# * HP/SP/EXP bars by cogwheel
# * To install, just insert this in a descriptive code slot right above Main
#===============================================================================
# ¦ Bitmap
#-------------------------------------------------------------------------------
#   Edited by cogwheel
#===============================================================================

class Bitmap
  #-----------------------------------------------------------------------------
  # @ Draw a gradient rectangle
  #-----------------------------------------------------------------------------
  def gradiation_rect(x, y, width, height, color1, color2, align = 0)
    if align == 0
      for i in x...x + width
        red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - x) / (width - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - x) / (width - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - x) / (width - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(i, y, 1, height, color)
      end
    elsif align == 1
      for i in y...y + height
        red   = color1.red +
                (color2.red - color1.red) * (i - y) / (height - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - y) / (height - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - y) / (height - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - y) / (height - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(x, i, width, 1, color)
      end
    elsif align == 2
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    elsif align == 3
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    end
  end
end

#===============================================================================
# ¦ Sprite
#-------------------------------------------------------------------------------
#   Edited by cogwheel
#===============================================================================

module RPG
  class Sprite < ::Sprite
    #---------------------------------------------------------------------------
    # @ Give damage to a battler
    #---------------------------------------------------------------------------
    def damage(value, critical)
      dispose_damage
      if value.is_a?(Numeric)
        damage_string = value.abs.to_s
      else
        damage_string = value.to_s
      end
      bitmap = Bitmap.new(160, 48)
      bitmap.font.name = "Arial Black"
      bitmap.font.size = 32
      bitmap.font.color.set(0, 0, 0)
      bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
      bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
      bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
      if value.is_a?(Numeric) and value < 0
        bitmap.font.color.set(176, 255, 144)
      else
        bitmap.font.color.set(255, 255, 255)
      end
      bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
      if critical
        bitmap.font.size = 20
        bitmap.font.color.set(0, 0, 0)
        bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1)
        bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1)
        bitmap.font.color.set(255, 255, 255)
        bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1)
      end
      @_damage_sprite = ::Sprite.new
      @_damage_sprite.bitmap = bitmap
      @_damage_sprite.ox = 80 + self.viewport.ox
      @_damage_sprite.oy = 20 + self.viewport.oy
      @_damage_sprite.x = self.x + self.viewport.rect.x
      @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y
      @_damage_sprite.z = 3000
      @_damage_duration = 40
    end
    #---------------------------------------------------------------------------
    # @ Draw animation
    #---------------------------------------------------------------------------
    def animation(animation, hit)
      dispose_animation
      @_animation = animation
      return if @_animation == nil
      @_animation_hit = hit
      @_animation_duration = @_animation.frame_max
      animation_name = @_animation.animation_name
      animation_hue = @_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_animation_sprites = []
      if @_animation.position != 3 or not @@_animations.include?(animation)
        for i in 0..15
          sprite = ::Sprite.new
          sprite.bitmap = bitmap
          sprite.visible = false
          @_animation_sprites.push(sprite)
        end
        unless @@_animations.include?(animation)
          @@_animations.push(animation)
        end
      end
      update_animation
    end
    #---------------------------------------------------------------------------
    # @ Loop animation
    #---------------------------------------------------------------------------
    def loop_animation(animation)
      return if animation == @_loop_animation
      dispose_loop_animation
      @_loop_animation = animation
      return if @_loop_animation == nil
      @_loop_animation_index = 0
      animation_name = @_loop_animation.animation_name
      animation_hue = @_loop_animation.animation_hue
      bitmap = RPG::Cache.animation(animation_name, animation_hue)
      if @@_reference_count.include?(bitmap)
        @@_reference_count[bitmap] += 1
      else
        @@_reference_count[bitmap] = 1
      end
      @_loop_animation_sprites = []
      for i in 0..15
        sprite = ::Sprite.new
        sprite.bitmap = bitmap
        sprite.visible = false
        @_loop_animation_sprites.push(sprite)
      end
      update_loop_animation
    end
    #---------------------------------------------------------------------------
    # @ Animate sprite
    #---------------------------------------------------------------------------
    def animation_set_sprites(sprites, cell_data, position)
      for i in 0..15
        sprite = sprites[i]
        pattern = cell_data[i, 0]
        if sprite == nil or pattern == nil or pattern == -1
          sprite.visible = false if sprite != nil
          next
        end
        sprite.visible = true

        sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192)
        if position == 3
          if self.viewport != nil
            sprite.x = self.viewport.rect.width / 2
            sprite.y = self.viewport.rect.height - 160
          else
            sprite.x = 320
            sprite.y = 240
          end
        else
          sprite.x = self.x + self.viewport.rect.x -
                      self.ox + self.src_rect.width / 2
          sprite.y = self.y + self.viewport.rect.y -
                      self.oy + self.src_rect.height / 2
          sprite.y -= self.src_rect.height / 4 if position == 0
          sprite.y += self.src_rect.height / 4 if position == 2
        end
        sprite.x += cell_data[i, 1]
        sprite.y += cell_data[i, 2]
        sprite.z = 2000
        sprite.ox = 96
        sprite.oy = 96
        sprite.zoom_x = cell_data[i, 3] / 100.0
        sprite.zoom_y = cell_data[i, 3] / 100.0
        sprite.angle = cell_data[i, 4]
        sprite.mirror = (cell_data[i, 5] == 1)
        sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
        sprite.blend_type = cell_data[i, 7]
      end
    end
  end
end

#===============================================================================
# ¦ Game_Actor
#-------------------------------------------------------------------------------
#   Edited by cogwheel
#===============================================================================

class Game_Actor < Game_Battler
  #-----------------------------------------------------------------------------
  # @ Return how much experience someone has
  #-----------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #-----------------------------------------------------------------------------
  # @ Return how much experience is needed to gain a level
  #-----------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

#===============================================================================
# ¦ Window_Base
#-------------------------------------------------------------------------------
#   Edited by cogwheel
#===============================================================================

class Window_Base < Window
  #-----------------------------------------------------------------------------
  # @ Draw EXP meter
  #-----------------------------------------------------------------------------
  alias :draw_actor_exp_original :draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 144)
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 50
    height = 7
    align1 = 0
    align2 = 1
    align3 = 0
    grade1 = 1
    grade2 = 0
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
    color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
    if actor.next_exp != 0
      exp = (width+plus_width)*actor.now_exp*rate_width/100/actor.next_exp
    else
      exp = (width + plus_width) * rate_width / 100
    end
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
               width * 2, (plus_width + width * rate_width / 100) * 2,
               height, exp * 2, align1, align2, align3,
               color1, color2, color3, color4, color5, color6, grade1, grade2)
    draw_actor_exp_original(actor, x, y, width)
  end
  #-----------------------------------------------------------------------------
  # @ Draw HP meter
  #-----------------------------------------------------------------------------
  alias :draw_actor_hp_original :draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    if actor.maxhp != 0
      rate = actor.hp.to_f / actor.maxhp
    else
      rate = 0
    end
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 50
    height = 7
    align1 = 0
    align2 = 1
    align3 = 0
    grade1 = 1
    grade2 = 0
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
    color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
    if actor.maxhp != 0
      hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
    else
      hp = 0
    end
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
               width * 2, (plus_width + width * rate_width / 100) * 2,
               height, hp * 2, align1, align2, align3,
               color1, color2, color3, color4, color5, color6, grade1, grade2)
    draw_actor_hp_original(actor, x, y, width)
  end
  #-----------------------------------------------------------------------------
  # @ Draw SP meter
  #-----------------------------------------------------------------------------
  alias :draw_actor_sp_original :draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    if actor.maxsp != 0
      rate = actor.sp.to_f / actor.maxsp
    else
      rate = 1
    end
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 50
    height = 7
    align1 = 0
    align2 = 1
    align3 = 0
    grade1 = 1
    grade2 = 0
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(0, 64, 0, 192)
    color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
    color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
    if actor.maxsp != 0
      sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
    else
      sp = (width + plus_width) * rate_width / 100
    end
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
               width * 2, (plus_width + width * rate_width / 100) * 2,
               height, sp * 2, align1, align2, align3,
               color1, color2, color3, color4, color5, color6, grade1, grade2)
    draw_actor_sp_original(actor, x, y, width)
  end
  #-----------------------------------------------------------------------------
  # @ Draw a gauge
  #-----------------------------------------------------------------------------
  def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
                 color1, color2, color3, color4, color5, color6, grade1, grade2)
    case align1
    when 1
      x += (rect_width - width) / 2
    when 2
      x += rect_width - width
    end
    case align2
    when 1
      y -= height / 2
    when 2
      y -= height
    end
    self.contents.fill_rect(x, y, width, height, color1)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color3
      color3 = color4
      color4 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    self.contents.gradiation_rect(x + 2, y + 2, width - 4, height - 4,
                                  color3, color4, grade1)
    if align3 == 1
      x += width - gauge
    end
    self.contents.gradiation_rect(x + 2, y + 2, gauge - 4, height - 4,
                                  color5, color6, grade2)
  end
end

    Source: geocities.com/mewsterus/scripts

               ( geocities.com/mewsterus)