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points distibuter help please

zchin

Sponsor

Can someone help edit this script so that there are no bars that overfill the bar, and that you can put a point into a stat one at a time, and if anyone is generous enough could somebody make it so when a stat get's to 60, the yellow bars at the starting start to turn red as you raise the stat, like overlaping until it maxes out at 120? if you don't get what I'm saying then just pm me or post it here.

Here is the script
Code:
module DPD

#===============================================================================

# Script By: PandoraShock(azrith001)

# Date Made: 6/6/2010

# Script Orginal Idea: zchin131

# Script Name: Dryad_Point_Distributer (DPD)

#===============================================================================

# Description:

# This System is a new type of point system based off chance,

# the points are gained in a chance amount from 1-5.

#===============================================================================

 

module DPD

  #---------------------------------------------------

  # Config

  #---------------------------------------------------

  ImgSet = {} # Don't Change only change whats in the " "

  ImgSet[0] = "point_dis_back" # Background Image

  ImgSet[1] = "point_meter" # This is the point meter image is in a set

  #---------------------------------

  FaceSet = {}

  #FaceSet[actor id] = "file in pictures folder"

  FaceSet[1] = "face01"

  FaceSet[2] = "face01"

  FaceSet[7] = "face01"

  FaceSet[8] = "face01"

  #---------------------------------

  BaseCost = {} # Don't Change

  BaseCost[0] = 1 # Hp Base Cost

  BaseCost[1] = 1 # Mp/Sp Base Cost

  BaseCost[2] = 1 # Strength Base Cost

  BaseCost[3] = 1 # Dexterity Base Cost

  BaseCost[4] = 1 # Agility Base Cost

  BaseCost[5] = 1 # Wisdom/Int Base Cost

  #----------

  # This is the Multiplier of all costs IE:

  # At level 10 the cost of hp, Cost = 10 + Level * 2 = 40

  # To use multiplier Max Point should be set to 5000

  # Else Set the Multiplier to 1

  BaseCost[6] = 1 

  #---------------------------------

  BaseGain = {} # Don't Change

  BaseGain[0] = 1 # Hp Base Gained

  BaseGain[1] = 1 # Mp/Sp Base Gained

  BaseGain[2] = 1 # Strength Base Gained

  BaseGain[3] = 1 # Dexterity Base Gained

  BaseGain[4] = 1 # Agility Base Gained

  BaseGain[5] = 1 # Wisdom/Int Base Gained

  #--------------

  BaseGain[6] = 1 # Multiplier: works like Base Cost one.

  #---------------------------------

  MaxPoints = 999 # Max Points you can Gain

  Chance = true # Set to true if you don't want to use Just Base points

  BaseGainedPoints = 3 # This is the base amount of points gained

  BarLength = 60 # Length in Squares (Default = 59)

  #---------------------------------

  # Stat Caps

  StatCap = {}

  StatCap[0] = 60 #HP

  StatCap[1] = 60 #SP

  StatCap[2] = 60 #STR

  StatCap[3] = 60 #DEX

  StatCap[4] = 60 #AGI

  StatCap[5] = 60 #INT

  #---------------------------------

  # Base points gained:

  # The Base Amount of points gained + chance

  # Will set up an imaginary set of dice that role

  # apon leveling up, the dice will predict if the base

  # gained points will be multiplied IE:

  # if a 5 is roled(max) the Base Points gained will be

  # level = 10

  # Points = base + (level*5) = 53

  # using base with no chance is for low exp/point games only IE:

  # Points = base + (level) = 13

  #---------------------------------  

end

 

 

#===============================================================================

# ** Game_Actor - EDIT

#===============================================================================

class Game_Actor < Game_Battler

  #--------------------------------------------------------------------------

  # * Public Instance Variables

  #--------------------------------------------------------------------------

  # Added variables

  attr_reader :dpdpoints

  attr_reader :dpdpoints_max

      

  #--------------------------------------------------------------------------

  # * Alias Methods

  #--------------------------------------------------------------------------

  alias dpd_game_actor_setup setup

  alias dpd_game_actor_init initialize

  #--------------------------------------------------------------------------

  # * Object Initialization

  # actor_id : actor ID

  #--------------------------------------------------------------------------

  def initialize(actor_id)

  dpd_game_actor_init(actor_id)

  end

  #--------------------------------------------------------------------------

  # * Setup

  # information for Orbs

  #--------------------------------------------------------------------------

  def setup(actor_id)

  # Added info for Leveling system

  @dpdpoints = 0

  @max_dpdpoints = DPD::MaxPoints

  # Original setup method

  dpd_game_actor_setup(actor_id)

  end

  #--------------------------------------------------------------------------

  # * Create Maximum dpd_points

  #--------------------------------------------------------------------------

  def dpdpoints_max=(max_dpdpoints)

  @max_dpdpoints = max_dpdpoints

  end

      

  #--------------------------------------------------------------------------

  # * Create dpd_points

  #--------------------------------------------------------------------------

  def dpdpoints=(dpdpoints)

  @dpdpoints = dpdpoints

  end

end

 

 

#===============================================================================

# ** Scene_Battle - Phase 5 Rewite

#===============================================================================

class Scene_Battle

    

  #--------------------------------------------------------------------------

  # * Start After Battle Phase

  #--------------------------------------------------------------------------

  def start_phase5      

        

    # Shift to phase 5

    @phase = 5

    # Play battle end ME

    $game_system.me_play($game_system.battle_end_me)

    # Return to BGM before battle started

    $game_system.bgm_play($game_temp.map_bgm)

    # Initialize EXP, amount of gold, and treasure

    exp = 0

    gold = 0

    treasures = []

    # Loop

    for enemy in $game_troop.enemies

      # If enemy is not hidden

      unless enemy.hidden

        # Add EXP and amount of gold obtained

        exp += enemy.exp

        gold += enemy.gold

        # Determine if treasure appears

        if rand(100) < enemy.treasure_prob

          if enemy.item_id > 0

            treasures.push($data_items[enemy.item_id])

          end

          if enemy.weapon_id > 0

            treasures.push($data_weapons[enemy.weapon_id])

          end

          if enemy.armor_id > 0

            treasures.push($data_armors[enemy.armor_id])

          end

        end

      end

    end

    # Treasure is limited to a maximum of 6 items

    treasures = treasures[0..5]

    # Obtaining EXP

    for i in 0...$game_party.actors.size

      actor = $game_party.actors[i]

      if actor.cant_get_exp? == false

        last_level = actor.level

        actor.exp += exp

        if actor.level > last_level

          # Setup Points

          if DPD::Chance == true

            dice_role = rand(4)

            points = DPD::BaseGainedPoints + (actor.level*(dice_role+1))

          else

            points = DPD::BaseGainedPoints + (actor.level)

          end

          actor.dpdpoints += points

          @status_window.level_up(i)

        end

      end

    end

    # Obtaining gold

    $game_party.gain_gold(gold)

    # Obtaining treasure

    for item in treasures

      case item

      when RPG::Item

        $game_party.gain_item(item.id, 1)

      when RPG::Weapon

        $game_party.gain_weapon(item.id, 1)

      when RPG::Armor

        $game_party.gain_armor(item.id, 1)

      end

    end

    # Make battle result window

    @result_window = Window_BattleResult.new(exp, gold, treasures)

    # Set wait count

    @phase5_wait_count = 100

    

  end

end

 

 

 

#==============================================================================

# ** Dryad_Point_Distributer

#------------------------------------------------------------------------------

#  This class allows you distribute points to stats.

#==============================================================================

 

class Dryad_Pt_Dist

  #--------------------------------------------------------------------------

  # * Initial Processing

  #--------------------------------------------------------------------------

  def initialize(actor_id)

    @actor_id = actor_id

  end

  

  #--------------------------------------------------------------------------

  # * Main Processing

  #--------------------------------------------------------------------------

  def main

    # Get actor

    @actor = $game_party.actors[@actor_id]

    

    # Set Up Scene

    get_menus_and_sprites

    get_transition

  end

  

  #--------------------------------------------------------------------------

  # * Frame Update

  #--------------------------------------------------------------------------

  def update

    # Update command window

    @command_window.update

    @ptwin.update

    @help_window.update

    

    # Get Input Commands and update functions

    get_help(@ptwin.index)

    get_input

  end  

  

  #--------------------------------------------------------------------------

  # *  Gets Help Window Text

  #--------------------------------------------------------------------------

  def get_help(i)

 

    # Set Cost

    c = DPD::BaseCost[i] + (@actor.level * DPD::BaseCost[6])

    

    # Set Gained Points To Stat

    g = DPD::BaseGain[i] + (@actor.level * DPD::BaseGain[6])

    

    txt = "#{c}"

    txt2 = "#{g}"

    

    # Get Window Value

    case i

    when 0 # HP

      @help_window.set_text("Cost: #{txt} Points, Gained: HP+ #{txt2}")

    when 1 # SP

      @help_window.set_text("Cost: #{txt} Points, Gained: SP+ #{txt2}")

    when 2 # STR

      @help_window.set_text("Cost: #{txt} Points, Gained: STR+ #{txt2}")

    when 3 # DEX

      @help_window.set_text("Cost: #{txt} Points, Gained: DEX+ #{txt2}")

    when 4 # AGI

      @help_window.set_text("Cost: #{txt} Points, Gained: AGI+ #{txt2}")

    when 5 # INT

      @help_window.set_text("Cost: #{txt} Points, Gained: INT+ #{txt2}")

    end

  end    

  

  #--------------------------------------------------------------------------

  # *  Process Inputs for the Main Command Window

  #--------------------------------------------------------------------------

  def get_input

     # If B button was pressed

    if Input.trigger?(Input::B)

      get_back_function

    elsif Input.trigger?(Input::C)

      get_trigger_function

    elsif Input.trigger?(Input::R)

      $game_system.se_play($data_system.decision_se)

      @actor_id += 1

      @actor_id %= $game_party.actors.size

      $scene = Dryad_Pt_Dist.new(@actor_id)

    elsif Input.trigger?(Input::L)

      $game_system.se_play($data_system.decision_se)

      @actor_id += $game_party.actors.size - 1

      @actor_id %= $game_party.actors.size

      $scene = Dryad_Pt_Dist.new(@actor_id)

      return

    end

  end

  

  #--------------------------------------------------------------------------

  # *  C Pressed Function

  #--------------------------------------------------------------------------

  def get_trigger_function

  if @command_window.active == true

    # Branch by command window cursor position

    case @command_window.index

    when 0  # Distribute

      command_distribute

    when 1  # Cancel

      command_cancel

    end

  elsif @ptwin.active == true

      get_ptwin_function

  else

    return

  end

  end

  

  #--------------------------------------------------------------------------

  # *  B Pressed Function

  #--------------------------------------------------------------------------

  def get_back_function

    if @command_window.active == true

    # Play cancel SE

    $game_system.se_play($data_system.cancel_se)

    # Switch to menu screen

    $scene = Scene_Menu.new(5)

  elsif @ptwin.active == true

    $game_system.se_play($data_system.cancel_se)

    @command_window.active = true

    @ptwin.active = false

  else

    return

  end

  end

 

  #--------------------------------------------------------------------------

  # *  Point Window Input Function

  #--------------------------------------------------------------------------

  def get_ptwin_function

    

    # Set Cost and Current Points

    p = @actor.dpdpoints

    c = DPD::BaseCost[@ptwin.index] + (@actor.level * DPD::BaseCost[6])

    

    #Get Case

    case @ptwin.index

    when 0 # HP

      v = @actor.maxhp

      v2 = DPD::StatCap[@ptwin.index]

    when 1 # SP

      v = @actor.maxsp

      v2 = DPD::StatCap[@ptwin.index]

    when 2 # STR

      v = @actor.str

      v2 = DPD::StatCap[@ptwin.index]

    when 3 # DEX

      v = @actor.dex

      v2 = DPD::StatCap[@ptwin.index]

    when 4 # AGI

      v = @actor.agi

      v2 = DPD::StatCap[@ptwin.index]

    when 5 # INT

      v = @actor.int

      v2 = DPD::StatCap[@ptwin.index]

    end

    

    # Check Price to Cost

    if @actor.dpdpoints >= c and v < v2

      @actor.dpdpoints -= c

      make_exchange(@ptwin.index)

    else

      $game_system.se_play($data_system.buzzer_se)

      return

    end

  end

  

  #--------------------------------------------------------------------------

  # *  Process When making an exchange in points

  #--------------------------------------------------------------------------

  def make_exchange(i)

    

    # Get Window Value

    v = DPD::BaseGain[i] + (@actor.level * DPD::BaseGain[6])

    

    #Get Case

    case i

    when 0 # HP

      @actor.maxhp += v

      @actor.hp += v

    when 1 # SP

      @actor.maxsp += v

      @actor.sp += v

    when 2 # STR

      @actor.str += v

    when 3 # DEX

      @actor.dex += v

    when 4 # AGI

      @actor.agi += v

    when 5 # INT

      @actor.int += v

    end

    

    $game_system.se_play($data_system.decision_se)

    

    

    get_refresh

    

    return

    

  end

  

  #--------------------------------------------------------------------------

  # *  Process When Exchanging Points for Stats

  #--------------------------------------------------------------------------

  def get_refresh

    @ptwin.refresh

    @command_window.refresh

    @actor_win.refresh

    return

  end

  

  #--------------------------------------------------------------------------

  # *  Process When Choosing [Cancel] Command

  #--------------------------------------------------------------------------

  def command_distribute

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    @command_window.active = false

    @ptwin.active = true

  end

  

  #--------------------------------------------------------------------------

  # *  Process When Choosing [Cancel] Command

  #--------------------------------------------------------------------------

  def command_cancel

    # Play decision SE

    $game_system.se_play($data_system.decision_se)

    # Switch to menu screen

    $scene = Scene_Menu.new(5)

  end

  

  #--------------------------------------------------------------------------

  # *  Process Main Sprites and Windows Created

  #--------------------------------------------------------------------------

  def get_menus_and_sprites

    @background = Sprite.new

    @background.bitmap = RPG::Cache.picture("point_dis_back")

    

    # Make command window

    s1 = "Distribute"

    s2 = "Cancel"

    @command_window = Point_Window_Right.new(155, [s1, s2], @actor)

    @command_window.x = 640 - @command_window.width

    @command_window.y = 192 - @command_window.height / 2

    

    # Make Actor Window

    @actor_win = Window_DPD_stat.new(@actor)

    

    # Make Point Window

    @ptwin = Point_Window.new(@actor)

    @ptwin.active = false

    

    # Make Help Window

    @help_window = Window_Help.new

    @help_window.opacity = 0

  end

  

  #--------------------------------------------------------------------------

  # *  Process Disposed Items

  #--------------------------------------------------------------------------

  def get_dispose

    # Dispose of window

    @command_window.dispose

    @help_window.dispose

    @ptwin.dispose

    @background.dispose

    @actor_win.dispose

  end

  

  #--------------------------------------------------------------------------

  # *  Process Transition and Updates

  #--------------------------------------------------------------------------

  def get_transition

    # Execute transition

    Graphics.transition

    # Main loop

    loop do

      # Update game screen

      Graphics.update

      # Update input information

      Input.update

      # Frame Update

      update

      # Abort loop if screen is changed

      if $scene != self

        break

      end

    end

    # Prepare for transition

    Graphics.freeze

    get_dispose

    # If switching to title screen

    if $scene.is_a?(Scene_Title)

      # Fade out screen

      Graphics.transition

      Graphics.freeze

    end

  end

  

end

 

 

#==============================================================================

# ** Window_DPD_stat

#------------------------------------------------------------------------------

#  This window displays the Stats in the DPD system.

#==============================================================================

 

class Window_DPD_stat < Window_Base

  #--------------------------------------------------------------------------

  # * Object Initialization

  #     actor : actor

  #--------------------------------------------------------------------------

  def initialize(actor)

    super(-15, 40, 495, 142)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity = 0

    @actor = actor

    refresh

  end

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    

    draw_face(@actor, 10, 6)

    

    draw_actor_name(@actor, 240, 6)

    draw_actor_state(@actor, 140, 32)

    draw_actor_level(@actor, 140, 64)

    draw_actor_hp(@actor, 284, 32)

    draw_actor_sp(@actor, 284, 64)

  end

  

  def draw_face(a, x, y)

      bitmap = RPG::Cache.picture(DPD::FaceSet[a.id])

     self.contents.blt(x, y , bitmap, Rect.new(0, 0, 96, 96))

  end

end

 

 

#==============================================================================

# ** Point_Window

#------------------------------------------------------------------------------

#  This window deals with general command choices for the point system.

#==============================================================================

 

class Point_Window < Window_Selectable

  #--------------------------------------------------------------------------

  # * Object Initialization

  #     width    : window width

  #     commands : command text string array

  #--------------------------------------------------------------------------

  def initialize(actor)

    # Compute window height from command quantity

    super(0, 185, 470, 6 * 32 + 64)

    @item_max = 6

    self.contents = Bitmap.new(width - 32, (@item_max+1) * 32)

    @actor = actor

    @txt = [actor.maxhp, actor.maxsp, actor.str, actor.dex, actor.agi, actor.int]

    self.opacity = 0

    refresh

    self.index = 0

  end

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    actor = @actor

    @txt = [actor.maxhp, actor.maxsp, actor.str, actor.dex, actor.agi, actor.int]

    wid = 360/(DPD::BarLength/10)

    for n in 0...wid

      draw_bar(n, wid, wid*6)

    end

    

    for i in 0...(@item_max+1)

      draw_item(i, normal_color)

    end

  end

  #--------------------------------------------------------------------------

  # * Draw Item

  #     index : item number

  #     color : text color

  #--------------------------------------------------------------------------

  def draw_item(index, color)

    self.contents.font.color = color

    self.contents.font.size = 14

    rect = Rect.new(370, 32 * index + (7*index) + ((1*index)-2), 80, 32)

    self.contents.draw_text(rect, "#{@txt[index]}", 1)

  end

  #--------------------------------------------------------------------------

  # * draw_bar

  #     n : item number

  #     w : split width

  #    ow : Original Width

  #--------------------------------------------------------------------------

  def draw_bar(n, w, ow)

    bitmap = RPG::Cache.picture(DPD::ImgSet[1])

    for i in 0...@item_max

    

    v = (@actor.hp.to_f / DPD::StatCap[i]) * DPD::BarLength if i == 0

    v = (@actor.sp.to_f / DPD::StatCap[i]) * DPD::BarLength if i == 1

    v = (@actor.str.to_f / DPD::StatCap[i]) * DPD::BarLength if i == 2

    v = (@actor.dex.to_f / DPD::StatCap[i]) * DPD::BarLength if i == 3

    v = (@actor.agi.to_f / DPD::StatCap[i]) * DPD::BarLength if i == 4

    v = (@actor.int.to_f / DPD::StatCap[i]) * DPD::BarLength if i == 5

 

    for p in 0...v

    if p <= DPD::BarLength-1

    self.contents.blt(26+(6*p), 9 + 32 * i + (7*i) + ((1*i)-2) - (0.5*i) , bitmap, Rect.new(0, 0, 6, 14))

    self.contents.blt(26+(6*p), 9 + 32 * i + (7*i) + ((1*i)-2) - (0.5*i) + 1 , bitmap, Rect.new(0, 0, 6, 14)) and i == 3 or i == 5

    else

    self.contents.blt(26+(6*p), 9 + 32 * i + (7*i) + ((1*i)-2) - (0.5*i), bitmap, Rect.new(6, 0, 6, 14))

    self.contents.blt(26+(6*p), 9 + 32 * i + (7*i) + ((1*i)-2) - (0.5*i) + 1 , bitmap, Rect.new(6, 0, 6, 14)) if i == 3 or i == 5

    end

    end

  

 

  

    end

  end

  #--------------------------------------------------------------------------

  # * Disable Item

  #     index : item number

  #--------------------------------------------------------------------------

  def disable_item(index)

    draw_item(index, disabled_color)

  end

  

  #--------------------------------------------------------------------------

  # * update_cursor_rect

  #     index : item number

  #--------------------------------------------------------------------------

  def update_cursor_rect

    if @index < 4

    self.cursor_rect.set(-8, 32 * @index + (7*@index) + ((1*@index)-2), 32, 32)

    else  

    self.cursor_rect.set(-8, 32 * @index + (7*@index) + ((1*@index)-2) - 2, 32, 32)

    end

  end

end

 

#==============================================================================

# ** Point_Window_Right

#------------------------------------------------------------------------------

#  This window deals with general command choices for the right window.

#==============================================================================

 

class Point_Window_Right < Window_Selectable

  #--------------------------------------------------------------------------

  # * Object Initialization

  #     width    : window width

  #     commands : command text string array

  #--------------------------------------------------------------------------

  def initialize(width, commands, actor)

    # Compute window height from command quantity

    super(0, 0, width, commands.size * 32 + 32 + 128)

    @item_max = commands.size

    @commands = commands

    @actor = actor

    self.contents = Bitmap.new(width - 32, self.height-32)

    self.opacity = 0

    refresh

    self.index = 0

  end

  #--------------------------------------------------------------------------

  # * Refresh

  #--------------------------------------------------------------------------

  def refresh

    self.contents.clear

    for i in 0...@item_max

      draw_item(i, normal_color)

    end

    self.contents.font.size = 20

    self.contents.draw_text(4, 4, self.contents.width - 8, 32, "Points:", 1)

    self.contents.font.size = 16

    self.contents.fill_rect(0, 32+0, self.contents.width - 4, 32+4, Color.new(0, 0, 0, 150)) 

    self.contents.draw_text(4, 32+4, self.contents.width - 8, 32, "#{@actor.dpdpoints}/#{DPD::MaxPoints}", 1)

  end

  #--------------------------------------------------------------------------

  # * Draw Item

  #     index : item number

  #     color : text color

  #--------------------------------------------------------------------------

  def draw_item(index, color)

    self.contents.font.size = 20

    self.contents.font.color = color

    rect = Rect.new(4, 92 + 32 * index, self.contents.width - 8, 32)

    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))

    self.contents.draw_text(rect, @commands[index], 1)

  end

  #--------------------------------------------------------------------------

  # * Disable Item

  #     index : item number

  #--------------------------------------------------------------------------

  def disable_item(index)

    draw_item(index, disabled_color)

  end

  #--------------------------------------------------------------------------

  # * update_cursor_rect

  #     index : item number

  #--------------------------------------------------------------------------

  def update_cursor_rect

    self.cursor_rect.set(4, 92 + 32 * @index , self.contents.width, 32)

  end

end

 

 

here is the problem with the red bars overlapping the text
errorpic.png


I'd really appreciate it if anyone could help me out with this, I'm not much of a scripter, more of a spriter though... Thanks to anyone who helps.

Thank you and have a nice day!
 
This shouldn't be hard at all, as all you have to do is draw a red one instead of a yellow one when [stat] is greater than [current index], as in if the current index is 72, and your stat is 78, draw it red instead of yellow.

So much for the theory... now while this surely is a cool-looking and functional script, Pandora apparently doesn't think much of coding style, and I don't like having to look at code hard enough to figure out what it means... so I guess why don't you just ask the original creator of doing that for you, as it's a one minute edit or something...

On a personal note, I'd go with 120 bars instead of twice 60... they're six pixels wide each, so you won't run into spacing problems deviding them (you only need to design them smartly so they don't look totally stupid, being black-yellow-black, if you get me there). That'll be less confusing in terms of introducing another interface element (such as a red instead of a yellow bar) will always spawn thoughts like "Oh, can my character do something completely new now?," or the like.
 

zchin

Sponsor

Ahhh, I seee, I will try and do what you said, and I asked pandora and he said that he couldn't keep coming back to me at the request workshop, so it wasn't fixed. But how do I make it so that the red bars don't appear, I set the max stat to 60 and it keeps going over by 8/5...

Thank you and have a nice day!
 
Well, without knowing the script (I can't take a quick look at a many-lines-script really, and if you want someone to fix it for you, he needs to have RMXP anyway for testing), here's a rough idea on what you need...

[rgss]@actor.atk.each { |stat| draw_graphic((stat > 60 ? (stat-60)*6 : stat*6), 0) } # draw_graphic(x, y)
[/rgss]

The x value calculation (stat > 60 ? (stat-60)*6 : stat*6) essentially translates to this:

Code:
if current_stat_number > 60

  x = (current_stat_number - 60) * 6 # times 6 is the amount of pixels in width each bar takes

else

  x = current_stat_number * 6

end
 

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