I have added alot of scripts to my game and had alot of help in creating this but I now have another script problem... I have a few scripts so that only 1 actor will battle at a time. And a few more so you can switch out which actor will be battling in the battle. But after adding this HP Bar script
this is what happended.
It tried to show the HP/EXP/ and Names of every party member...
can someone please fix this script so it only shows the name/HP/and EXP of the party member that is battling?
Thanks
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
class Window_EnemyHP < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
for i in 0...$game_troop.enemies.size
@enemy = $game_troop.enemies
@percent = (@enemy.hp * 100) / @enemy.maxhp
unless @enemy.hp == 0
draw_slant_bar(32, 45, @enemy.hp, @enemy.maxhp, width = 150, height = 6)
self.contents.draw_text(23, 15, 80, 32, @enemy.name.to_s)
end
end
end
end
class Scene_Battle
alias raz_update update
alias raz_update_phase5 update_phase5
alias raz_update_phase4_step1 update_phase4_step1
alias raz_update_phase4_step5 update_phase4_step5
alias raz_enemy_hp_main main
def main
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
@enemy_window = Window_EnemyHP.new
@enemy_window.z = 95
raz_enemy_hp_main
@enemy_window.dispose
end
def update
@enemy_window.update
raz_update
end
def update_phase5
# If wait count is larger than 0
if @phase5_wait_count > 0
# Decrease wait count
@phase5_wait_count -= 1
# If wait count reaches 0
if @phase5_wait_count == 0
@enemy_window.visible = false
# Show result window
@result_window.visible = true
# Clear main phase flag
$game_temp.battle_main_phase = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
end
return
end
raz_update_phase5
end
def update_phase4_step1
raz_update_phase4_step1
@enemy_window.refresh
end
def update_phase4_step5
# Hide help window
@help_window.visible = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
raz_update_phase4_step5
end
end
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
self.opacity = 0
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# * Set Level Up Flag
# actor_index : actor index
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
self.contents.font.size = 16
draw_slant_bar(370, 240, actor.hp, actor.maxhp, 150)
# draw_slant_bar(actor_x, 88, actor.sp, actor.maxsp, 120, 6, bar_color = Color.new(150, 0, 150, 255), end_color = Color.new(0, 0, 255, 255))
draw_actor_name( actor, 370, 210)
draw_actor_hp(actor, 370, 240, 120)
# draw_actor_sp(actor, actor_x, 64, 120)
if @level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, 440, 210)
end
draw_slant_bar(370, 270, actor.now_exp, actor.next_exp, 150, 6, Color.new(150, 0, 150, 255), Color.new(0, 0, 255, 255))
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Slightly lower opacity level during main phase
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
class Window_MenuStatus < Window_Selectable
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors
draw_actor_graphic(actor, x - 20, y + 80)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_slant_bar(x, y + 78, actor.now_exp, actor.next_exp, 200, 6, Color.new(0,160,0,255), Color.new(60,180,60,255))
draw_actor_exp(actor, x, y + 64)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
end
end
end
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 6,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end
class Window_EnemyHP < Window_Base
def initialize
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
for i in 0...$game_troop.enemies.size
@enemy = $game_troop.enemies
@percent = (@enemy.hp * 100) / @enemy.maxhp
unless @enemy.hp == 0
draw_slant_bar(32, 45, @enemy.hp, @enemy.maxhp, width = 150, height = 6)
self.contents.draw_text(23, 15, 80, 32, @enemy.name.to_s)
end
end
end
end
class Scene_Battle
alias raz_update update
alias raz_update_phase5 update_phase5
alias raz_update_phase4_step1 update_phase4_step1
alias raz_update_phase4_step5 update_phase4_step5
alias raz_enemy_hp_main main
def main
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
@enemy_window = Window_EnemyHP.new
@enemy_window.z = 95
raz_enemy_hp_main
@enemy_window.dispose
end
def update
@enemy_window.update
raz_update
end
def update_phase5
# If wait count is larger than 0
if @phase5_wait_count > 0
# Decrease wait count
@phase5_wait_count -= 1
# If wait count reaches 0
if @phase5_wait_count == 0
@enemy_window.visible = false
# Show result window
@result_window.visible = true
# Clear main phase flag
$game_temp.battle_main_phase = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
end
return
end
raz_update_phase5
end
def update_phase4_step1
raz_update_phase4_step1
@enemy_window.refresh
end
def update_phase4_step5
# Hide help window
@help_window.visible = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
raz_update_phase4_step5
end
end
class Window_BattleStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 480)
self.opacity = 0
self.contents = Bitmap.new(width - 32, height - 32)
@level_up_flags = [false, false, false, false]
refresh
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
super
end
#--------------------------------------------------------------------------
# * Set Level Up Flag
# actor_index : actor index
#--------------------------------------------------------------------------
def level_up(actor_index)
@level_up_flags[actor_index] = true
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
actor = $game_party.actors
actor_x = i * 160 + 4
self.contents.font.size = 16
draw_slant_bar(370, 240, actor.hp, actor.maxhp, 150)
# draw_slant_bar(actor_x, 88, actor.sp, actor.maxsp, 120, 6, bar_color = Color.new(150, 0, 150, 255), end_color = Color.new(0, 0, 255, 255))
draw_actor_name( actor, 370, 210)
draw_actor_hp(actor, 370, 240, 120)
# draw_actor_sp(actor, actor_x, 64, 120)
if @level_up_flags
self.contents.font.color = normal_color
self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
else
draw_actor_state(actor, 440, 210)
end
draw_slant_bar(370, 270, actor.now_exp, actor.next_exp, 150, 6, Color.new(150, 0, 150, 255), Color.new(0, 0, 255, 255))
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# Slightly lower opacity level during main phase
if $game_temp.battle_main_phase
self.contents_opacity -= 4 if self.contents_opacity > 191
else
self.contents_opacity += 4 if self.contents_opacity < 255
end
end
end
class Window_MenuStatus < Window_Selectable
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 64
y = i * 116
actor = $game_party.actors
draw_actor_graphic(actor, x - 20, y + 80)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_slant_bar(x, y + 78, actor.now_exp, actor.next_exp, 200, 6, Color.new(0,160,0,255), Color.new(60,180,60,255))
draw_actor_exp(actor, x, y + 64)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
end
end
end
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
this is what happended.
http://www.fileden.com/files/2007/5/14/1079196/Error.PNG[/img]
It tried to show the HP/EXP/ and Names of every party member...
can someone please fix this script so it only shows the name/HP/and EXP of the party member that is battling?
Thanks