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Script.rb
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Script.rb
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#===============================================================================
# * Simple HUD - by FL (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. It displays a HUD with the party icons
# (with tones for status), HP bars and some small text.
#
#== INSTALLATION ===============================================================
#
# To this script works, put it above main.
#
#===============================================================================
if defined?(PluginManager) && !PluginManager.installed?("Simple HUD")
PluginManager.register({
:name => "Simple HUD",
:version => "3.0.1",
:link => "https://www.pokecommunity.com/showthread.php?t=390640",
:credits => "FL"
})
end
class HUD
# If you wish to use a background picture, put the image path below, like
# BG_PATH="Graphics/Pictures/battleMessage". I recommend a 512x64 picture.
# If there is no image, a blue background will be draw.
BG_PATH=""
# Make as 'false' to don't show the blue bar
USE_BAR=true
# Make as 'true' to draw the HUD at bottom
DRAW_AT_BOTTOM=false
# Make as 'true' to only show HUD in the pause menu
DRAW_ONLY_IN_MENU=false
# Make as 'false' to don't show the hp bars
SHOW_HP_BARS=true
# Make as 'true' to change pokémon tone when it has a status condition
APPLY_STATUS_TONE=false
# Make as 'true' to animate icons
ANIMATED_ICONS=true
# When above 0, only displays HUD when this switch is on.
SWITCH_NUMBER = 0
# Lower this number = more lag.
FRAMES_PER_UPDATE = 30
# The size of drawable content.
BAR_HEIGHT = 64
HP_BAR_GREEN = [Color.new(24,192,32),Color.new(0,144,0)]
HP_BAR_YELLOW = [Color.new(248,184,0),Color.new(184,112,0)]
HP_BAR_RED = [Color.new(240,80,32),Color.new(168,48,56)]
TEXT_COLORS = [Color.new(72,72,72), Color.new(160,160,160)]
BACKGROUND_COLOR = Color.new(128,128,192)
@@lastGlobalRefreshFrame = -1
@@instanceArray = []
@@tonePerStatus = nil
attr_reader :lastRefreshFrame
# Note that this method is called on each refresh, but the texts
# only will be redrawed if any character change.
def textsDefined
ret=[]
ret[0] = _INTL("text one")
ret[1] = _INTL("text two")
return ret
end
class PokemonData
attr_reader :species, :form, :isEgg, :status, :hp, :totalhp
def initialize(pokemon)
@isEgg = pokemon.egg?
@species = pokemon.species
@form = pokemon.form
@hp = pokemon.hp
@totalhp = pokemon.totalhp
@status = @hp==0 ? :FAINT : pokemon.status
end
def self.eqlHP?(a, b)
return a==b if !a || !b
return a.hp == b.hp && a.totalhp == b.totalhp
end
def self.eqlSpecies?(a, b)
return a==b if !a || !b
return a.species == b.species && a.isEgg == b.isEgg && a.form == b.form
end
def self.eqlStatus?(a, b)
return a==b if !a || !b
return a.status == b.status
end
end
def initialize(viewport1)
@viewport1 = viewport1
@sprites = {}
@yposition = DRAW_AT_BOTTOM ? Graphics.height-64 : 0
@@tonePerStatus = createTonePerStatus if !@@tonePerStatus
@@instanceArray.compact!
@@instanceArray.push(self)
end
def showHUD?
return (
$player &&
(SWITCH_NUMBER<=0 || $game_switches[SWITCH_NUMBER]) &&
(!DRAW_ONLY_IN_MENU || $game_temp.in_menu)
)
end
def createTonePerStatus
ret = {}
ret[:NONE] = Tone.new(0,0,0,0)
ret[:FAINT] = Tone.new(0,0,0,255)
ret[:SLEEP] = Tone.new(102,102,102,50)
ret[:POISON] = Tone.new(153,102,204,50)
ret[:BURN] = Tone.new(204,51,51,50)
ret[:PARALYSIS] = Tone.new(255,255,153,50)
ret[:FROZEN] = Tone.new(153,204,204,50)
# For compatibility with older versions
statusArray = [:NONE, :SLEEP, :POISON, :BURN, :PARALYSIS, :FROZEN]
for i in 0...statusArray.size
ret[i] = ret[statusArray[i]]
end
return ret
end
def create
@pokemonDataArray = []
@currentTextArray = []
createSprites
for sprite in @sprites.values
sprite.z+=600
end
refresh
end
def createSprites
createBackground
for i in 0...6
createPokemon(i)
end
createOverlay
end
def createBackground
@sprites["bar"]=IconSprite.new(0,@yposition,@viewport1)
if BG_PATH == ""
@sprites["bar"].bitmap = Bitmap.new(Graphics.width,BAR_HEIGHT)
@sprites["bar"].bitmap.fill_rect(Rect.new(
0,0,@sprites["bar"].bitmap.width,@sprites["bar"].bitmap.height
),BACKGROUND_COLOR)
else
@sprites["bar"].setBitmap(BG_PATH)
end
end
def createPokemon(i)
y = @yposition-8
y-=8 if SHOW_HP_BARS
if ANIMATED_ICONS
@sprites["pokeicon#{i}"] = PokemonIconSprite.new(nil,@viewport1)
else
@sprites["pokeicon#{i}"] = IconSprite.new(@viewport1)
end
@sprites["pokeicon#{i}"].x = 16+64*i
@sprites["pokeicon#{i}"].y = y
createPokemonHPBar(i, 64*i+48, @yposition+55, 36, 10)
end
def createPokemonHPBar(i, x, y, width, height)
fillWidth = width-4
fillHeight = height-4
@sprites["hpbarborder#{i}"] = BitmapSprite.new(width,height,@viewport1)
@sprites["hpbarborder#{i}"].x = x-width/2
@sprites["hpbarborder#{i}"].y = y-height/2
@sprites["hpbarborder#{i}"].bitmap.fill_rect(
Rect.new(0,0,width,height), Color.new(32,32,32)
)
@sprites["hpbarborder#{i}"].bitmap.fill_rect(
(width-fillWidth)/2, (height-fillHeight)/2,
fillWidth, fillHeight, Color.new(96,96,96)
)
@sprites["hpbarborder#{i}"].visible = false
@sprites["hpbarfill#{i}"] = BitmapSprite.new(fillWidth,fillHeight,@viewport)
@sprites["hpbarfill#{i}"].x = x-fillWidth/2
@sprites["hpbarfill#{i}"].y = y-fillHeight/2
end
def createOverlay
@sprites["overlay"] = BitmapSprite.new(Graphics.width,BAR_HEIGHT,@viewport1)
@sprites["overlay"].y = @yposition
pbSetSystemFont(@sprites["overlay"].bitmap)
end
def refresh
refreshAllPokemon
refreshOverlay
end
def refreshAllPokemon
for i in 0...6
if $player && $player.party.size > i
refreshPokemon(i, PokemonData.new($player.party[i]))
else
refreshPokemon(i, nil)
end
end
end
def refreshPokemon(i, pokemonData)
refreshPokemonIcon(i, pokemonData)
refreshPokemonIconTone(i, pokemonData) if APPLY_STATUS_TONE
refreshPokemonHPBar(i, pokemonData)
@pokemonDataArray[i] = pokemonData
end
def refreshPokemonIcon(i, pokemonData)
@sprites["pokeicon#{i}"].visible = pokemonData != nil
if !pokemonData || PokemonData.eqlSpecies?(pokemonData,@pokemonDataArray[i])
return
end
if ANIMATED_ICONS
@sprites["pokeicon#{i}"].pokemon = $player.party[i]
else
@sprites["pokeicon#{i}"].setBitmap(
GameData::Species.icon_filename_from_pokemon($player.party[i])
)
@sprites["pokeicon#{i}"].src_rect=Rect.new(0,0,64,64)
end
end
def refreshPokemonIconTone(i, pokemonData)
if !pokemonData || PokemonData.eqlStatus?(pokemonData,@pokemonDataArray[i])
return
end
@sprites["pokeicon#{i}"].tone = @@tonePerStatus.fetch(
pokemonData.status,:NONE
)
end
def refreshPokemonHPBar(i, pokemonData)
@sprites["hpbarborder#{i}"].visible = pokemonData!=nil && !pokemonData.isEgg
@sprites["hpbarfill#{i}"].visible = @sprites["hpbarborder#{i}"].visible
if !pokemonData || PokemonData.eqlHP?(pokemonData, @pokemonDataArray[i])
return
end
@sprites["hpbarfill#{i}"].bitmap.clear
fillAmount = (pokemonData.hp==0 || pokemonData.totalhp==0) ? 0 : (
pokemonData.hp*@sprites["hpbarfill#{i}"].bitmap.width/pokemonData.totalhp
)
# Always show a bit of HP when alive
fillAmount = 1 if fillAmount==0 && pokemonData.hp>0
return if fillAmount <= 0
hpColors = hpBarCurrentColors(pokemonData.hp, pokemonData.totalhp)
shadowHeight = 2
@sprites["hpbarfill#{i}"].bitmap.fill_rect(
Rect.new(0,0,fillAmount,shadowHeight), hpColors[1]
)
@sprites["hpbarfill#{i}"].bitmap.fill_rect(
Rect.new(
0,shadowHeight,fillAmount,
@sprites["hpbarfill#{i}"].bitmap.height-shadowHeight
), hpColors[0]
)
end
def hpBarCurrentColors(hp, totalhp)
if hp<=(totalhp/4.0)
return HP_BAR_RED
elsif hp<=(totalhp/2.0)
return HP_BAR_YELLOW
end
return HP_BAR_GREEN
end
def refreshOverlay
newText = textsDefined
return if newText == @currentTextArray
@currentTextArray = newText
@sprites["overlay"].bitmap.clear
x = Graphics.width-64
textpos=[
[@currentTextArray[0],x,6,2,TEXT_COLORS[0],TEXT_COLORS[1]],
[@currentTextArray[1],x,38,2,TEXT_COLORS[0],TEXT_COLORS[1]]
]
pbDrawTextPositions(@sprites["overlay"].bitmap,textpos)
end
def tryUpdate(force=false)
if showHUD?
update(force) if @lastRefreshFrame != Graphics.frame_count
else
dispose if hasSprites?
end
end
def update(force)
if hasSprites?
if (
force || FRAMES_PER_UPDATE<=1 ||
Graphics.frame_count%FRAMES_PER_UPDATE==0
)
refresh
end
else
create
end
pbUpdateSpriteHash(@sprites)
@lastRefreshFrame = Graphics.frame_count
self.class.tryUpdateAll if self.class.shouldUpdateAll?
end
def dispose
pbDisposeSpriteHash(@sprites)
end
def hasSprites?
return !@sprites.empty?
end
def recreate
dispose
create
end
class << self
def shouldUpdateAll?
return @@lastGlobalRefreshFrame != Graphics.frame_count
end
def tryUpdateAll
@@lastGlobalRefreshFrame = Graphics.frame_count
for hud in @@instanceArray
if (
hud && hud.hasSprites? &&
hud.lastRefreshFrame < @@lastGlobalRefreshFrame
)
hud.tryUpdate
end
end
end
def recreateAll
for hud in @@instanceArray
hud.recreate if hud && hud.hasSprites?
end
end
end
end
class Spriteset_Map
alias :initializeOldFL :initialize
alias :disposeOldFL :dispose
alias :updateOldFL :update
def initialize(map=nil)
$player = $Trainer if !$player # For compatibility with v20 and older
initializeOldFL(map)
end
def dispose
@hud.dispose if @hud
disposeOldFL
end
def update
updateOldFL
@hud = HUD.new(@viewport1) if !@hud
@hud.tryUpdate
end
end
# For compatibility with older versions
module GameData
class Species
class << self
if !method_defined?(:icon_filename_from_pokemon)
def icon_filename_from_pokemon(pkmn)
pbPokemonIconFile(pkmn)
end
end
end
end
end