Assuming that this is a limit/level bar:
P1 |==============================| P2
| |
P3,Q1 |------------------------------| P4,Q2
| |
Q3 |==============================| Q4
That we're drawing a bar with:
x,y - position of the top-left corner
width & height
color
And that P&Q are points with x, y, and col fields:
P1.x = x;
P1.y = y;
P1.col = 0x90000000;
P2.x = x+width;
P2.y = y;
P2.col = 0x90000000;
P3.x = x;
P3.y = y+height/2;
P3.col = color;
P4.x = x+width;
P4.y = y+height/2;
P4.col = color;
Q1.x = x;
Q1.y = y+height/2;
Q1.col = 0x90808080;
Q2.x = x+width;
Q2.y = y+height/2;
Q2.col = 0x90808080;
Q3.x = x;
Q3.y = y+height;
Q3.col = color;
Q4.x = x+width;
Q4.y = y+height;
Q4.col = color;
The bar consists of two gradients (rectangle P and rectangle Q).
Some colors (ARGB I suppose
). For menu:
0x90802020 - Experience (menu and battle overview)
0x90802050 - Limit bar - Normal
0x90800000 - Limit bar - Fury
0x90000080 - Limit bat - Sadness
In battle:
0x90802050 - Limit bar - Normal
0x90800000 - Limit bar - Fury
0x90000080 - Limit bat - Sadness
0x80808020 - Time - Ready (inactive, col for active is an algorithm)
0x80108040 - Time - Wait
0x80804000 - MBarrier
0x80800000 - HBarrier
These are the colours for a Limit bar when a character reaches a Limit Break (they switch once every two frames in menu and battle):
0x90000080
0x90800080
0x90800000
0x90804000
0x90808000
0x90408000
0x90008000
0x90008080
dziugo