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$imported = {} if $imported == nil $imported["h87_Genericbar"] = true #=============================================================================== # GENERIC BARS ON MAPS #=============================================================================== # Author: Holy87 # Version: 1.2 # User difficulty: ★★ #------------------------------------------------------------------------------- # With this script you can show a bar on the map that indicates anything you # want. It's possible, through script commands, set position, description and # bar color, and, obviously, the value. # It's not completely customizable to be easy to use. #------------------------------------------------------------------------------- # Instructions: # Paste this script under Materials and before the Main. You can set the bar's # description with a SCRIPT CALL: # ★ set_genbar("Text"), for the bar title (like Life, Mana etc...) # when setted, you can use the command to show the bar like this: # ★ show_bar # You can set the bar value with a number between 0 and 100, calling the script # ★ set_bar_value(x), where x is the value. # to close the windows when you don't need it anymore: # ★ hide_bar # # ADVANCED CONTROLS: # ★ set_bar("Text",color,x,y) # wher color is a Color class: Color.new(R,G,B) (R, G and B) are the tonalities # between 0 and 255, and rapresents the bar color # x & y are respectively the x and y coordinates of the square # ★ resize_bar(width, height) # resizes the aspect of the bar's square # ★ get_bar_value or get_bar_value(bar_name) returns the bar's value # # FOR MORE BARS: # The previous methods use a default bar, but you can add multiple bars using # a symbol or a string that identify them. # ★ add_bar(:bar_name) adds a new generic bar # ★ remove_bar(:bar_name:) deletes a bar from the map # ★ set_bar(:bar_name,["Text",color,x,y]) # adds and sets a new bar on the screen. the bar_name variable identify it # (for example, "hungry") identifies a bar that we use for hungry. The values # inside the square parenthesys are optional. # ★ resize_bar(:bar_name, width, eight) # resizes the square of bar_name # ★ show_bar(:bar_name) show a bar on the screen # ★ set_bar_value(:bar_name, x) sets the value x of a specific bar # ★ hide_bar(:bar_name) hides a bar # # USING SPECIAL EFFECTS # ★ snooze_bar o snooze_bar(:bar_name) make the bar shaking (in example, to # symulate an hit received) # more options: snooze_bar(:bar_name, timing, strenght) # timing: how much time it will shake (15 by default) # strenght: the shake strenght (5 by default) # ★ flash_bar or flash_bar(:bar_name) emits a flash on the bar # more options: flash_bar(:bar_name, timing, color) # timing: the flash duration (30 by default, ½ of second) # color: (white by default) is a Color.new(R, G, B) # * You can omit :bar_name if it's the default bar. #------------------------------------------------------------------------------- # Compatibility: # classe Spriteset_Map -> alias update, initialize, terminate #------------------------------------------------------------------------------- #=============================================================================== # ** Settings #=============================================================================== module H87_GBSettings #R, G, B Default_Color = [0,120,250] #Default color DefaultX = 10 #Default X position DefaultY = 10 #Default Y position DefaultWidth = 200 #Default width DefaultHeight = 40 #Default height BarHeight = 10 #Bar height end #============================================================================ # ** END OF CONFIGURATION ** # Edit below this point is risky to anyone can't make scripts. #============================================================================ #=============================================================================== # ** Classe Game_System #=============================================================================== class Game_System include H87_GBSettings #Including the module #----------------------------------------------------------------------------- # * Returns the bar's status #----------------------------------------------------------------------------- def generic_bar_settings(bar = :default) @barsettings = {} if @barsettings.nil? reset_bar_h(bar) if @barsettings[bar] == nil return @barsettings[bar] end #----------------------------------------------------------------------------- # * Resets the bar settings #----------------------------------------------------------------------------- def reset_bar_h(bar = :default) @barsettings[bar] = [ bar_defaultx, #PosX bar_defaulty, #PosY bar_defaultw, #Width bar_defaulth, #Heihgt "", #Name bar_def_colr, #Bar color false, #Visible? 0, #Percentage false, #Changed? false #Width changed ] end #----------------------------------------------------------------------------- # * Returns the current scene (VX or VX Ace) #----------------------------------------------------------------------------- def current_scene begin return SceneManager.scene rescue return $scene end end #----------------------------------------------------------------------------- # * Returns the bar's default color #----------------------------------------------------------------------------- def bar_def_colr c = Default_Color return Color.new(c[0],c[1],c[2]) end #----------------------------------------------------------------------------- # * Restituisce la coordinata predefinita #----------------------------------------------------------------------------- def bar_defaultx return DefaultX end #----------------------------------------------------------------------------- # * Restituisce la coordinata predefinita #----------------------------------------------------------------------------- def bar_defaulty return DefaultY end #----------------------------------------------------------------------------- # * Restituisce la larghezza predefinita #----------------------------------------------------------------------------- def bar_defaultw return DefaultWidth end #----------------------------------------------------------------------------- # * Restituisce l'altezza predefinita #----------------------------------------------------------------------------- def bar_defaulth return DefaultHeight end #----------------------------------------------------------------------------- # * Reimposta le proprietà della finestra della barra. Aggiunge una nuova se # il nome non è compreso #----------------------------------------------------------------------------- def generic_bar_set(letter, colore = bar_def_colr, x = nil, y = nil, bar = :default) @barsettings = {} if @barsettings.nil? if @barsettings[bar] == nil reset_bar_h add_active_bar(bar) end @barsettings[bar][0] = x if x != nil @barsettings[bar][1] = y if y != nil @barsettings[bar][4] = letter @barsettings[bar][5] = colore @barsettings[bar][8] = true #flag di modifica per refresh end #----------------------------------------------------------------------------- # * Metodo alternativo per impostare la barra #----------------------------------------------------------------------------- def set_bar(bar, text, colore = bar_def_colr, x = nil, y = nil) generic_bar_set(text, colore, x, y, bar) end #----------------------------------------------------------------------------- # * Restituisce il colore predefinito della barra #----------------------------------------------------------------------------- def active_bars @barsettings = {} if @barsettings.nil? return @barsettings end #----------------------------------------------------------------------------- # * Aggiunge una nuova barra #----------------------------------------------------------------------------- def add_active_bar(bar_name) return if bar_name == :default @barsettings = {} if @barsettings.nil? return if self.active_bars.include?(bar_name) @barsettings[bar_name] = reset_bar_h(bar_name) current_scene.add_genbar(bar_name) end #----------------------------------------------------------------------------- # * Rimuove una barra #----------------------------------------------------------------------------- def remove_active_bar(bar_name) return if bar_name == :default self.active_bars.delete(bar_name) current_scene.remove_genbar(bar_name) end #----------------------------------------------------------------------------- # * Mostra la finestra della barra #----------------------------------------------------------------------------- def show_generic_bar(bar = :default) @barsettings = {} if @barsettings.nil? reset_bar_h(bar) if @barsettings[bar] == nil return if @barsettings[bar][6] == true @barsettings[bar][6] = true @barsettings[bar][8] = true end #----------------------------------------------------------------------------- # * Nasconde la finestra della barra #----------------------------------------------------------------------------- def hide_generic_bar(bar = :default) @barsettings = {} if @barsettings.nil? reset_bar_h(bar) if @barsettings[bar] == nil return if @barsettings[bar][6] == false @barsettings[bar][6] = false @barsettings[bar][8] = true end #----------------------------------------------------------------------------- # * Assegna un valore da 0 a 100 per la percentuale della barra #----------------------------------------------------------------------------- def bar_percentage(value, bar = :default) @barsettings = {} if @barsettings.nil? reset_bar_h(bar) if @barsettings[bar].nil? value = 0 if value < 0 value = 100 if value > 100 @barsettings[bar][7] = value @barsettings[bar][9] = false end #----------------------------------------------------------------------------- # * restituisce il valore della barra #----------------------------------------------------------------------------- def get_bar_percentage(bar = :default) @barsettings = {} if @barsettings.nil? @barsettings[bar][7] = 0 if @barsettings[bar][7] == nil return @barsettings[bar][7] end #----------------------------------------------------------------------------- # * Ridimensiona la finestra della barra #----------------------------------------------------------------------------- def bar_resize(w,h, bar = :default) @barsettings[bar][2] = w @barsettings[bar][3] = h @barsettings[bar][8] = true end end #game_system #=============================================================================== # ** Classe Barra_Generica #=============================================================================== class Barra_Generica attr_reader :visible attr_reader :x attr_reader :y attr_reader :width attr_reader :height #----------------------------------------------------------------------------- # * Inizializzazione #----------------------------------------------------------------------------- def initialize(viewport, bar_name = :default) @bar_name = bar_name @lb = H87_GBSettings::BarHeight #altezza barra @sp = 5 #spaziatura @viewport = viewport @snooze_time = 0 reset_settings end #----------------------------------------------------------------------------- # * Assegna (o reimposta) le proprietà #----------------------------------------------------------------------------- def reset_settings(update = false) set = $game_system.generic_bar_settings(@bar_name) @x = set[0] @y = set[1] @width = set[2] @height = set[3] @letter = set[4] @color = set[5] @visible = set[6] start(update) end #----------------------------------------------------------------------------- # * Comincia a creare la grafica # update: true se è già stata creata #----------------------------------------------------------------------------- def start(update=false) create_main_graphic(update) create_bar(update) end #----------------------------------------------------------------------------- # * Crea la grafica di sfondo #----------------------------------------------------------------------------- def create_main_graphic(update) @Spriterect.bitmap.clear if update barback_color = Color.new(@color.red/2,@color.green/2,@color.blue/2) bitmap = Bitmap.new(@width+4, @height+4) bitmap.fill_rect(2,2,@width,@height,Color.new(0,0,0,150)) bitmap.blur bitmap.fill_rect(@sp,@height-(@sp+@lb),@width-(@sp*2),@lb,barback_color) bitmap.draw_text(@sp,@sp,@width-@sp,24,@letter) @Spriterect = Sprite.new(@viewport) @Spriterect.bitmap = bitmap @Spriterect.x = @x-2 @Spriterect.y = @y-2 @visible ? @Spriterect.opacity = 255 : @Spriterect.opacity = 0 end #----------------------------------------------------------------------------- # * Crea la grafica della barra #----------------------------------------------------------------------------- def create_bar(update) @bar.bitmap.clear if update #pulisci se si deve agg. bitmap = Bitmap.new(1,@lb) @color = $game_system.generic_bar_settings(@bar_name)[5] bitmap.fill_rect(0,0,1,@lb,@color) @bar = Sprite.new(@viewport) @bar.x = @Spriterect.x + @sp @bar.y = @Spriterect.y + @Spriterect.height - @sp-@lb -4 @bar.bitmap = bitmap @bar.zoom_x = 1 @visible ? @bar.opacity = 255 : @bar.opacity = 0 $game_system.generic_bar_settings(@bar_name)[9] = false end #----------------------------------------------------------------------------- # * Imposta se mostrare o nascondere la finestra della barra #----------------------------------------------------------------------------- def visible=(vis) @visible = vis @visible ? @Spriterect.opacity = 255 : @Spriterect.opacity = 0 @visible ? @bar.opacity = 255 : @bar.opacity = 0 end #----------------------------------------------------------------------------- # * Effetto del flash #----------------------------------------------------------------------------- def flash(time = 30, color = Color.new(255,255,255)) @bar.flash(color, time) @Spriterect.flash(color, time) end #----------------------------------------------------------------------------- # * Effetto tremolio #----------------------------------------------------------------------------- def snooze(time = 20, str = 5) str = 0 if str < 0 time = 0 if time < 0 str = 20 if str > 20 @snooze_str = str @snooze_time = time end #----------------------------------------------------------------------------- # * Aggiornamento #----------------------------------------------------------------------------- def update if $game_system.generic_bar_settings(@bar_name)[8] #controllo refresh reset_settings(true) $game_system.generic_bar_settings(@bar_name)[8] = false return end if @visible #aggiorna se la finestra è visibile bar_update snooze_update effects_update end end #----------------------------------------------------------------------------- # * Aggiornamento del tremolio #----------------------------------------------------------------------------- def snooze_update return if @snooze_time <= 0 if @snooze_time % 2 == 0 randx = rand(@snooze_str)-(@snooze_str/2) randy = rand(@snooze_str)-(@snooze_str/2) @bar.ox = randx @bar.oy = randy @Spriterect.ox = randx @Spriterect.oy = randy else @bar.ox = 0 @bar.oy = 0 @Spriterect.ox = 0 @Spriterect.oy = 0 end @snooze_time -= 1 if @snooze_time == 0 @bar.ox = 0 @bar.oy = 0 @Spriterect.ox = 0 @Spriterect.oy = 0 end end #----------------------------------------------------------------------------- # * Aggiornamento del flash #----------------------------------------------------------------------------- def effects_update @bar.update @Spriterect.update end #----------------------------------------------------------------------------- # * Aggiornamento dell'animazione della barra #----------------------------------------------------------------------------- def bar_update return if $game_system.generic_bar_settings(@bar_name)[9] percent = $game_system.generic_bar_settings(@bar_name)[7] width = @width-(@sp*2) larg = (width.to_f/100.0) * percent distanza = larg - @bar.zoom_x @bar.zoom_x += distanza/2 $game_system.generic_bar_settings(@bar_name)[9] = true if distanza <1 and distanza > -1 end #----------------------------------------------------------------------------- # * Eliminazione #----------------------------------------------------------------------------- def dispose @bar.bitmap.dispose @bar.dispose @Spriterect.bitmap.dispose @Spriterect.dispose end end #barra #=============================================================================== # ** Classe Spriteset_Map #=============================================================================== class Spriteset_Map #----------------------------------------------------------------------------- # * Alias Inizializzazione #----------------------------------------------------------------------------- alias bgen_initialize initialize unless $@ def initialize create_generic_bars bgen_initialize end #----------------------------------------------------------------------------- # * Alias Uscita #----------------------------------------------------------------------------- alias bgen_dispose dispose unless $@ def dispose bgen_dispose dispose_generic_bars end #----------------------------------------------------------------------------- # * Alias Aggiornamento #----------------------------------------------------------------------------- alias bgen_update update unless $@ def update bgen_update update_generic_bars end #----------------------------------------------------------------------------- # * Creazione finestra con barra #----------------------------------------------------------------------------- def create_generic_bars @generic_bars = {} @generic_bars[:default] = Barra_Generica.new(@viewport2) $game_system.active_bars.each_key do |name| next if name == :default or name.nil? @generic_bars[name]=Barra_Generica.new(@viewport2, name) end end #----------------------------------------------------------------------------- # * Eliminazione #----------------------------------------------------------------------------- def dispose_generic_bars @generic_bars.each do |bar| bar[1].dispose end end #----------------------------------------------------------------------------- # * Aggiornamento #----------------------------------------------------------------------------- def update_generic_bars @generic_bars.each do |gbar| gbar[1].update end end #----------------------------------------------------------------------------- # * Aggiunge una barra #----------------------------------------------------------------------------- def add_gen_bar(bar_name) @generic_bars[bar_name] = Barra_Generica.new(@viewport2, bar_name) print @generic_bars.size end #----------------------------------------------------------------------------- # * Rimuove una barra #----------------------------------------------------------------------------- def remove_gen_bar(bar_name) bar = @generic_bars[bar_name] bar.visible = false bar.dispose @generic_bars.delete(bar_name) end #----------------------------------------------------------------------------- # * Flash alla barra #----------------------------------------------------------------------------- def bar_flash(time, color, bar) return if @generic_bars[bar].nil? @generic_bars[bar].flash(time, color) end #----------------------------------------------------------------------------- # * Tremolio della barra #----------------------------------------------------------------------------- def bar_snooze(time, str, bar) return if @generic_bars[bar].nil? @generic_bars[bar].snooze(time, str) end end #spriteset_map #=============================================================================== # ** Classe Game_Interpreter #=============================================================================== class Game_Interpreter #----------------------------------------------------------------------------- # * Sets a bar #----------------------------------------------------------------------------- def set_bar(*args) if args.size > 1 && !args[1].is_a?(Color) set_custom_bar(*args) else set_genbar(*args) end end #----------------------------------------------------------------------------- # * Reimposta le proprietà della barra #----------------------------------------------------------------------------- def set_genbar(text, color = bar_def_colr, x = nil, y = nil) $game_system.generic_bar_set(text, color, x, y) end #----------------------------------------------------------------------------- # * Reimposta una barra generica #----------------------------------------------------------------------------- def set_custom_bar(bar_name, letter, color = bar_def_colr, x = nil, y = nil) $game_system.generic_bar_set(letter, color, x, y, bar_name) end #----------------------------------------------------------------------------- # * Nascondi barra #----------------------------------------------------------------------------- def hide_bar(bar_name = :default) $game_system.hide_generic_bar(bar_name) end #----------------------------------------------------------------------------- # * Mostra barra #----------------------------------------------------------------------------- def show_bar(bar_name = :default) $game_system.show_generic_bar(bar_name) end #----------------------------------------------------------------------------- # * Set a bar value #----------------------------------------------------------------------------- def set_bar_value(*args) args.size > 1 ? bar_value(args[1], args[0]) : bar_value(*args) end #----------------------------------------------------------------------------- # * Assegna valore barra #----------------------------------------------------------------------------- def bar_value(value, bar_name = :default) $game_system.bar_percentage(value, bar_name) end #----------------------------------------------------------------------------- # * Right method for resizing bars #----------------------------------------------------------------------------- def resize_bar(*args) args.size > 2 ? bar_resize(args[1], args[2], args[0]) : bar_resize(*args) end #----------------------------------------------------------------------------- # * Ridimensiona finestra #----------------------------------------------------------------------------- def bar_resize(width, height, bar_name = :default) $game_system.bar_resize(width,height,bar_name) end #----------------------------------------------------------------------------- # * Aggiunge una barra personalizzata #----------------------------------------------------------------------------- def add_bar(bar_name) $game_system.add_active_bar(bar_name) end #----------------------------------------------------------------------------- # * Rimuove una barra personalizzata #----------------------------------------------------------------------------- def remove_bar(bar_name) $game_system.remove_active_bar(bar_name) end #----------------------------------------------------------------------------- # * Flash #----------------------------------------------------------------------------- def flash_bar(*args) if args.size == 0 || !args[0].is_a?(Integer) flash_bar_old(*args) else flash_bar_old(:default, *args) end end #----------------------------------------------------------------------------- # * Old Flash method #----------------------------------------------------------------------------- def flash_bar_old(bar = :default, time = 30, color = Color.new(255,255,255)) $game_system.current_scene.bar_flash(time, color, bar) end #----------------------------------------------------------------------------- # * Shake #----------------------------------------------------------------------------- def snooze_bar(*args) if args.size == 0 || !args[0].is_a?(Integer) snooze_bar_old(*args) else snooze_bar_old(:default, *args) end end #----------------------------------------------------------------------------- # * Shake (old method) #----------------------------------------------------------------------------- def snooze_bar_old(bar = :default, time = 15, str = 5) $game_system.current_scene.bar_snooze(time, str, bar) end #----------------------------------------------------------------------------- # * Assign color #----------------------------------------------------------------------------- def bar_def_colr c = H87_GBSettings::Default_Color return Color.new(c[0],c[1],c[2]) end end #game_interpreter #=============================================================================== # ** Classe Scene_Base #=============================================================================== class Scene_Base #----------------------------------------------------------------------------- # * Metodi vuoti, servono per non generare errori se non si è sulla mappa. #----------------------------------------------------------------------------- def add_genbar(bar_name);end def remove_genbar(bar_name);end def bar_flash(time, color, bar);end def bar_snooze(time, str, bar);end end #scene_base #=============================================================================== # ** Classe Scene_Map #=============================================================================== class Scene_Map < Scene_Base #----------------------------------------------------------------------------- # * Aggiunge una barra allo spriteset #----------------------------------------------------------------------------- def add_genbar(bar_name) @spriteset.add_gen_bar(bar_name) end #----------------------------------------------------------------------------- # * Rimuove una barra dallo spriteset #----------------------------------------------------------------------------- def remove_genbar(bar_name) @spriteset.remove_gen_bar(bar_name) end #----------------------------------------------------------------------------- # * Flash barra dello spriteset #----------------------------------------------------------------------------- def bar_flash(time, color, bar) @spriteset.bar_flash(time, color, bar) end #----------------------------------------------------------------------------- # * Tremolio alla barra dello spriteset #----------------------------------------------------------------------------- def bar_snooze(time, str, bar) @spriteset.bar_snooze(time,str,bar) end end #scene_map
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