Vlue

Basic Enemy HP Bars Lite

Apr 3rd, 2014
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  1. #--# Basic Enemy HP Bars Lite v 1.1c
  2. #
  3. # Adds options for hp/mp bars, enemy name, state icons, and even targetting icon
  4. #  to appear over the enemy in battle.
  5. #
  6. # Usage: Plug and play, customize as needed.
  7. #       New Notetag: <BOSS> determines if enemy is a boss or not.
  8. #                    <HIDE NAME> name displays as ???
  9. #
  10. #------#
  11. #-- Script by: V.M of D.T
  12. #
  13. #- Questions or comments can be:
  14. #    posted on the thread for the script
  15. #    given by email: sumptuaryspade@live.ca
  16. #    provided on facebook: http://www.facebook.com/DaimoniousTailsGames
  17. #   All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
  18. #
  19. #--- Free to use in any project, commercial or non-commercial, with credit given
  20. #--Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)
  21.  
  22. module DTP_HP
  23.   #Whether to include the hp bar or not
  24.   USE_HP_BAR = true
  25.   #Whether to include an mp bar or not
  26.   USE_MP_BAR = false
  27.   #Whether or not to include state icons
  28.   USE_STATES = false
  29.   #Whether to display enemy name or not
  30.   USE_TEXT = false
  31.   #Display HP numbers
  32.   USE_HP_TEXT = false
  33.   #Icon to be displayed over current target, set to 0 to disable
  34.   DISPLAY_ICON = 325
  35.  
  36.   #Display hp bar above the enemy, false for below
  37.   ABOVE_MONSTER = true
  38.   #Offset the hp bar along the x-axis(left,right)
  39.   BAR_OFFSET_X = 0
  40.   #Offset the hp bar along the y-axis(up,down)
  41.   BAR_OFFSET_Y = 0
  42.  
  43.   #First color for the mp bar gradient
  44.   MP_COLOR_BAR_1 = Color.new(0,175,255)
  45.   #Second color fot the mp bar gradient
  46.   MP_COLOR_BAR_2 = Color.new(0,0,255)
  47.  
  48.   #Show bars only when specific actor in party. Array format. Example: [8,7]
  49.   #Set to [] to not use actor only
  50.   SPECIFIC_ACTOR = []
  51.   #Show enemy hp bar only if certain state is applied (like a scan state)
  52.   #Set to 0 to not use state only
  53.   SCAN_STATE = 0
  54.   #Enemies will show hp bar as long as they have been affected by scan state
  55.   #at least once before
  56.   SCAN_ONCE = false
  57.   #Hp bars will only show when you are targetting a monster
  58.   ONLY_ON_TARGET = false
  59. end
  60.  
  61. class Sprite_Battler
  62.   alias hpbar_update update
  63.   alias hpbar_dispose dispose
  64.   def update
  65.     hpbar_update
  66.     return unless @battler.is_a?(Game_Enemy)
  67.     if @battler
  68.       update_hp_bar
  69.     end
  70.   end
  71.   def update_hp_bar
  72.     setup_bar if @hp_bar.nil?
  73.     determine_visible
  74.     return unless @hp_bar.visible
  75.     @hp_bar.update
  76.     if @hp_bar.contents_opacity != self.opacity
  77.       @hp_bar.contents_opacity = self.opacity
  78.     end
  79.     @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.height - @hp_bar.height
  80.     @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
  81.     @hp_bar.y = 0 if @hp_bar.y < 0
  82.     @hp_bar.y = -12 if @battler.boss?
  83.     @hp_bar.contents.clear
  84.     width = @hp_bar.contents.width - @hp_bar.padding
  85.     hp_width = @battler.hp_rate
  86.     yy = 0
  87.     if DTP_HP::DISPLAY_ICON > 0
  88.       if SceneManager.scene.is_a?(Scene_Battle) &&
  89.         SceneManager.scene.enemy_window &&
  90.         SceneManager.scene.enemy_window.active &&
  91.         SceneManager.scene.target_window_index == @battler.index
  92.           @hp_bar.draw_icon(DTP_HP::DISPLAY_ICON,@hp_bar.contents.width/2,yy)
  93.       end
  94.       yy += 24
  95.     end
  96.     if DTP_HP::USE_TEXT and !@battler.boss?
  97.       if @battler.hide_name
  98.         @hp_bar.draw_text(0,yy,width,24,"???",2)
  99.       else
  100.         @hp_bar.draw_text(0,yy,width,24,@battler.name,2)
  101.       end
  102.       yy += 24
  103.     end
  104.     if DTP_HP::USE_HP_BAR
  105.       height = @battler.boss? ? 16 : 8
  106.       yy -= 12 if !DTP_HP::USE_HP_TEXT
  107.       if @special
  108.         @hp_bar.draw_actor_hp(@battler, @hp_bar.padding/2, yy, width, height, @battler.boss? || !DTP_HP::USE_HP_TEXT)
  109.       else
  110.         if !DTP_HP::USE_HP_TEXT
  111.           @hp_bar.draw_actor_hp_notext(@battler, @hp_bar.padding/2, yy, width)
  112.         else
  113.           @hp_bar.draw_actor_hp(@battler, @hp_bar.padding/2, yy, width)
  114.         end
  115.       end
  116.       yy += 12
  117.     end
  118.     if DTP_HP::USE_TEXT and @battler.boss?
  119.       if @battler.hide_name
  120.         @hp_bar.draw_text(0,12,width,24,"???",2)
  121.       else
  122.         @hp_bar.draw_text(0,12,width,24,@battler.name,2)
  123.       end
  124.       if @special
  125.         @hp_bar.change_color(@hp_bar.system_color)
  126.         @hp_bar.draw_text(0,24,width,24,Vocab::hp_a)
  127.         @hp_bar.change_color(@hp_bar.normal_color)
  128.       end
  129.     end
  130.     if DTP_HP::USE_MP_BAR and !@battler.boss?
  131.       mp_width = @battler.mp_rate * width
  132.       @gauge_hp_y_for_nothing_at_all = yy
  133.       @hp_bar.draw_gauge(@hp_bar.padding/2,yy,width,@battler.mp_rate,DTP_HP::MP_COLOR_BAR_1,DTP_HP::MP_COLOR_BAR_2)
  134.       yy += 24
  135.     end
  136.     if DTP_HP::USE_STATES
  137.       xx = 2
  138.       yy += 12 if @battler.boss?
  139.       @battler.states.each do |state|
  140.         @hp_bar.draw_icon(state.icon_index,xx,yy)
  141.         xx += 24
  142.       end
  143.     end
  144.   end
  145.   def setup_bar
  146.     @special = Module.const_defined?(:SPECIAL_GAUGES)
  147.     if @battler.boss?
  148.       @hp_bar = Window_Base.new(0,-12,Graphics.width,96)
  149.     else
  150.       height = 24
  151.       height += 24 if DTP_HP::DISPLAY_ICON > 0
  152.       height += 24 if DTP_HP::USE_TEXT
  153.       height += 24 if DTP_HP::USE_HP_BAR
  154.       height += 24 if DTP_HP::USE_MP_BAR
  155.       height += 24 if DTP_HP::USE_STATES
  156.       @hp_bar = Window_Base.new(0,0,120,height)
  157.       @hp_bar.x = self.x - @hp_bar.width / 2 + DTP_HP::BAR_OFFSET_X
  158.       @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.height - @hp_bar.height
  159.       @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
  160.       @hp_bar.x = 0 if @hp_bar.x < 0
  161.       @hp_bar.y = 0 if @hp_bar.y < 0
  162.     end
  163.     @hp_bar.opacity = 0
  164.     @hp_bar.z = self.z + 1
  165.     @hp_bar.viewport = self.viewport
  166.   end
  167.   def determine_visible
  168.     if !@battler.alive? && !@battler.hidden?
  169.       if @special
  170.         if @hp_bar.gauges[[@hp_bar.padding/2,@gauge_hp_y_for_nothing_at_all]]
  171.           @hp_bar.visible = false if @hp_bar.gauges[[@hp_bar.padding/2,@gauge_hp_y_for_nothing_at_all]].cur_val == 0
  172.         end
  173.       else
  174.         @hp_bar.visible = false
  175.       end
  176.       if DTP_HP::SCAN_ONCE and DTP_HP::SCAN_STATE == 1
  177.         $game_party.monster_scans[@battler.enemy_id] = true
  178.       end
  179.       return if !@battler.alive?
  180.     end
  181.     @hp_bar.visible = true
  182.     if DTP_HP::SCAN_STATE != 0
  183.       @hp_bar.visible = false
  184.       @hp_bar.visible = true if @battler.state?(DTP_HP::SCAN_STATE)
  185.       if DTP_HP::SCAN_ONCE
  186.         @hp_bar.visible = true if $game_party.monster_scans[@battler.enemy_id] == true
  187.         $game_party.monster_scans[@battler.enemy_id] = true if @hp_bar.visible
  188.       end
  189.     end
  190.     if !DTP_HP::SPECIFIC_ACTOR.empty?
  191.       @hp_bar.visible = false unless DTP_HP::SCAN_STATE != 0
  192.       DTP_HP::SPECIFIC_ACTOR.each do |i|
  193.         next unless $game_party.battle_members.include?($game_actors[i])
  194.         @hp_bar.visible = true
  195.       end
  196.     end
  197.     if DTP_HP::ONLY_ON_TARGET
  198.       return unless SceneManager.scene.is_a?(Scene_Battle)
  199.       return unless SceneManager.scene.enemy_window
  200.       @hp_bar.visible = SceneManager.scene.target_window_index == @battler.index
  201.       @hp_bar.visible = false if !SceneManager.scene.enemy_window.active
  202.     end
  203.   end
  204.   def dispose
  205.     @hp_bar.dispose if @hp_bar
  206.     hpbar_dispose
  207.   end
  208. end
  209.  
  210. class Window_Base
  211.   def draw_actor_hp_notext(actor, x, y, width = 124)
  212.     draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
  213.     change_color(system_color)
  214.     draw_text(x, y, 30, line_height, Vocab::hp_a)
  215.     change_color(normal_color)
  216.   end
  217. end
  218.  
  219. class Scene_Battle
  220.   attr_reader  :enemy_window
  221.   def target_window_index
  222.     begin
  223.     @enemy_window.enemy.index
  224.     rescue
  225.       return -1
  226.     end
  227.   end
  228. end
  229.  
  230. class Game_Party
  231.   alias hp_bar_init initialize
  232.   attr_accessor  :monster_scans
  233.   def initialize
  234.     hp_bar_init
  235.     @monster_scans = []
  236.   end
  237. end
  238.  
  239. class Game_Enemy
  240.   def boss?
  241.     self.enemy.note =~ /<BOSS>/
  242.   end
  243.   def hide_name
  244.     self.enemy.note =~ /<HIDE NAME>/
  245.   end
  246. end
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