Damage appears behind bars in battle - prioran - 07-19-2011
Hello all,
I'm back to work on my project and have run into a small problem. Would anyone be willing to share his/her knowledge with me? I'm using the SephirothSpawn bar script on the menu and battle screens, and when damage to the party is displayed during battle, the number appears behind the bars (i.e., is hidden by the bar graphics). Is it possible to display the damage in front of the bars instead?
Thanks in advance for any help you're willing to offer!
RE: Damage appears behind bars in battle - deValdr - 07-19-2011
Could you post the script please? This should be an easy fix.
RE: Damage appears behind bars in battle - prioran - 07-19-2011
Thanks for the quick reply and offer to help!
Here is the script:
Code: class Window_Base < Window
alias raz_bars_base_exp draw_actor_exp
alias raz_bars_base_parameter draw_actor_parameter
#--------------------------------------------------------------------------
# * 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
#--------------------------------------------------------------------------
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
if $game_temp.in_battle
bar_width = hp_x - x + 50
else
bar_width = hp_x - x + 100
end
# Draw HP
draw_slant_bar(x, y + 18, actor.hp, actor.maxhp, bar_width, 6, Color.new(100, 0, 0, 255), Color.new(255, 0, 0, 255))
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
# Draw MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
end
end
#--------------------------------------------------------------------------
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
if $game_temp.in_battle
bar_width = sp_x - x + 50
else
bar_width = sp_x - x + 100
end
# Draw SP
draw_slant_bar(x, y + 18, actor.sp, actor.maxsp, bar_width, 6, Color.new(0, 0, 100, 255), Color.new(0, 0, 255, 255))
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
# Draw MaxSP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
end
end
def draw_actor_exp(actor, x, y)
if actor.level == 99
draw_slant_bar(x, y + 18, 1, 1, 190, 6, Color.new(0, 100, 0, 255), Color.new(0, 255, 0, 255))
else
draw_slant_bar(x, y + 18, actor.now_exp, actor.next_exp, 190, 6, Color.new(0, 100, 0, 255), Color.new(0, 255, 0, 255))
end
raz_bars_base_exp(actor, x, y)
end
def draw_actor_parameter(actor, x, y, type)
case type
when 0
para_color1 = Color.new(100,0,0)
para_color2 = Color.new(255,0,0)
para_begin = actor.atk
when 1
para_color1 = Color.new(100,100,0)
para_color2 = Color.new(255,255,0)
para_begin = actor.pdef
when 2
para_color1 = Color.new(100,0,100)
para_color2 = Color.new(255,0,255)
para_begin = actor.mdef
when 3
para_color1 = Color.new(50,0,100)
para_color2 = Color.new(50,0,255)
para_begin = actor.str
when 4
para_color1 = Color.new(0,100,0)
para_color2 = Color.new(0,255,0)
para_begin = actor.dex
when 5
para_color1 = Color.new(50,0,50)
para_color2 = Color.new(255,0,255)
para_begin = actor.agi
when 6
para_color1 = Color.new(0,100,100)
para_color2 = Color.new(0,255,255)
para_begin = actor.int
end
draw_slant_bar(x, y + 18, para_begin, 999, 155, 4, para_color1, para_color2)
raz_bars_base_parameter(actor, x, y, type)
end
end
class Game_Actor
#--------------------------------------------------------------------------
# * 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
EDIT: I FIXED THE PROBLEM BY RESTORING WINDOW_BASE TO DEFAULT. SOMETHING THERE WAS PREVENTING THIS CODE FROM WORKING PROPERLY. PLEASE MARK AS SOLVED AND CLOSE.
RE: Damage appears behind bars in battle - prioran - 08-06-2011
My apologies for posting once more here, but it turns out that the problem was not solved as I thought.
The trouble is that battle animations, damage, and "critical" / "miss" text appear behind the bars during battle. I'm still using the script posted above. If I can provide any additional information in order to make troubleshooting easier, please let me know. Thanks to anyone who is willing to help!
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