
  return
    end
    if MapBars_Settings::AllowChange && Input.press?(11)
  if Input.repeat?(Input::L)
 interpreter.bars_index = (interpreter.bars_index - 1) % $game_party.actors.size
  end
  if Input.repeat?(Input::R)
 interpreter.bars_index = (interpreter.bars_index + 1) % $game_party.actors.size
  end
    end
    actor = $game_party.actors[interpreter.bars_index]
    if need_refresh?
  bitmap.clear
  lvt = MapBars_Settings::LevelText + actor.level.to_s
  width = bitmap.text_size(lvt).width
  draw_text(1, 0, 143 - width, 22, actor.name)
  draw_text(143 - width, 0, width, 22, lvt)
    end  
    if hp? && (need_refresh? || @old_hp != actor.hp)
  draw_hp_bar(actor, 0, 22)
  @old_hp = actor.hp
  hp = true
    end
    if sp? && (need_refresh? || @old_sp != actor.sp)
  y = hp != nil ? 30 : 0
  draw_sp_bar(actor, 0, y + 22)
  @old_sp = actor.sp
    end
    interpreter.bars_need_refresh = false
 end
 #--------------------------------------------------------------------------
 # * @sprite.bitmap & $game_system.map_interpreter
 #--------------------------------------------------------------------------
 def bitmap
    @sprite.bitmap
 end
 def interpreter
    $game_system.map_interpreter
 end
 #--------------------------------------------------------------------------
 # * Return Interpreter Variables
 #--------------------------------------------------------------------------
 def need_refresh?
    interpreter.bars_need_refresh
 end
 def hp?
    interpreter.hp_bar
 end
 def sp?
    interpreter.sp_bar
 end
 #--------------------------------------------------------------------------
 # * Dispose
 #--------------------------------------------------------------------------
 def dispose
    @sprite.dispose
    bitmap.dispose
 end
 #--------------------------------------------------------------------------
 # * Draw HP Bar
 #--------------------------------------------------------------------------
 def draw_hp_bar(actor, x, y)
    bitmap.fill_rect(x, y, 144, 30, Color.new(0, 0, 0, 0))
    bitmap.font.color = system_color
    draw_text(x, y, 32, 30, $data_system.words.hp)
    hp_x = x + 36
    x += 32
    bitmap.fill_rect(x, y + 14, 112, 10, Color.new(0, 0, 0))
    width = 112.0 * actor.hp / actor.maxhp
    red = 144.0
    step = 80.0 / (width - 2).to_f
    for p in 0...(width - 2)
  bitmap.fill_rect(x + p + 1, y + 15, 1, 8, Color.new(red, 64, 32))
  red += step
    end
    bitmap.font.size -= 2
    bitmap.font.color = actor.hp == 0 ? knockout_color :
  actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    draw_text(hp_x, y, 48, 26, actor.hp.to_s, 2)
    bitmap.font.color = normal_color
    draw_text(hp_x + 48, y, 12, 26, '/', 1)
    draw_text(hp_x + 60, y, 48, 26, actor.maxhp.to_s)
    bitmap.font.size += 2
 end
 #--------------------------------------------------------------------------
 # * Draw SP Bar
 #--------------------------------------------------------------------------
 def draw_sp_bar(actor, x, y)
    bitmap.fill_rect(x, y, 144, 30, Color.new(0, 0, 0, 0))
    self.bitmap.font.color = system_color
    draw_text(x, y, 32, 30, $data_system.words.sp)
    sp_x = x + 36
    x += 32
    bitmap.fill_rect(x, y + 14, 112, 10, Color.new(0, 0, 0))
    width = 112.0 * actor.sp / actor.maxsp
    blue = 144.0
    step = 80.0 / (width - 2).to_f
    for p in 0...(width - 2)
  bitmap.fill_rect(x + p + 1, y + 15, 1, 8, Color.new(32, 64, blue))
  blue += step
    end
    bitmap.font.size -= 2
    bitmap.font.color = actor.sp == 0 ? knockout_color :
  actor.sp <= actor.maxhp / 4 ? crisis_color : normal_color
    draw_text(sp_x, y, 46, 26, actor.sp.to_s, 2)
    bitmap.font.color = normal_color
    draw_text(sp_x + 46, y, 10, 26, '/', 1)
    draw_text(sp_x + 58, y, 46, 26, actor.maxsp.to_s)
    bitmap.font.size += 2
 end
 #--------------------------------------------------------------------------
 # * Draw Outline Text
 #--------------------------------------------------------------------------
 def draw_text(x, y, width, height, string, align = 0)
    col = bitmap.font.color.dup
    bitmap.font.color = Color.new(32, 32, 32, col.alpha)
    bitmap.draw_text(x - 1, y, width, height, string, align)
    bitmap.draw_text(x, y - 1, width, height, string, align)
    bitmap.draw_text(x + 1, y, width, height, string, align)
    bitmap.draw_text(x, y + 1, width, height, string, align)
    bitmap.font.color = col
    bitmap.draw_text(x, y, width, height, string, align)
 end
end

#------------------------------------------------------------------------------
# End SDK Enabled Test
#------------------------------------------------------------------------------
end