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DoubleX RMMV Status Bars

DoubleX

Just a nameless weakling
Member

Purpose
Lets you use bars to show battler statuses on their sprites

Games using this plugin
None so far

Parameters
Code:
 * @param isEnabled

 * @desc Sets whether this plugin will be enabled

 *       It'll be stored as a boolean, and will be regarded as true if and only

 *       if it's true

 *       Don't change this during the same battle unless you really know what

 *       you're truly foing

 *       E.g.: Setting isEnabled as false will disable this plugin

 * @default true

Notetags
Code:
 *    # Actor/Class/Weapon/Armor/Enemy/State Notetags:                        

 *      State notetags take the highest priority, followed by enemy, weapon,  

 *      armor, class and actor                                                

 *      1. <status status bar: SBX>                                            

 *         - Sets the battler to setup a status bar of status using           

 *           configurations set in function name SBX, which can only be edited

 *           in this plugin js file directly                                  

 *         - status must be included in STATUSES, which can only be edited in 

 *           this plugin js file directly                                     

 *         - E.g.:                                                            

 *           <hp status bar: HP> will set the battler to setup a hp status bar

 *           using configurations set in HP, which can only be edited in this 

 *           plugin js file directly                                          

 *         - Only the 1st effective notetag among all having the same status  

 *           will be used(Reference tag: NOTETAG_MONO)                        

Plugin Calls
Code:
 *    # Configuration manipulations                                           

 *      1. $gameSystem.statusBars.param                                       

 *         - Returns the stored value of param listed in the plugin manager   

 *         - E.g.:                                                            

 *           $gameSystem.statusBars.isEnabled will return a Boolean indicating

 *           whether this plugin's enabled                                    

 *      2. $gameSystem.statusBars.param = val                                 

 *         - Sets the stored value of param listed in plugin manager as val   

 *         - E.g.:                                                            

 *           $gameSystem.statusBars.isEnabled = false will set the stored     

 *           value of parameter isEnabled shown on the plugin manager as false

 *         - All $gameSystem.statusBars.param changes will be saved           

 *    # Actor/Class/Weapon/Armor/Enemy/State notetag manipulations            

 *      1. meta.statusBars[status]                                            

 *         - Returns the function name SBX for String status specified in     

 *           <status status bar: SBX> if there's any                          

 *         - E.g.:                                                            

 *           $dataStates[1].meta.statusBars[hp] will return the function SBX  

 *           specified in <hp status bar: SBX> notetag of state with id 1     

 *      2. meta.statusBars[status] = SBX                                      

 *         - Sets the String status in <status status bar: SBX> notetag to use

 *           the function with name SBX which is a String                     

 *         - E.g.:                                                            

 *           $dataEnemies[2].meta.statusBars['mp'] = 'MP' will set the SBX    

 *           specified in <mp status bar: SBX> notetag of enemy with id 2 as  

 *           MP                                                               

 *         - All meta.statusBars changes can be saved if                      

 *           DoubleX RMMV Dynamic Data is used                                

 *    # Battler manipulations                                                 

 *      1. isStatusBarChanged[status] = true                                  

 *         - Notifys the status status bar of the battler to use a new        

 *           configuration object                                             

 *         - It'll be reset as false once a new configuration object's used   

 *         - E.g.:                                                            

 *           $gameParty.aliveMembers()[0].isStatusBarChanged['tp'] = true will

 *           notify the tp status bar of the battler to use a new             

 *           configuration object                                             

 *    # Status bar manipulations                                              

 *      1. new Window_Status_Bar(battler, status)                             

 *         - Creates a new status bar showing the status status of battler    

 *           battler                                                          

 *         - E.g.:                                                            

 *           new Window_Status_Bar($gameTroop.aliveMembers()[0], 'hp') will   

 *           create a new status bar showing the hp status of the 1st troop   

 *           member                                                          

Configurations
Code:
    /* Setups the list of statuses that can have their status bars drawn

     * Each status must be represented by the name of its battler getter

     */

    STATUSES: [

        'hp',

        'mp',

        'tp'

    ],

 

    /*------------------------------------------------------------------------

     *    Status Bar Functions                                                

     *    - Setups SBX used by <status bar: SBX>                              

     *------------------------------------------------------------------------*/

    /* SBX are used by Window_Status_Bar at this._cfg = SB[this._cfgName](); in

     * _updateCfg

     * SBX are Javascript functions which must return an Object having at least

     * the following:

     * {

     *     visible: function(battler), // Hotspot

     *     opacity: function(battler), // Hotspot

     *     backColor: function(battler), // Hotspot

     *     color1: function(battler), // Hotspot

     *     color2: function(battler), // Hotspot

     *     x: function(battler), // Hotspot

     *     y: function(battler), // Hotspot

     *     w: function(battler), // Hotspot

     *     h, function(battler), // Hotspot

     *     text, function(battler), // Hotspot

     *     textX: function(battler), // Hotspot

     *     textY: function(battler), // Hotspot

     *     textSize: function(battler), // Hotspot

     *     textColor: function(battler), // Hotspot

     *     min: function(battler), // Hotspot

     *     max: function(battler), // Hotspot

     *     (v1.01a+)showProc: function(battler), // Hotspot

     *     (v1.01a+)procUpdateRate: function(battler) // Hotspot

     * }

     * All functions will be bound to the Window_Status_Bar upon its creation

     * and must take the battler and database item using the SBX as their

     * arguments

     *

     * Status bar configuration functions:

     * The function result of visible, which is the status bar visibility, will

     * be interpreted as truthy or falsy only

     * The function of opacity, which is the status bar opacity, must return a

     * Number between 0 and 255

     * The functions of backColor, color1 and color2, which are the status bar

     * back, 1st and 2nd colors respectively, must return a Number between

     * #00000000 and #FFFFFFFF

     * The functions of x and y, which are the status bar x and y offsets from

     * the battler sprites respectively, must return a Number

     * The functions of w and h, which are the status bar width and height

     * respectively, must return a positive Number

     * The function of text, which is the status bar description text, must

     * return a String

     * The functions of textX, textY and textSize, which are the status bar

     * description text x and y offset from the status bar, and size

     * respectively, must return a positive Number

     * The functions of min and max, which are the minimum and maximum value of

     * the status respiectively, must return a Number that must be not greater

     * than and not less than all the possible values of the current value

     * respectively

     * (v1.01a+)The functions of showProc, which is whether the stat change

     * processes will be shown on the status bars, will be interpreted as truthy

     * or falsy only

     * (v1.01a+)The functions of procUpdateRate, which is the rate relative to

     * the max length of the stat bar per second, must return a Number between 0

     * and 1

     * (v1.01a+)The functions of procColor1 and procColor2, which are the status

     * bar 1st and 2nd stat change colors respectively, must return a Number

     * between #00000000 and #FFFFFFFF

     *

     * SBX names can only use alphanumeric characters

     * The below SBX are examples added to help you set your SBX

     * You can freely use, rewrite and/or delete these examples

     *

     * Advanced:

     * The status bar prototype's inherited from Window_Base.prototype

     * All status bar configuration functions are used by Window_Status_Bar

     * visible and opacity are used in _updateBarVisibility

     * backColor, color1, color2, textColor, text, textX and textY are used in

     * _updateSetting

     * x, y, w and h are used in initialize

     * x is also used in _updateX

     * y is also used in _updateY

     * w is also used in _updateW

     * h is also used in _updateH

     * min and max are used in _updateFillW

     * (v1.01a+)showProc

     */

 

    // Sets the status bar to display the battler's hp statuses

    HP: function() { // v1.00a - v1.01a; Potential Hotspot

        return {

            // Sets the hp bar to be always visible only for alive battlers

            visible: function(battler) { return battler.isAlive(); }, // Hotspot

            // Sets the hp bar opacity to be always 255

            opacity: function(battler) { return 255; }, // Hotspot

            // Sets the hp bar color 1 to be always text color 15

            backColor: function(battler) { // Hotspot

                return this.textColor(15);

            },

            // Sets the hp bar color 1 to be always text color 20

            color1: function(battler) { return this.textColor(20); }, // Hotspot

            // Sets the hp bar color 2 to be always text color 21

            color2: function(battler) { return this.textColor(21); }, // Hotspot

            // Sets the hp bar x offset from battler sprite to be always 0

            x: function(battler) { return 0; }, // Hotspot

            // Sets the hp bar y offset from battler sprite to be always 16

            y: function(battler) { return 16; }, // Hotspot

            // Sets the hp bar width to be always 87

            w: function(battler) { return 87; }, // Hotspot

            // Sets the hp bar height to be always 16

            h: function(battler) { return 16; }, // Hotspot

            // Sets the hp bar description text to be always hp/mhp

            text: function(battler) { // Hotspot

                return battler.hp.toString() + '/' + battler.mhp.toString();

            },

            // Sets the hp bar description text size to be always 0

            textX: function(battler) { return 0; }, // Hotspot

            // Sets the hp bar description text size to be always 0

            textY: function(battler) { return 0; }, // Hotspot

            // Sets the hp bar description text size to be always 13

            textSize: function(battler) { return 13; }, // Hotspot

            // Sets hp bar description text color to be always text color 0

            textColor: function(battler) { // Hotspot

                return this.textColor(0);

            },

            // Sets the minimum hp to be shown on the hp bar to be always 0

            min: function(battler) { return 0; }, // Hotspot

            // Sets the maximum hp to be shown on the hp bar to be always mhp

            max: function(battler) { return battler.mhp; }, // Hotspot

            // (v1.01a+)Sets the hp change processes to be always shown

            showProc: function(battler) { return true; }, // Hotspot

            // (v1.01a+)Sets the hp change processes rate to be 100% of the

            // max length of the hp bar per second

            procUpdateRate: function(battler) { return 0.2; }, // Hotspot

            // Sets the hp change process color 1 to be always text color 6

            procColor1: function(battler) { return this.textColor(6); },

            // Hotspot

            // Sets the hp change process color 2 to be always text color 17

            procColor2: function(battler) { return this.textColor(17); }

            // Hotspot

        };

    },

 

    // Sets the status bar to display the battler's mp statuses

    MP: function() { // v1.00a - v1.01a; Potential Hotspot

        return {

            // Sets the mp bar to be always visible only for alive battlers

            visible: function(battler) { return battler.isAlive(); }, // Hotspot

            // Sets the mp bar opacity to be always 255

            opacity: function(battler) { return 255; }, // Hotspot

            // Sets the mp bar color 1 to be always text color 15

            backColor: function(battler) { // Hotspot

                return this.textColor(15);

            },

            // Sets the mp bar color 1 to be always text color 22

            color1: function(battler) { return this.textColor(22); }, // Hotspot

            // Sets the mp bar color 2 to be always text color 23

            color2: function(battler) { return this.textColor(23); }, // Hotspot

            // Sets the mp bar x offset from battler sprite to be always 0

            x: function(battler) { return 0; }, // Hotspot

            // Sets the mp bar y offset from battler sprite to be always 32

            y: function(battler) { return 32; }, // Hotspot

            // Sets the mp bar width to be always 87

            w: function(battler) { return 87; }, // Hotspot

            // Sets the mp bar height to be always 16

            h: function(battler) { return 16; }, // Hotspot

            // Sets the mp bar description text to be always mp/mmp

            text: function(battler) { // Hotspot

                return battler.mp.toString() + '/' + battler.mmp.toString();

            },

            // Sets the mp bar description text size to be always 0

            textX: function(battler) { return 0; }, // Hotspot

            // Sets the mp bar description text size to be always 0

            textY: function(battler) { return 0; }, // Hotspot

            // Sets the mp bar description text size to be always 13

            textSize: function(battler) { return 13; }, // Hotspot

            // Sets mp bar description text color to be always text color 0

            textColor: function(battler) { // Hotspot

                return this.textColor(0);

            },

            // Sets the minimum mp to be shown on the hp bar to be always 0

            min: function(battler) { return 0; }, // Hotspot

            // Sets the maximum mp to be shown on the hp bar to be always mmp

            max: function(battler) { return battler.mmp; }, // Hotspot

            // (v1.01a+)Sets the mp change processes to be always shown

            showProc: function(battler) { return true; }, // Hotspot

            // (v1.01a+)Sets the mp change processes rate to be 100% of the

            // max length of the mp bar per second

            procUpdateRate: function(battler) { return 0.2; }, // Hotspot

            // Sets the mp change process color 1 to be always text color 1

            procColor1: function(battler) { return this.textColor(1); },

            // Hotspot

            // Sets the mp change process color 2 to be always text color 4

            procColor2: function(battler) { return this.textColor(4); }

            // Hotspot

        };

    },

 

    // Sets the status bar to display the battler's tp statuses

    TP: function() { // v1.00a - v1.01a; Potential Hotspot

        return {

            // Sets the tp bar to be always visible

            visible: function(battler) { return battler.isAlive(); }, // Hotspot

            // Sets the tp bar opacity to be always 255

            opacity: function(battler) { return 255; }, // Hotspot

            // Sets the tp bar color 1 to be always text color 15

            backColor: function(battler) { // Hotspot

                return this.textColor(15);

            },

            // Sets the tp bar color 1 to be always text color 28

            color1: function(battler) { return this.textColor(28); }, // Hotspot

            // Sets the tp bar color 2 to be always text color 29

            color2: function(battler) { return this.textColor(29); }, // Hotspot

            // Sets the tp bar x offset from battler sprite to be always 0

            x: function(battler) { return 0; }, // Hotspot

            // Sets the tp bar y offset from battler sprite to be always 48

            y: function(battler) { return 48; }, // Hotspot

            // Sets the tp bar width to be always 87

            w: function(battler) { return 87; }, // Hotspot

            // Sets the tp bar height to be always 16

            h: function(battler) { return 16; }, // Hotspot

            // Sets the tp bar description text to be always tp/maxTp()

            text: function(battler) { // Hotspot

                return battler.tp.toString() + '/' + battler.maxTp().toString();

            },

            // Sets the tp bar description text size to be always 0

            textX: function(battler) { return 0; }, // Hotspot

            // Sets the tp bar description text size to be always 0

            textY: function(battler) { return 0; }, // Hotspot

            // Sets the tp bar description text size to be always 13

            textSize: function(battler) { return 13; }, // Hotspot

            // Sets tp bar description text color to be always text color 0

            textColor: function(battler) { // Hotspot

                return this.textColor(0);

            },

            // Sets the minimum tp to be shown on the hp bar to be always 0

            min: function(battler) { return 0; }, // Hotspot

            // Sets maximum tp to be shown on the hp bar to be always maxTp()

            max: function(battler) { return battler.maxTp(); }, // Hotspot

            // (v1.01a+)Sets the tp change processes to be always shown

            showProc: function(battler) { return true; }, // Hotspot

            // (v1.01a+)Sets the mp change processes rate to be 100% of the

            // max length of the mp bar per second

            procUpdateRate: function(battler) { return 0.2; }, // Hotspot

            // Sets the tp change process color 1 to be always text color 3

            procColor1: function(battler) { return this.textColor(3); },

            // Hotspot

            // Sets the tp change process color 2 to be always text color 24

            procColor2: function(battler) { return this.textColor(24); }

            // Hotspot

        };

    },

 

    // Adds new SBX here

   

Video
v1.00a
http://www.youtube.com/watch?v=kaGhzueQwUs
v1.01a+
http://www.youtube.com/watch?v=92fOe1PS3gY

Prerequisites
Abilities:
1. Nothing special for most rudimetary use cases
2. Little RMMV plugin development proficiency for most ordinary uses
3. Some RMMV plugin development proficiency to fully utilize this

Instructions
Code:
 * You're supposed to open this plugin js file to edit its configurations

 * The default plugin file name is DoubleX RMMV Status Bars v101a

 * If you want to change that, you must edit the value of

 * DoubleX_RMMV.Status_Bars_File, which must be done via opening this plugin

 * js file directly

Terms Of Use
Code:
 *      1. Commercial use's always allowed and crediting me's always optional.

 *      2. You shall keep this plugin's Plugin Info part's contents intact.   

 *      3. You shalln't claim that this plugin's written by anyone other than 

 *         DoubleX or my aliases. I always reserve the right to deny you from 

 *         using any of my plugins anymore if you've violated this.           

 *      4. CC BY 4.0, except those conflicting with any of the above, applies 

 *         to this plugin, unless you've my permissions not needing follow so.

 *      5. I always reserve the right to deny you from using this plugin      

 *         anymore if you've violated any of the above.                      

Changelog
Code:
 *      v1.01b(GMT 1200 7-7-2019):

 *      1. Fixed the invisible status bars not being able to be visible again

 *      2. Fixed the equips, classes and actors status bar data not being used

 *      v1.01a(GMT 1400 12-8-2017):                                           

 *      1. Lets you set the status bars to show the stat change processes via 

 *         showProc, procUpdateRate, procColor1 and procColor2 in SBX         

 *      2. Fixed crashes for status bars having the same minimum and maximum  

 *      v1.00a(GMT 1700 16-9-2016):                                           

 *      1. 1st version of this plugin finished                                

Download Link
DoubleX RMMV Status Bars
 

DoubleX

Just a nameless weakling
Member

Updates
Code:
 *      v1.01a(GMT 1400 12-8-2017):                                           

 *      1. Lets you set the status bars to show the stat change processes via 

 *         showProc, procUpdateRate, procColor1 and procColor2 in SBX         

 *      2. Fixed crashes for status bars having the same minimum and maximum  

 
http://www.youtube.com/watch?v=92fOe1PS3gY
 

DoubleX

Just a nameless weakling
Member

Updates
Code:
 *      v1.01b(GMT 1200 7-7-2019):

 *      1. Fixed the invisible status bars not being able to be visible again

 *      2. Fixed the equips, classes and actors status bar data not being used
 

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