class Window_Base < Window
#----------------------------------------------------------------------------
# x: x
# y: y
# m: max height
# actor: actor
#----------------------------------------------------------------------------
def draw_actor_hp_bar_ryex_v(x, y, m, actor)
#seting things up
gray = Color.new(100, 100, 100)
#width instead of height
w = 10
p = actor.hp.to_f / actor.maxhp
#draws the bar that is under the color bar that actually shows hp% up and down
self.contents.fill_rect(x, y, w, m, Color.new(0, 0, 0))
#makes the first under gradient
for i in 0...(w - 2)
gr = gray.red * i / (w - 2)
gg = gray.green * i / (w - 2)
gb = gray.blue * i / (w - 2)
#draws the bar under the hp% up and down
self.contents.fill_rect(x + 1 + i, y + 1, 1, m - 2, Color.new(gr, gg, gb, 192))
end
#this changes the color based on the hp% don't bother with it unless you want to it is not important
if p > 0.5
c = Color.new(0, 255, 0)
elsif p < 0.1
c = Color.new(255, 0, 0)
elsif p < 0.5
c = Color.new(255, 100, 0)
end
for i in 0...(w - 2)
r = c.red * i / (w - 2)
g = c.green * i / (w - 2)
b = c.blue * i / (w - 2)
self.contents.fill_rect(x + 1 + i, y + 1, 1, p * (m - 2), Color.new(r, g, b))
end
end
end
class Window_Status < Window_Base
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp_bar_ryex_v(50, 112, 120, @actor)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 224, 1)
draw_actor_parameter(@actor, 96, 256, 2)
draw_actor_parameter(@actor, 96, 304, 3)
draw_actor_parameter(@actor, 96, 336, 4)
draw_actor_parameter(@actor, 96, 368, 5)
draw_actor_parameter(@actor, 96, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "equipment")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
end
end