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| #------------------------------------------------------------------------------#
# Galv's Variable Instance Bars
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 1.1
#------------------------------------------------------------------------------#
# 2012-12-04 - version 1.1 - font issue fixed
# 2012-12-04 - version 1.0 - release
#------------------------------------------------------------------------------#
# First things first. This script is purely cosmetic. It doesn't control or
# look after whatever it is you are increasing/decreasing and using the bar
# to show. Eg. If you're bar reaches full, YOU will need to set up using events
# what happens after it gets there. (See demo with an example of this)
# An exception is the variable bar (see below).
#
# The script can call a bar that will animate decreasing or increasing by
# certain amounts based on your input and then disappear again afterward.
# You can call a custom bar or a variable bar.
#
# The custom bar increases/decreases
# depending on the settings you give it. (It will not automatically adjust any
# parameters, experience, etc. for you. You do that manually).
#
# The variable bar will adjust the chosen variable automatically by the amount
# you set in the script call.
#
# These bars only work on the map.
#------------------------------------------------------------------------------#
# INSTRUCTIONS:
#------------------------------------------------------------------------------#
#
# Put script under Materials and above Main
#
# Make your own graphics for the bars or use the dodgy ones I made from the
# demo. They got in /Graphics/System/ folder.
#
# There are lots of settings to set up the bar to appear where you want it.
#
#------------------------------------------------------------------------------#
# SCRIPT CALLS
#------------------------------------------------------------------------------#
#
# bar_c(current,target,max,min,text) # Draw a custom bar.
# # current = starting amount
# # target = amount it will raise/lower to
# # max = full bar amount
# # min = empty bar amount
# # text = text with bar
#
# bar_v(var_id,bonus,max,min,text) # Draw a bar based on variable change.
# # This automatically changes the variable
# # by the bonus and cannot exceed the max.
# # var_id = ID of the variable
# # bonus = Amount it will increase/decrease
# # max = full bar amount
# # min = empty bar amount
# # text = text with bar
#
# bar_colors(barcol1,barcol2,text) # Change the 2 gradient colors of the bar
# # and the text color.
#
# bar_graphic("FileName") # file in /Graphics/System to change to
#
#------------------------------------------------------------------------------#
($imported ||= {})["Galvs_Variable_Bar"] = true
module Galv_VarBar
#------------------------------------------------------------------------------#
# SCRIPT SETTINGS
#------------------------------------------------------------------------------#
ACTIVE_TIME = 100 # How long the bar takes to fill/change.
POSITION_Y = 202 # Y position
POSITION_X = 0 # X position. 0 is centered, so to move everything left,
# use a negative number. Positive number for right.
Z_OFFSET = 0 # Z level offset.
TEXT_SIZE = 19 # Size of the text
TEXT_COLOR = 0 # Color of the text
TEXT_FONT = "Bookman Old Style" # Font of the text
TEXT_ALIGN = 1 # 0 = left. 1 = center. 2 = right
TEXT_Y_OFFSET = 37 # Tweak Y position of the text
TEXT_X_OFFSET = 0 # Tweak X position of the text
BAR_WIDTH = 300 # Width of the bar
BAR_HEIGHT = 10 # Height of the bar
BAR_IMAGE = "BarCover" # Image in /Graphics/System/
BAR_IMAGE_Y = 210 # Bar image Y position (screen relative)
BAR_IMAGE_X = 0 # Bar image X position offset. 0 is centered.
BAR_COLOR = [1,9] # Default gradient colors for the bar
INIT_U_SE = ["Up1", 100, 100] # SE played once when bar appears
RAISE_SE = ["Cursor2", 100, 100] # Repeating SE when bar is increasing.
# ["SE Name", Volume, pitch]
INIT_D_SE = ["Down1", 100, 100] # SE played once when bar appears
LOWER_SE = ["Cursor2", 100, 70] # Repeating SE when bar is decreasing.
# ["SE Name", Volume, pitch]
SE_SPEED = 2 # speed that the repeating SE's repeat
#------------------------------------------------------------------------------#
# END SCRIPT SETTINGS
#------------------------------------------------------------------------------#
end
class Game_Temp
attr_accessor :varbar
attr_accessor :vargraphic
alias galv_varbar_temp_initialize initialize
def initialize
galv_varbar_temp_initialize
# @varbar = [current,target,max,x,y,open,text,color1,color2,text_color,variable,min]
@varbar = [0,0,100,false,"",
Galv_VarBar::BAR_COLOR[0],
Galv_VarBar::BAR_COLOR[1],
Galv_VarBar::TEXT_COLOR,
0,0]
@vargraphic = Galv_VarBar::BAR_IMAGE
end
end # Game_Temp
class Game_Interpreter
def bar_c(current,target,max,min,text)
$game_temp.varbar[0] = current
$game_temp.varbar[1] = target
$game_temp.varbar[2] = max
$game_temp.varbar[3] = true
$game_temp.varbar[4] = text
$game_temp.varbar[8] = 0
$game_temp.varbar[9] = min
end
def bar_v(var_id,bonus,max,min,text)
$game_temp.varbar[0] = $game_variables[var_id]
$game_temp.varbar[1] = $game_variables[var_id] + bonus
$game_temp.varbar[2] = max
$game_temp.varbar[3] = true
$game_temp.varbar[4] = text
$game_temp.varbar[8] = var_id
$game_temp.varbar[9] = min
end
def bar_color(color1,color2,textcol)
$game_temp.varbar[5] = color1
$game_temp.varbar[6] = color2
$game_temp.varbar[7] = textcol
end
def bar_graphic(file)
$game_temp.vargraphic = file
end
end # Game_Interpreter
class Scene_Map < Scene_Base
alias galv_varbar_map_create_all_windows create_all_windows
def create_all_windows
galv_varbar_map_create_all_windows
create_varbar_window
end
alias galv_varbar_map_update update
def update
galv_varbar_map_update
@varbar_window.open if $game_temp.varbar[3]
end
def create_varbar_window
@varbar_window = Window_VarBar.new
end
end # Scene_Map < Scene_Base
class Window_VarBar < Window_Base
def initialize
super(window_x, window_y, window_width, window_height)
self.opacity = 0
self.contents_opacity = 0
self.z = z + Galv_VarBar::Z_OFFSET
@show_count = 0
@fill_rate = 0
refresh
end
def window_width
return Galv_VarBar::BAR_WIDTH
end
def window_height
return 130 #Galv_VarBar::BAR_HEIGHT
end
def window_x
(Graphics.width - window_width) / 2 + Galv_VarBar::POSITION_X
end
def window_y
Galv_VarBar::POSITION_Y
end
def update
text_rect
super
if @show_count > 0
refresh
update_fadein
@show_count -= 1
else
update_fadeout
end
end
def update_fadein
self.contents_opacity += 16
@cover.opacity = self.contents_opacity if !@cover.nil?
end
def update_fadeout
self.contents_opacity -= 16
@cover.opacity = self.contents_opacity if !@cover.nil?
end
def open
direction
$game_temp.varbar[3] = false
draw_cover if @cover.nil?
refresh
@show_count = Galv_VarBar::ACTIVE_TIME
@fill_rate = fill_rate
self.contents_opacity = 0 unless contents_opacity > 0
self
if $game_temp.varbar[8] > 0
if @direction == 1
$game_variables[$game_temp.varbar[8]] = [$game_temp.varbar[1],$game_temp.varbar[2]].min
else
$game_variables[$game_temp.varbar[8]] = [$game_temp.varbar[1],$game_temp.varbar[9]].max
end
end
end
def direction
if $game_temp.varbar[0] < $game_temp.varbar[1]
@direction = 1
RPG::SE.new(Galv_VarBar::INIT_U_SE[0], Galv_VarBar::INIT_U_SE[1], Galv_VarBar::INIT_U_SE[2]).play
else
@direction = 0
RPG::SE.new(Galv_VarBar::INIT_D_SE[0], Galv_VarBar::INIT_D_SE[1], Galv_VarBar::INIT_D_SE[2]).play
end
end
def dispose
@show_count = 0
contents.dispose unless disposed?
@cover.bitmap.dispose unless disposed? || @cover.nil?
@cover.dispose unless disposed? || @cover.nil?
super
end
def refresh
contents.clear
if @cgraphic != $game_temp.vargraphic
if !@cover.nil?
@cover.bitmap = Cache.system($game_temp.vargraphic)
@cgraphic = $game_temp.vargraphic
end
end
draw_varbar(0, 0, window_width)
draw_heading(@text_rect.x, @text_rect.y, $game_temp.varbar[4]) if !@text_rect.nil?
if $game_temp.varbar[0] < $game_temp.varbar[1] && @direction == 1
if @show_count % Galv_VarBar::SE_SPEED == 0 && $game_temp.varbar[0] < $game_temp.varbar[2]
return 0 if $game_temp.varbar[0] == $game_temp.varbar[9]
RPG::SE.new(Galv_VarBar::RAISE_SE[0], Galv_VarBar::RAISE_SE[1], Galv_VarBar::RAISE_SE[2]).play
end
$game_temp.varbar[0] += @fill_rate
elsif $game_temp.varbar[0] > $game_temp.varbar[1] && @direction == 0
if @show_count % Galv_VarBar::SE_SPEED == 0 && $game_temp.varbar[0] > $game_temp.varbar[9]
RPG::SE.new(Galv_VarBar::LOWER_SE[0], Galv_VarBar::LOWER_SE[1], Galv_VarBar::LOWER_SE[2]).play
end
$game_temp.varbar[0] += @fill_rate
end
end
def draw_heading(x, y, text)
contents.font.name = Galv_VarBar::TEXT_FONT
contents.font.size = Galv_VarBar::TEXT_SIZE
change_color(text_color($game_temp.varbar[7]))
contents.font.bold = Font.default_bold
contents.font.italic = Font.default_italic
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
def text_rect
@text_rect = Rect.new
@text_rect.width = text_size($game_temp.varbar[4]).width
@text_rect.height = Galv_VarBar::TEXT_SIZE
if Galv_VarBar::TEXT_ALIGN == 0
@text_rect.x = 0 + Galv_VarBar::TEXT_X_OFFSET
elsif Galv_VarBar::TEXT_ALIGN == 2
@text_rect.x = Galv_VarBar::BAR_WIDTH - @text_rect.width + Galv_VarBar::TEXT_X_OFFSET
else
@text_rect.x = (Galv_VarBar::BAR_WIDTH - @text_rect.width) / 2 + Galv_VarBar::TEXT_X_OFFSET
end
@text_rect.y = 0 + Galv_VarBar::TEXT_Y_OFFSET
@text_rect
end
def fill_rate
($game_temp.varbar[1] - $game_temp.varbar[0]) / (Galv_VarBar::ACTIVE_TIME * 0.5)
end
def rate
$game_temp.varbar[0].to_f / $game_temp.varbar[2].to_f
end
def draw_varbar(x, y, width = 124)
draw_gauge(x, y, width, rate, text_color($game_temp.varbar[5]), text_color($game_temp.varbar[6]))
change_color(system_color)
end
def standard_padding
return 0
end
def draw_gauge(x, y, width, rate, color1, color2)
fill_w = (width * rate).to_i
gauge_y = (contents.height - Galv_VarBar::BAR_HEIGHT) / 2
contents.fill_rect(x, gauge_y, window_width, Galv_VarBar::BAR_HEIGHT, gauge_back_color)
contents.gradient_fill_rect(x, gauge_y, fill_w, Galv_VarBar::BAR_HEIGHT, color1, color2)
end
def draw_cover
@cover = Sprite.new
@cover.bitmap = Cache.system($game_temp.vargraphic)
@cgraphic = $game_temp.vargraphic
@cover.x = (Graphics.width - @cover.bitmap.width) / 2 + Galv_VarBar::BAR_IMAGE_X
@cover.y = Galv_VarBar::BAR_IMAGE_Y
@cover.z = z - 1
@cover.opacity = 0
end
end # Window_VarBar < Window_Base |