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bar replacer for limit break

Jonny

Member

Ok I barely had to anything for this to work. I only had to change a few things.
Use Trickster's Animated Gradient Bars Script:
Code:
=begin
#==============================================================================
# ●● Animated Gradient Bars 
#------------------------------------------------------------------------------
# Trickster (tricksterguy@hotmail.com)
# Version 4.01
# Date 4/18/07
# Goto rmxp.org for updates/support/bug reports
#------------------------------------------------------------------------------
# This script allows you to use Gradient Bars Anywhere. They are also animated
# and they smoothly decrease or increase to their value. This script comes with
# Hp/Sp/Exp bars for non scripters and a template for creating a gradient sprite
# for scripters. The Hp/Sp/Exp bars are configurable.
#==============================================================================
=end

#--------------------------------------------------------------------------
# ● Begin SDK Log
#--------------------------------------------------------------------------
SDK.log('Animated Gradient Bars', 'Trickster', 4.01, '5/12/07')
#--------------------------------------------------------------------------
# ● Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.0, [1, 2, 3])
#--------------------------------------------------------------------------
# ● Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('Animated Gradient Bars')
  
module Gradient_Bars
  #--------------------------------------------------------------------------
  # * Use Viewport
  #   - Use A Viewport for the Sprite (For Side View Battle Systems
  #--------------------------------------------------------------------------
  Use_Viewport = true
  #--------------------------------------------------------------------------
  # * Bar Update Speed 
  #   - Number of Frames at which the bar updates
  #--------------------------------------------------------------------------
  Update_Speed = 1
  #--------------------------------------------------------------------------
  # * Bar Update Rate 
  #   - How fast the bar gets to destination (set to nil to disable0
  #--------------------------------------------------------------------------
  Update_Rate = nil
  #--------------------------------------------------------------------------
  # * Bar Update Time 
  #   - Number of Frames to Get to the amount. Overides Update_Rate
  #--------------------------------------------------------------------------
  Update_Time = 20
  #--------------------------------------------------------------------------
  # * Hp Bar Graphic
  #   - Syntax 'Class' => File
  #   - See Graphics/Gradients for file names
  #   - note: set to nil to draw no bar
  #--------------------------------------------------------------------------
  Hp_Bar_Graphic = {'Window_Help' => nil, 'Window_MenuStatus' => '015-Greens01'}
  Hp_Bar_Graphic.default = '015-Greens01'
  #--------------------------------------------------------------------------
  # * Sp Bar Graphic
  #   - Syntax 'Class' => File
  #   - See Graphics/Gradients for file names
  #   - note: set to nil to draw no bar
  #--------------------------------------------------------------------------
  Sp_Bar_Graphic = {'Window_Help' => nil, 'Window_BattleStatus' => '013-Blues01'}
  Sp_Bar_Graphic.default = '013-Blues01'
  #--------------------------------------------------------------------------
  # * Exp Bar Graphic
  #   - Syntax 'Class' => File
  #   - See Graphics/Gradients for file names
  #   - note: set to nil to draw no bar
  #--------------------------------------------------------------------------
  Exp_Bar_Graphic = {'Window_Help' => nil}
  Exp_Bar_Graphic.default = '014-Reds01'
  #--------------------------------------------------------------------------
  # * Slanted Bars
  #   - Draw Slanted Gradient Bars (Only Gradient Will be Slanted)
  #--------------------------------------------------------------------------
  Slanted_Bars = false
  #--------------------------------------------------------------------------
  # * Bar Border File
  #   - See Graphics/Gradients for file names
  #--------------------------------------------------------------------------
  Border = 'Back'
  #--------------------------------------------------------------------------
  # * Bar Background File
  #   - See Graphics/Gradients for file names
  #--------------------------------------------------------------------------
  Background = 'Back2'
  #--------------------------------------------------------------------------
  # * Border Dimension 
  #   - Bar Border Width and Height
  #--------------------------------------------------------------------------
  Border_Dim = 1
  #--------------------------------------------------------------------------
  # * Background Dimension 
  #   - Bar Backgoround Width and Height
  #--------------------------------------------------------------------------
  Background_Dim = 1
  #--------------------------------------------------------------------------
  # * (Hp|Sp|Exp) Tone Proc
  #   - Bars Change Color Based on Amount
  #   - Example Block
  #     proc do |percent|
  #       case percent * 100
  #       when 0...25
  #         [percent*255+64,0,0,128]
  #       when 25...50
  #         [percent*255,percent*128-32,0,96]
  #       when 50...75
  #         [percent*255,percent*255,0,64]
  #       when 75..100
  #         [(1-percent)*255,percent*255,0,32]
  #       end
  #     end
  #   - Note: Must return an array with these values [red, green, blue, alpha]
  #--------------------------------------------------------------------------
  Hp_Color_Proc = proc {|percent| 
  [255*(1-percent), 255*(percent), 255*(percent), 160*(1-percent)+10]}
  Sp_Color_Proc = nil
  Exp_Color_Proc = nil
  #--------------------------------------------------------------------------
  # * (HP|SP|EXP) 'Flourish' Colors
  #   - These Colors are Blended into the sprite.
  #   - Note: There must be at least two colors in the array for it to work
  #   - Shortcut Color methods:
  #     Color.red, Color.green, Color.blue, Color.yellow, Color.purple, 
  #     Color.orange, Color.white, Color.black, Color.gray
  #--------------------------------------------------------------------------
  Hp_Flourish = []
  Sp_Flourish = [Color.white, Color.blue, Color.black, Color.blue]
  Exp_Flourish = [
  Color.red, Color.new(128,0,0), Color.new(64,0,0), Color.black, 
  Color.new(64,0,0), Color.new(128,0,0)]
  #--------------------------------------------------------------------------
  # * (HP|SP|EXP) 'Flourishing' Speed 
  #   - Speed of 'Flourishing'
  #   - I Recommend something high 50-200
  #--------------------------------------------------------------------------
  Hp_Flourish_Speed = 75
  Sp_Flourish_Speed = 100
  Exp_Flourish_Speed = 25
  #--------------------------------------------------------------------------
  # * (HP|SP|EXP) 'Flourishing' Opacity
  #   - Alpha Blending for 'Flourish' Use a Low Value (16-128)
  #   - The Higher the Value the less it blends in
  #--------------------------------------------------------------------------
  Hp_Flourish_Alpha = 64
  Sp_Flourish_Alpha = 64
  Exp_Flourish_Alpha = 32
end
  
class Sprite_ActorHpBar < Sprite_GradientBar
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actor, x, y, width, height, file)
    # Get Actor Viewport if in scene battle else nil
    viewport = $game_temp.in_battle ? $scene.spriteset.viewport2 : nil
    # Set Viewport to nil if not using viewport
    viewport = nil if not Gradient_Bars::Use_Viewport
    # Get Border and Background
    back, back2 = Gradient_Bars::Border, Gradient_Bars::Background
    # Call Sprite_GradientBar#initialize
    super(x, y, width, height, 1, 1, 1, back, back2, viewport)
    # Setup Borders
    self.bx = Gradient_Bars::Border_Dim
    self.by = Gradient_Bars::Border_Dim
    # Setup Instance Variables
    @actor, @last, @file, @rate = actor, actor.hp, file, nil
    # Setup Speed and Update Count
    @speed, @update_count = Gradient_Bars::Update_Speed, 0
    # Setup Background Borders
    background.bx = Gradient_Bars::Background_Dim
    background.by = Gradient_Bars::Background_Dim
    # Refresh Boarder to Suit New Border
    background.refresh
    # Set Blending to Addition
    self.blend_type = 1
    # Setup Florish if Conditions are correct
    if Gradient_Bars::Hp_Flourish.size > 1
      # Setup Change Rate Array
      @change_rate = []
      # Current Index is zero
      @current_flourish = 0
      # Get RGB Array from color
      rgb = Gradient_Bars::Hp_Flourish[0].to_rgb
      # Set Red, Green, and Blue
      color.red, color.green, color.blue = *rgb
      # Setup Alpha for Blending
      color.alpha = Gradient_Bars::Hp_Flourish_Alpha
      # Setup Flourishing
      setup_flourish
    end
    # Refresh Sprite
    refresh
  end
  #--------------------------------------------------------------------------
  # * Setup "Flourishing"
  #--------------------------------------------------------------------------
  def setup_flourish
    # Get RGB Array from color
    rgb = Gradient_Bars::Hp_Flourish[@current_flourish].to_rgb
    # Set Red, Green, and Blue
    color.red, color.green, color.blue = *rgb
    # Get HSB Array from color
    hsb = color.to_hsb
    # Get Next Color to move to
    next_flourish = (@current_flourish + 1) % Gradient_Bars::Hp_Flourish.size
    # Get HSB Array from next color
    next_hsb = Gradient_Bars::Hp_Flourish[next_flourish].to_hsb
    # Get Rate of Change (Speed)
    rate = Gradient_Bars::Hp_Flourish_Speed
    # Clear Change Rate
    @change_rate.clear
    # Reset Count
    @count_flourish = rate
    # Set Values for Change Rate
    3.times {|i| @change_rate[i] = (next_hsb[i] - hsb[i]) / rate}
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Call Sprite_GradientBar's update method
    # which in turn only calls Sprite's update method
    super
    # Increase frame counter
    @count += 1
    # Decrease Update Counter
    @update_count -= 1 if @update_count > 0
    # Update Flourish if Conditions are right
    update_flourish if @change_rate != nil
    # Skip update if no speed or speed frames have not passed or in battle
    return if @speed == 0 or @count % @speed != 0
    # Update Bars
    update_bars
  end
  #--------------------------------------------------------------------------
  # * Update "Flourishing"
  #--------------------------------------------------------------------------
  def update_flourish
    # Update Hue, Saturation, and Value
    color.hue += @change_rate[0]
    color.saturation += @change_rate[1]
    color.value += @change_rate[2]
    # Decrease Count 
    @count_flourish -= 1
    # Return if not zero
    return if @count_flourish != 0
    # Add one and Restrict to [0, size)
    @current_flourish = (@current_flourish + 1) % Gradient_Bars::Hp_Flourish.size
    # Setup Flourishing
    setup_flourish
  end
  #--------------------------------------------------------------------------
  # * Update Bars, Decrease Contents Steadily
  #--------------------------------------------------------------------------
  def update_bars
    # Return if not updating
    return if not updatable? 
    # If Update Rate is nil then increment by current - last / time * +-1
    if Gradient_Bars::Update_Rate == nil
      # Get Rate
      @rate = (@actor.hp - @last) / Gradient_Bars::Update_Time.to_f
      # Increase By Rate
      @last += @rate
    else
      # Increment Last By + 1 or -1 times Update Rate (move to current hp)
      @last += (@actor.hp - @last).sign * Gradient_Bars::Update_Rate
    end
    # Restrict last to actor.hp, actor.maxhp if decreasing
    @last = [[@last, @actor.hp].max, @actor.maxhp].min if @last > @actor.hp
    # Restrict last to 0, actor.hp if increasing
    @last = [[@last, 0].max, @actor.hp].min if @last < @actor.hp
    # Refresh the bar
    refresh
  end
  #--------------------------------------------------------------------------
  # * Updatable?
  #--------------------------------------------------------------------------
  def updatable?
    return @last != @actor.hp && @update_count <= 0 && @actor.damage == nil
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Redraw Bar
    bitmap.clear
    # Draw Substance
    bitmap.draw_trick_gradient_bar_sub(0, 0, @last, @actor.maxhp, file, width,
      height, Gradient_Bars::Border, bx, by, Gradient_Bars::Slanted_Bars)
    # Return if no Color Proc given
    return if Gradient_Bars::Hp_Color_Proc == nil
    # Prevent Division by Zero
    percent = @actor.maxhp != 0 ? @last.to_f / @actor.maxhp : 0
    # Call Proc and send the percent to get color values
    new_color = Gradient_Bars::Hp_Color_Proc.call(percent)
    # Set New Color Size
    if new_color.size == 3
      # Set Red Green Blue
      color.red, color.green, color.blue = *new_color
    else
      # Set Red Green Blue Alpha
      color.red, color.green, color.blue, color.alpha = *new_color
    end
  end
end

class Sprite_ActorSpBar < Sprite_GradientBar
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actor, x, y, width, height, file)
    # Get Actor Viewport if in scene battle else nil
    viewport = $game_temp.in_battle ? $scene.spriteset.viewport2 : nil
    # Set Viewport to nil if not using viewport
    viewport = nil if not Gradient_Bars::Use_Viewport
    # Get Border and Background
    back, back2 = Gradient_Bars::Border, Gradient_Bars::Background
    # Call Sprite_GradientBar#initialize
    super(x, y, width, height, 1, 1, 1, back, back2, viewport)
    # Setup Borders
    self.bx = Gradient_Bars::Border_Dim
    self.by = Gradient_Bars::Border_Dim
    # Setup Instance Variables
    @actor, @last, @file, @rate = actor, actor.sp, file, nil
    # Setup Speed and Update Count
    @speed, @update_count = Gradient_Bars::Update_Speed, 0
    # Setup Background Borders
    background.bx = Gradient_Bars::Background_Dim
    background.by = Gradient_Bars::Background_Dim
    # Refresh Boarder to Suit New Border
    background.refresh
    # Set Blending to Addition
    self.blend_type = 1
    # Setup Florish if Conditions are correct
    if Gradient_Bars::Sp_Flourish.size > 1
      # Setup Change Rate Array
      @change_rate = []
      # Current Index is zero
      @current_flourish = 0
      # Get RGB Array from color
      rgb = Gradient_Bars::Sp_Flourish[0].to_rgb
      # Set Red, Green, and Blue
      color.red, color.green, color.blue = *rgb
      # Setup Alpha for Blending
      color.alpha = Gradient_Bars::Sp_Flourish_Alpha
      # Setup Flourishing
      setup_flourish
    end
    # Refresh Sprite
    refresh
  end
  #--------------------------------------------------------------------------
  # * Setup "Flourishing"
  #--------------------------------------------------------------------------
  def setup_flourish
    # Get RGB Array from color
    rgb = Gradient_Bars::Sp_Flourish[@current_flourish].to_rgb
    # Set Red, Green, and Blue
    color.red, color.green, color.blue = *rgb
    # Get HSB Array from color
    hsb = color.to_hsb
    # Get Next Color to move to
    next_flourish = (@current_flourish + 1) % Gradient_Bars::Sp_Flourish.size
    # Get HSB Array from next color
    next_hsb = Gradient_Bars::Sp_Flourish[next_flourish].to_hsb
    # Get Rate of Change (Speed)
    rate = Gradient_Bars::Sp_Flourish_Speed
    # Clear Change Rate
    @change_rate.clear
    # Reset Count
    @count_flourish = rate
    # Set Values for Change Rate
    3.times {|i| @change_rate[i] = (next_hsb[i] - hsb[i]) / rate}
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Call Sprite_GradientBar's update method
    # which in turn only calls Sprite's update method
    super
    # Increase frame counter
    @count += 1
    # Decrease Update Counter
    @update_count -= 1 if @update_count > 0
    # Update Flourish if Conditions are right
    update_flourish if @change_rate != nil
    # Skip update if no speed or speed frames have not passed
    return if @speed == 0 or @count % @speed != 0
    # Update Bars
    update_bars
  end
  #--------------------------------------------------------------------------
  # * Update "Flourishing"
  #--------------------------------------------------------------------------
  def update_flourish
    # Update Hue, Saturation, and Value
    color.hue += @change_rate[0]
    color.saturation += @change_rate[1]
    color.value += @change_rate[2]
    # Decrease Count 
    @count_flourish -= 1
    # Return if not zero
    return if @count_flourish != 0
    # Add one and Restrict to [0, size)
    @current_flourish = (@current_flourish + 1) % Gradient_Bars::Sp_Flourish.size
    # Setup Flourishing
    setup_flourish
  end
  #--------------------------------------------------------------------------
  # * Update Bars, Decrease Contents Steadily
  #--------------------------------------------------------------------------
  def update_bars
    return if not updatable?
    # If Update Rate is nil then increment by current - last / time * +-1
    if Gradient_Bars::Update_Rate == nil
      # Get Rate
      @rate = (@actor.sp - @last) / Gradient_Bars::Update_Time.to_f
      # Increase By Rate
      @last += @rate
    else
      # Increment Last By + 1 or -1 times Update Rate (move to current sp)
      @last += (@actor.sp - @last).sign * Gradient_Bars::Update_Rate
    end
    # Restrict last to actor.sp, actor.maxsp if decreasing
    @last = [[@last, @actor.sp].max, @actor.maxsp].min if @last > @actor.sp
    # Restrict last to 0, actor.sp if increasing
    @last = [[@last, 0].max, @actor.sp].min if @last < @actor.sp
    # Refresh the bar
    refresh
  end
  #--------------------------------------------------------------------------
  # * Updatable?
  #--------------------------------------------------------------------------
  def updatable?
    return @last != @actor.sp && @update_count <= 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Redraw Bar
    bitmap.clear
    # Draw Substance
    bitmap.draw_trick_gradient_bar_sub(0, 0, @last, @actor.maxsp, file, width,
      height, Gradient_Bars::Border, bx, by, Gradient_Bars::Slanted_Bars)
    # If no Color Process Given
    return if Gradient_Bars::Sp_Color_Proc == nil
    # Prevent Division by Zero
    percent = @actor.maxsp != 0 ? @last.to_f / @actor.maxsp : 0
    # Call Proc and send the percent to get color values
    new_color = Gradient_Bars::Sp_Color_Proc.call(percent)
    # Argument expansion on returned array
    if new_color.size == 3
      color.red, color.green, color.blue = *new_color
    else
      color.red, color.green, color.blue, color.alpha = *new_color
    end
  end
end

class Sprite_ActorExpBar < Sprite_GradientBar
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actor, x, y, width, height, file)
    # Get Actor Viewport if in scene battle else nil
    viewport = $game_temp.in_battle ? $scene.spriteset.viewport2 : nil
    # Set Viewport to nil if not using viewport
    viewport = nil if not Gradient_Bars::Use_Viewport
    # Get Border and Background
    back, back2 = Gradient_Bars::Border, Gradient_Bars::Background
    # Call Sprite_GradientBar#initialize
    super(x, y, width, height, 1, 1, 1, back, back2, viewport)
    # Setup Borders
    self.bx = Gradient_Bars::Border_Dim
    self.by = Gradient_Bars::Border_Dim
    # Setup Instance Variables
    @actor, @last, @file, @rate = actor, actor.now_exp, file, nil
    # Setup Speed and Update Count
    @speed, @update_count = Gradient_Bars::Update_Speed, 0
    # Setup Background Borders
    background.bx = Gradient_Bars::Background_Dim
    background.by = Gradient_Bars::Background_Dim
    # Refresh Boarder to Suit New Border
    background.refresh
    # Set Blending to Addition
    self.blend_type = 1
    # Setup Florish if Conditions are correct
    if Gradient_Bars::Exp_Flourish.size > 1
      # Setup Change Rate Array
      @change_rate = []
      # Current Index is zero
      @current_flourish = 0
      # Get RGB Array from color
      rgb = Gradient_Bars::Exp_Flourish[0].to_rgb
      # Set Red, Green, and Blue
      color.red, color.green, color.blue = *rgb
      # Setup Alpha for Blending
      color.alpha = Gradient_Bars::Exp_Flourish_Alpha
      # Setup Flourishing
      setup_flourish
    end
    # Refresh Sprite
    refresh
  end
  #--------------------------------------------------------------------------
  # * Setup "Flourishing"
  #--------------------------------------------------------------------------
  def setup_flourish
    # Get RGB Array from color
    rgb = Gradient_Bars::Exp_Flourish[@current_flourish].to_rgb
    # Set Red, Green, and Blue
    color.red, color.green, color.blue = *rgb
    # Get HSB Array from color
    hsb = color.to_hsb
    # Get Next Color to move to
    next_flourish = (@current_flourish + 1) % Gradient_Bars::Exp_Flourish.size
    # Get HSB Array from next color
    next_hsb = Gradient_Bars::Exp_Flourish[next_flourish].to_hsb
    # Get Rate of Change (Speed)
    rate = Gradient_Bars::Exp_Flourish_Speed
    # Clear Change Rate
    @change_rate.clear
    # Reset Count
    @count_flourish = rate
    # Set Values for Change Rate
    3.times {|i| @change_rate[i] = (next_hsb[i] - hsb[i]) / rate}
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Call Sprite_GradientBar's update method
    # which in turn only calls Sprite's update method
    super
    # Increase frame counter
    @count += 1
    # Decrease Update Counter
    @update_count -= 1 if @update_count > 0
    # Update Flourish if Conditions are right
    update_flourish if @change_rate != nil
    # Skip update if no speed or speed frames have not passed
    return if @speed == 0 or @count % @speed != 0
    # Update Bars
    update_bars
  end
  #--------------------------------------------------------------------------
  # * Update "Flourishing"
  #--------------------------------------------------------------------------
  def update_flourish
    # Update Hue, Saturation, and Value
    color.hue += @change_rate[0]
    color.saturation += @change_rate[1]
    color.value += @change_rate[2]
    # Decrease Count 
    @count_flourish -= 1
    # Return if not zero
    return if @count_flourish != 0
    # Add one and Restrict to [0, size)
    @current_flourish = (@current_flourish + 1) % Gradient_Bars::Exp_Flourish.size
    # Setup Flourishing
    setup_flourish
  end
  #--------------------------------------------------------------------------
  # * Update Bars, Decrease Contents Steadily
  #--------------------------------------------------------------------------
  def update_bars
    # Return if not updating
    return if not updatable?
    # If Update Rate is nil then increment by current - last / time * +-1
    if Gradient_Bars::Update_Rate == nil
      # Get Rate
      @rate = (@actor.now_exp - @last) / Gradient_Bars::Update_Time.to_f
      # Increase By Rate
      @last += @rate
    else
      # Increment Last By + 1 or -1 times Update Rate (move to current exp)
      @last += (@actor.now_exp - @last).sign * Gradient_Bars::Update_Rate
    end
    # Restrict last to actor.now_exp, actor.next_exp if decreasing
    @last = [[@last, @actor.now_exp].max, @actor.next_exp].min if @last > @actor.now_exp
    # Restrict last to 0, actor.now_exp if increasing
    @last = [[@last, 0].max, @actor.now_exp].min if @last < @actor.now_exp
    # Refresh the bar
    refresh
  end
  #--------------------------------------------------------------------------
  # * Updatable?
  #--------------------------------------------------------------------------
  def updatable?
    return @last != @actor.now_exp && @update_count <= 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    # Clear Bitmap
    bitmap.clear
    # Draw Substance
    bitmap.draw_trick_gradient_bar_sub(0, 0, @last, @actor.next_exp, file, width,
      height, Gradient_Bars::Border, bx, by, Gradient_Bars::Slanted_Bars)
    # Return if no color proc given
    return if Gradient_Bars::Exp_Color_Proc == nil
    # Prevent Division by Zero
    percent = @actor.next_exp != 0 ? @last.to_f / @actor.next_exp : 0
    # Call Proc and send the percent to get color values
    new_color = Gradient_Bars::Exp_Color_Proc.call(percent)
    # Argument expansion on returned array
    if new_color.size == 3
      color.red, color.green, color.blue = *new_color
    else
      color.red, color.green, color.blue, color.alpha = *new_color
    end
  end
end
  
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :spriteset
end

class Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias_method :trick_gradient_bars_base_initialize, :initialize
  def initialize(*args)
    # Setup Bar Sprites
    @hp_bar_sprites = {}
    @sp_bar_sprites = {}
    @exp_bar_sprites = {}
    # The Usual
    trick_gradient_bars_base_initialize(*args)
  end
  #--------------------------------------------------------------------------
  # * Draw HP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias_method :trick_gradient_bars_base_draw_actor_hp, :draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    # Draw HP
    trick_gradient_bars_base_draw_actor_hp(actor, x, y, width)
    # Get Gradient File
    file = Gradient_Bars::Hp_Bar_Graphic[self.class.to_s]
    # Return if sprite has been setup
    return if @hp_bar_sprites[actor] != nil or file == nil
    # Setup the bar
    draw_x, draw_y = self.x + x + 16, self.y + y + 32
    # Create Bar
    sprite = Sprite_ActorHpBar.new(actor, draw_x, draw_y, width, 32, file)
    # Set Y Coordinate
    sprite.y = self.y + y + 32 + (8 - sprite.height)
    # Tag Sprite
    sprite.tag(self)
    # Set Reference
    @hp_bar_sprites[actor] = sprite
    # Add Sprite to Window Sprites
    @window_sprites << sprite
  end
  #--------------------------------------------------------------------------
  # * Draw SP
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #     width : draw spot width
  #--------------------------------------------------------------------------
  alias_method :trick_gradient_bars_base_draw_actor_sp, :draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    # The Usual
    trick_gradient_bars_base_draw_actor_sp(actor, x, y, width)
    # Get Gradient File
    file = Gradient_Bars::Sp_Bar_Graphic[self.class.to_s]
    # Return if bar is already setup
    return if @sp_bar_sprites[actor] != nil or file == nil
    # Setup the bar
    draw_x, draw_y = self.x + x + 16, self.y + y + 32
    # Create Bar
    sprite = Sprite_ActorSpBar.new(actor, draw_x, draw_y, width, 32, file)
    # Set Y Coordinate
    sprite.y = self.y + y + 32 + (8 - sprite.height)
    # Tag Sprite
    sprite.tag(self)
    # Set Reference
    @sp_bar_sprites[actor] = sprite
    # Add Sprite to Window Sprites
    @window_sprites << sprite
  end
  #--------------------------------------------------------------------------
  # * Draw Exp
  #     actor : actor
  #     x     : draw spot x-coordinate
  #     y     : draw spot y-coordinate
  #--------------------------------------------------------------------------
  alias_method :trick_gradient_bars_base_draw_actor_exp, :draw_actor_exp
  def draw_actor_exp(actor, x, y)
    # The Usual
    trick_gradient_bars_base_draw_actor_exp(actor, x, y)
    # Get Gradient File
    file = Gradient_Bars::Exp_Bar_Graphic[self.class.to_s]
    # If Sprites is already setup for actor
    return if @exp_bar_sprites[actor] != nil or file == nil
    # Setup the bar
    draw_x, draw_y = self.x + x + 16, self.y + y + 32
    # Create Bar
    sprite = Sprite_ActorExpBar.new(actor, draw_x, draw_y, 204, 32, file)
    # Set Y Coordinate
    sprite.y = self.y + y + 32 + (8 - sprite.height)
    # Tag Sprite
    sprite.tag(self)
    # Set Reference
    @exp_bar_sprites[actor] = sprite
    # Add Sprite to Window Sprites
    @window_sprites << sprite
  end
end

class Game_Actor
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    exp = @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
    return exp
  end
end

class Window_Help
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  if @trick_gradient_bars_help.nil?
    alias_method :trick_gradient_bars_help_visible=, :visible=
    @trick_gradient_bars_help = true
  end
  #--------------------------------------------------------------------------
  # * Set Visibility
  #--------------------------------------------------------------------------
  def visible=(bool)
    # The Usual
    self.trick_gradient_bars_help_visible = bool
    # If Setting to Invisible
    if bool == false
      # Dispose All
      get_gradient_sprites.each {|sprite| sprite.dispose}
      # Remove Each From Window Sprites
      get_gradient_sprites.each {|sprite| @window_sprites.delete(sprite)}
      # Clear All
      @hp_bar_sprites.clear
      @sp_bar_sprites.clear
      @exp_bar_sprites.clear
    # If Actor Defined
    elsif @actor != nil
      # Set All to Invisible
      get_gradient_sprites.each {|sprite| sprite.visible = false}
      # If Key Exists in Hp Bar Sprite
      if @hp_bar_sprites.has_key?(@actor)
        # Set Old Actor Hp Bar to invisible
        @hp_bar_sprites[@actor].visible = true
      end
      # If Key Exists in Sp Bar Sprite
      if @sp_bar_sprites.has_key?(@actor)
        # Set Old Actor Sp Bar to invisible
        @sp_bar_sprites[@actor].visible = true 
      end
      # If Key Exists in Exp Bar Sprite
      if @exp_bar_sprites.has_key?(@actor)
        # Set Old Actor Exp Bar to invisible
        @exp_bar_sprites[@actor].visible = true 
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Set Actor
  #     actor : status displaying actor
  #--------------------------------------------------------------------------
  alias_method :trick_gradient_bars_help_set_actor, :set_actor
  def set_actor(actor)
    # If Actor Change and An Actor
    if actor != @actor and @actor != nil
      # If Key Exists in Hp Bar Sprite
      if @hp_bar_sprites.has_key?(@actor)
        # Set Old Actor Hp Bar to invisible
        @hp_bar_sprites[@actor].visible = false 
      end
      # If Key Exists in Sp Bar Sprite
      if @sp_bar_sprites.has_key?(@actor)
        # Set Old Actor Sp Bar to invisible
        @sp_bar_sprites[@actor].visible = false 
      end
      # If Key Exists in Exp Bar Sprite
      if @exp_bar_sprites.has_key?(@actor)
        # Set Old Actor Exp Bar to invisible
        @exp_bar_sprites[@actor].visible = false 
      end
      # If Key Exists in Hp Bar Sprite
      if @hp_bar_sprites.has_key?(actor)
        # Set Old Actor Hp Bar to invisible
        @hp_bar_sprites[actor].visible = true
      end
      # If Key Exists in Sp Bar Sprite
      if @sp_bar_sprites.has_key?(actor)
        # Set Old Actor Sp Bar to invisible
        @sp_bar_sprites[actor].visible = true 
      end
      # If Key Exists in Exp Bar Sprite
      if @exp_bar_sprites.has_key?(actor)
        # Set Old Actor Exp Bar to invisible
        @exp_bar_sprites[actor].visible = true 
      end
    end
    # The Usual
    trick_gradient_bars_help_set_actor(actor)
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  alias_method :trick_gradient_bars_help_set_text, :set_text
  def set_text(*args)
    # Dispose All
    get_gradient_sprites.each {|sprite| sprite.dispose}
    # Remove Each From Window Sprites
    get_gradient_sprites.each {|sprite| @window_sprites.delete(sprite)}
    # Clear All
    @hp_bar_sprites.clear
    @sp_bar_sprites.clear
    @exp_bar_sprites.clear
    # The Usual
    trick_gradient_bars_help_set_text(*args)
  end
  #--------------------------------------------------------------------------
  # * Get Gradient Sprites
  #-------------------------------------------------------------------------- 
  def get_gradient_sprites
    return (@hp_bar_sprites.values + @sp_bar_sprites.values + 
    @exp_bar_sprites.values)
  end
end
#--------------------------------------------------------------------------
#  End SDK Enabled Check
#--------------------------------------------------------------------------
end

And I know you have the Limit Break script so put it under that script then put this script under it:

Code:
#==============================================================================
# ** Animated Gradient Bars... 
#	Limit Break Bars v 1.0
#------------------------------------------------------------------------------
# Main code designed by:
# Trickster (tricksterguy@hotmail.com)
# based on version 3.6 code.
# Original code date 3/16/07
#------------------------------------------------------------------------------
# Coding merely edited for Limit Break bars
# by DerVVulfman
#------------------------------------------------------------------------------
#
# INTRODUCTION:
# This  simple code  is used  to insert  'Animated Gradient'  bars designed  by 
# Trickster into projects utilizing the Limit Break script by DerVVulfman.
#
# It merely mimics Trickster's original code, with the small difference in that
# instead of aliasing the 'draw_actor_hp' and etc.,  it re-creates & overwrites
# the required 'draw_actor_lb' def used in the Limit Break script.
#
# Again, this is a simple mimic of his code, and changes to the defs within it
# were performed only to keep it separate from his HP, SP and EXP bar systems.
#
# The position of the Trickster-based Limit Break bar is still goverened within
# the Limit Break script itself, and the 'Flexible Positioning System' I wrote.
# As far as the location of the bar in battle, I recommend a setting of:
#
#  $lb_battle_pos = [ 0,  -32, 120]
#
# ...to position the bar behind the actor's names.
#
#------------------------------------------------------------------------------
#
#  REQUIRES:
#  This script requires SDK version 2.0+ (parts 1,2 & 3), requires the Gradient
#  bars system  designed by Trickster,  and of course...  the Limit Break (DVV) 
#  system by DerVVulfman.
#
#  For use with the SDK and SDK battlesystems, Limit Break must be placed below
#  the SDK battlesystems.  And to use this script,  it must be placed below the
#  Limit Break (DVV) script in order to replace the Bar system built into it.
#
#==============================================================================


#--------------------------------------------------------------------------
# ● Begin SDK Log
#--------------------------------------------------------------------------
SDK.log('Limit Break Animated Gradient Bars', 'T & DVV', 1.0, '4/05/07')
#--------------------------------------------------------------------------
# ● Begin SDK Requirement Check
#--------------------------------------------------------------------------
#SDK.check_requirements(2.0, [1, 2, 3], ['Window Sprites'])
#--------------------------------------------------------------------------
# ● Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('Limit Break Animated Gradient Bars')
  
module Gradient_Bars
  #--------------------------------------------------------------------------
  # * Use Viewport
  #   - Use A Viewport for the Sprite (For Side View Battle Systems
  #--------------------------------------------------------------------------
  Use_Viewport = true
  #--------------------------------------------------------------------------
  # * Bar Update Speed 
  #   - Number of Frames at which the bar updates
  #--------------------------------------------------------------------------
  Update_Speed = 1
  #--------------------------------------------------------------------------
  # * Bar Update Rate 
  #   - How fast the bar gets to destination (set to nil to disable0
  #--------------------------------------------------------------------------
  Update_Rate = nil
  #--------------------------------------------------------------------------
  # * Bar Update Time 
  #   - Number of Frames to Get to the amount. Overides Update_Rate
  #--------------------------------------------------------------------------
  Update_Time = 1  # (Formerly 20... Gets all the bars to update instantly.)
  #--------------------------------------------------------------------------
  # * Update Delay
  #   - Number of Frames Before Bar Updates
  #--------------------------------------------------------------------------
  Update_Delay = 1  # (Formerly 10... Again...  instantaneous reactions.)
  #--------------------------------------------------------------------------
  # * Limit Break Bar Graphic
  #   - See Graphics/Gradients for file names
  #--------------------------------------------------------------------------
  Lb_Bar_Graphic = 'limit break fancy'
  #--------------------------------------------------------------------------
  # * Slanted Bars (Slightly buggy)
  #   - Draw Slanted Gradient Bars
  #--------------------------------------------------------------------------
  Slanted_Bars = false
  #--------------------------------------------------------------------------
  # * Bar Border File
  #   - See Graphics/Gradients for file names
  #--------------------------------------------------------------------------
  LB_Border = 'lbf back'
  #--------------------------------------------------------------------------
  # * Bar Background File
  #   - See Graphics/Gradients for file names
  #--------------------------------------------------------------------------
  LB_Background = 'lbf back'
  #--------------------------------------------------------------------------
  # * Border Dimension 
  #   - Bar Border Width and Height
  #--------------------------------------------------------------------------
  Border_Dim = 1
  #--------------------------------------------------------------------------
  # * Background Dimension 
  #   - Bar Backgoround Width and Height
  #--------------------------------------------------------------------------
  Background_Dim = 1
  #--------------------------------------------------------------------------
  # * Limit Break Tone Proc
  #   - Bars Change Color Based on Amount
  #   - Example Block
  #	proc do |percent|
  #	   case percent * 100
  #	   when 0...25
  #		[percent*255+64,0,0,128]
  #	   when 25...50
  #		[percent*255,percent*128-32,0,96]
  #	   when 50...75
  #		[percent*255,percent*255,0,64]
  #	   when 75..100
  #		[(1-percent)*255,percent*255,0,32]
  #	   end
  #	end
  #   - Note: Must return an array with these values [red, green, blue, alpha]
  #--------------------------------------------------------------------------
  Lb_Color_Proc = nil
  #--------------------------------------------------------------------------
  # * Limit Break 'Flourish' Colors
  #   - These Colors are Blended into the sprite.
  #   - Note: There must be at least two colors in the array for it to work
  #   - Shortcut Color methods:
  #	Color.red, Color.green, Color.blue, Color.yellow, Color.purple, 
  #	Color.orange, Color.white, Color.black, Color.gray
  #--------------------------------------------------------------------------
  Lb_Flourish = []
  #--------------------------------------------------------------------------
  # * Limit Break 'Flourishing' Speed 
  #   - Speed of 'Flourishing'
  #   - I Recommend something high 50-200
  #--------------------------------------------------------------------------
  Lb_Flourish_Speed = 200
  #--------------------------------------------------------------------------
  # * Limit Break 'Flourishing' Opacity
  #   - Alpha Blending for 'Flourish' Use a Low Value (16-128)
  #   - The Higher the Value the less it blends in
  #--------------------------------------------------------------------------
  Lb_Flourish_Alpha = 32
end

class Sprite_ActorLbBar < Sprite_GradientBar
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actor, x, y, width, height)
	# Get Actor Viewport if in scene battle else nil
	viewport = $game_temp.in_battle ? $scene.spriteset.viewport2 : nil
	# Set Viewport to nil if not using viewport
	viewport = nil if not Gradient_Bars::Use_Viewport
	# Get Border and Background
	back, back2 = Gradient_Bars::LB_Border, Gradient_Bars::LB_Background
	# Call Sprite_GradientBar#initialize
	super(x, y, width, height, 1, 1, 1, back, back2, viewport)
	# Setup Borders
	self.bx = Gradient_Bars::Border_Dim
	self.by = Gradient_Bars::Border_Dim
	# Setup Instance Variables
	@actor, @last, @rate = actor, actor.limitbreak, nil
	# Setup Speed and Update Count
	@speed, @update_count = Gradient_Bars::Update_Speed, 0
	# Setup Background Borders
	background.bx = Gradient_Bars::Background_Dim
	background.by = Gradient_Bars::Background_Dim
	# Refresh Boarder to Suit New Border
	background.refresh
	# If Slanted Mode Draw A Slanted Background
	draw_slanted_background if Gradient_Bars::Slanted_Bars
	# Get Gradient File
	@file = Gradient_Bars::Lb_Bar_Graphic
	# Set Blending to Addition
	self.blend_type = 1
	# Setup Florish if Conditions are correct
	if Gradient_Bars::Lb_Flourish.size > 1
	  # Setup Change Rate Array
	  @change_rate = []
	  # Current Index is zero
	  @current_flourish = 0
	  # Get RGB Array from color
	  rgb = Gradient_Bars::Lb_Flourish[0].to_rgb
	  # Set Red, Green, and Blue
	  color.red, color.green, color.blue = *rgb
	  # Setup Alpha for Blending
	  color.alpha = Gradient_Bars::Lb_Flourish_Alpha
	  # Setup Flourishing
	  setup_flourish
	end
	# Refresh Sprite
	refresh
  end
  #--------------------------------------------------------------------------
  # * Setup "Flourishing"
  #--------------------------------------------------------------------------
  def setup_flourish
	# Get RGB Array from color
	rgb = Gradient_Bars::Lb_Flourish[@current_flourish].to_rgb
	# Set Red, Green, and Blue
	color.red, color.green, color.blue = *rgb
	# Get HSB Array from color
	hsb = color.to_hsb
	# Get Next Color to move to
	next_flourish = (@current_flourish + 1) % Gradient_Bars::Lb_Flourish.size
	# Get HSB Array from next color
	next_hsb = Gradient_Bars::Lb_Flourish[next_flourish].to_hsb
	# Get Rate of Change (Speed)
	rate = Gradient_Bars::Lb_Flourish_Speed
	# Clear Change Rate
	@change_rate.clear
	# Reset Count
	@count_flourish = rate
	# Set Values for Change Rate
	3.times {|i| @change_rate[i] = (next_hsb[i] - hsb[i]) / rate}
  end
  #--------------------------------------------------------------------------
  # * Start Animation
  #--------------------------------------------------------------------------
  def start
	@update_count = Gradient_Bars::Update_Delay
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
	# Call Sprite_GradientBar's update method
	# which in turn only calls Sprite's update method
	super
	# Increase frame counter
	@count += 1
	# Decrease Update Counter
	@update_count -= 1 if @update_count > 0
	# Update Flourish if Conditions are right
	update_flourish if @change_rate != nil
	# Skip update if no speed or speed frames have not passed or in battle
	return if @speed == 0 or @count % @speed != 0
	# Update Bars
	update_bars
  end
  #--------------------------------------------------------------------------
  # * Update "Flourishing"
  #--------------------------------------------------------------------------
  def update_flourish
	# Update Hue, Saturation, and Value
	color.hue += @change_rate[0]
	color.saturation += @change_rate[1]
	color.value += @change_rate[2]
	# Decrease Count 
	@count_flourish -= 1
	# Return if not zero
	return if @count_flourish != 0
	# Add one and Restrict to [0, size)
	@current_flourish = (@current_flourish + 1) % Gradient_Bars::Lb_Flourish.size
	# Setup Flourishing
	setup_flourish
  end
  #--------------------------------------------------------------------------
  # * Update Bars, Decrease Contents Steadily
  #--------------------------------------------------------------------------
  def update_bars
	# Return if not updating
	return if not updatable? 
	# If Update Rate is nil then increment by current - last / time * +-1
	if Gradient_Bars::Update_Rate == nil
	  # Get Rate
	  @rate = (@actor.limitbreak - @last) / Gradient_Bars::Update_Time.to_f
	  # Increase By Rate
	  @last += @rate
	else
	  # Increment Last By + 1 or -1 times Update Rate (move to current hp)
	  @last += (@actor.limitbreak - @last).sign * Gradient_Bars::Update_Rate
	end
	# Restrict last to actor.hp, actor.maxhp if decreasing
	@last = [[@last, @actor.limitbreak].max, LB_MAX].min if @last > @actor.limitbreak
	# Restrict last to 0, actor.hp if increasing
	@last = [[@last, 0].max, @actor.limitbreak].min if @last < @actor.limitbreak
	# Refresh the bar
	refresh
  end
  #--------------------------------------------------------------------------
  # * Updatable?
  #--------------------------------------------------------------------------
  def updatable?
	return @last != @actor.limitbreak && @update_count <= 0 && @actor.damage == nil
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
	# Redraw Bar
	bitmap.clear
	# Draw Substance
	bitmap.draw_trick_gradient_bar_sub(0, 0, @last, LB_MAX, file, width,
	  height, Gradient_Bars::LB_Border, bx, by, Gradient_Bars::Slanted_Bars)
	# Return if no Color Proc given
	return if Gradient_Bars::Lb_Color_Proc == nil
	# Prevent Division by Zero
	percent = LB_MAX != 0 ? @last.to_f / LB_MAX : 0
	# Call Proc and send the percent to get color values
	new_color = Gradient_Bars::Lb_Color_Proc.call(percent)
	# Set New Color Size
	if new_color.size == 3
	  # Set Red Green Blue
	  color.red, color.green, color.blue = *new_color
	else
	  # Set Red Green Blue Alpha
	  color.red, color.green, color.blue, color.alpha = *new_color
	end
  end
end
  
class Scene_Battle
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :spriteset
end

class Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias_method :trick_lb_gradient_bars_base_initialize, :initialize
  def initialize(*args)
	# Setup Bar Sprites
	@lb_bar_sprites = {}
	# The Usual
	trick_lb_gradient_bars_base_initialize(*args)
  end
  #--------------------------------------------------------------------------
  # * Draw LB
  #	actor : actor
  #	x	: draw spot x-coordinate
  #	y	: draw spot y-coordinate
  #	width : draw spot width
  #--------------------------------------------------------------------------
  def draw_actor_lb(actor, x, y, width = 144)
	# If Bar Sprites not setup for actor in question
	if @lb_bar_sprites[actor] == nil
	  # Setup the bar
	  draw_x, draw_y = self.x + x + 16, self.y + y + 32
	  # Create Bar
	  sprite = Sprite_ActorLbBar.new(actor, draw_x, draw_y, width, 8)
	  # Get Z
	  z = sprite.viewport.nil? ? self.z + 1 : actor.screen_z + 1
	  # Tag Sprite
	  sprite.tag(self)
	  # Set Z
	  sprite.z = z
	  # Set Reference
	  @lb_bar_sprites[actor] = sprite
	  # Add Sprite to Window Sprites
	  @window_sprites << sprite
	else
	  # Start Updating
	  @lb_bar_sprites[actor].start
	end
  end
  #--------------------------------------------------------------------------
  # * Get Gradient Sprites
  #-------------------------------------------------------------------------- 
  def get_lb_gradient_sprites
	# Setup Bar Sprites
	@lb_bar_sprites = {} if @lb_bar_sprites.nil?
	return @lb_bar_sprites.values 
  end
end

class Window_Help < Window_Base
  #--------------------------------------------------------------------------
  # * Alias Listings
  #--------------------------------------------------------------------------
  if @trick_lb_gradient_bars_help.nil?
	alias_method :trick_lb_gradient_bars_help_visible=, :visible=
	@trick_lb_gradient_bars_help = true
  end
  #--------------------------------------------------------------------------
  # * Set Visibility
  #--------------------------------------------------------------------------
  def visible=(bool)
	# The Usual
	self.trick_lb_gradient_bars_help_visible = bool
	# If Setting to Invisible
	if bool == false
	  # Dispose All
	  get_lb_gradient_sprites.each {|sprite| sprite.dispose}
	  # Remove Each From Window Sprites
	  get_lb_gradient_sprites.each {|sprite| @window_sprites.delete(sprite)}
	  # Set LB to Empty Hash
	  @lb_bar_sprites  = {}
	# If Actor Defined
	elsif @actor != nil
	  # Set All to Invisible
	  get_lb_gradient_sprites.each {|sprite| sprite.visible = false}
	  # Set LB Bar to Visible
	  @lb_bar_sprites[@actor].visible = true
	end
  end
  #--------------------------------------------------------------------------
  # * Set Actor
  #	actor : status displaying actor
  #--------------------------------------------------------------------------
  alias_method :trick_lb_gradient_bars_help_set_actor, :set_actor
  def set_actor(actor)
	# If Actor Change and An Actor
	if actor != @actor and @actor != nil
	  # Set Old Actor LB Bar to invisible
	  @lb_bar_sprites[@actor].visible = false
	  # Set LB Sprites for Actor to be visible if bar exists
	  @lb_bar_sprites[actor].visible = true if @lb_bar_sprites.has_key?(actor)
	end
	# The Usual
	trick_lb_gradient_bars_help_set_actor(actor)
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  alias_method :trick_lb_gradient_bars_help_set_text, :set_text
  def set_text(*args)
	# Dispose All
	get_lb_gradient_sprites.each {|sprite| sprite.dispose}
	# Remove Each From Window Sprites
	get_lb_gradient_sprites.each {|sprite| @window_sprites.delete(sprite)}
	# Set All to Empty Hash
	@lb_bar_sprites = {}
	# The Usual
	trick_lb_gradient_bars_help_set_text(*args)
  end
end
#--------------------------------------------------------------------------
#  End SDK Enabled Check
#--------------------------------------------------------------------------
end

After you add those scripts add the folder that's attached to this post to your game's graphics folder.

I might even use this myself :D
 

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